unit sdlticks; { $Id: sdlticks.pas,v 1.2 2006/11/08 08:22:48 savage Exp $ } {******************************************************************************} { } { JEDI-SDL : Pascal units for SDL - Simple DirectMedia Layer } { SDL GetTicks Class Wrapper } { } { } { The initial developer of this Pascal code was : } { Dominique Louis } { } { Portions created by Dominique Louis are } { Copyright (C) 2004 - 2100 Dominique Louis. } { } { } { Contributor(s) } { -------------- } { Dominique Louis } { } { Obtained through: } { Joint Endeavour of Delphi Innovators ( Project JEDI ) } { } { You may retrieve the latest version of this file at the Project } { JEDI home page, located at http://delphi-jedi.org } { } { The contents of this file are used with permission, subject to } { the Mozilla Public License Version 1.1 (the "License"); you may } { not use this file except in compliance with the License. You may } { obtain a copy of the License at } { http://www.mozilla.org/MPL/MPL-1.1.html } { } { Software distributed under the License is distributed on an } { "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or } { implied. See the License for the specific language governing } { rights and limitations under the License. } { } { Description } { ----------- } { SDL Window Wrapper } { } { } { Requires } { -------- } { SDL.dll on Windows platforms } { libSDL-1.1.so.0 on Linux platform } { } { Programming Notes } { ----------------- } { } { } { } { } { Revision History } { ---------------- } { } { September 23 2004 - DL : Initial Creation } { $Log: sdlticks.pas,v $ Revision 1.2 2006/11/08 08:22:48 savage updates tp sdlgameinterface and sdlticks functions. Revision 1.1 2004/09/30 22:35:47 savage Changes, enhancements and additions as required to get SoAoS working. } {******************************************************************************} interface uses sdl; type TSDLTicks = class private FStartTime : UInt32; FTicksPerSecond : UInt32; FElapsedLastTime : UInt32; FFPSLastTime : UInt32; FLockFPSLastTime : UInt32; public constructor Create; destructor Destroy; override; // destructor {***************************************************************************** Init If the hi-res timer is present, the tick rate is stored and the function returns true. Otherwise, the function returns false, and the timer should not be used. *****************************************************************************} function Init : boolean; {*************************************************************************** GetGetElapsedSeconds Returns the Elapsed time, since the function was last called. ***************************************************************************} function GetElapsedSeconds : Single; {*************************************************************************** GetFPS Returns the average frames per second. If this is not called every frame, the client should track the number of frames itself, and reset the value after this is called. ***************************************************************************} function GetFPS : single; {*************************************************************************** LockFPS Used to lock the frame rate to a set amount. This will block until enough time has passed to ensure that the fps won't go over the requested amount. Note that this can only keep the fps from going above the specified level; it can still drop below it. It is assumed that if used, this function will be called every frame. The value returned is the instantaneous fps, which will be less than or equal to the targetFPS. ***************************************************************************} procedure LockFPS( targetFPS : Byte ); end; implementation { TSDLTicks } constructor TSDLTicks.Create; begin inherited; FTicksPerSecond := 1000; end; destructor TSDLTicks.Destroy; begin inherited; end; function TSDLTicks.GetElapsedSeconds : Single; var currentTime : Cardinal; begin currentTime := SDL_GetTicks; result := ( currentTime - FElapsedLastTime ) / FTicksPerSecond; // reset the timer FElapsedLastTime := currentTime; end; function TSDLTicks.GetFPS : Single; var currentTime, FrameTime : UInt32; fps : single; begin currentTime := SDL_GetTicks; FrameTime := ( currentTime - FFPSLastTime ); if FrameTime = 0 then FrameTime := 1; fps := FTicksPerSecond / FrameTime; // reset the timer FFPSLastTime := currentTime; result := fps; end; function TSDLTicks.Init : boolean; begin FStartTime := SDL_GetTicks; FElapsedLastTime := FStartTime; FFPSLastTime := FStartTime; FLockFPSLastTime := FStartTime; result := true; end; procedure TSDLTicks.LockFPS( targetFPS : Byte ); var currentTime : UInt32; targetTime : single; begin if ( targetFPS = 0 ) then targetFPS := 1; targetTime := FTicksPerSecond / targetFPS; // delay to maintain a constant frame rate repeat currentTime := SDL_GetTicks; until ( ( currentTime - FLockFPSLastTime ) > targetTime ); // reset the timer FLockFPSLastTime := currentTime; end; end.