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-rw-r--r--Game/Code/Classes/UTime.pas102
1 files changed, 102 insertions, 0 deletions
diff --git a/Game/Code/Classes/UTime.pas b/Game/Code/Classes/UTime.pas
new file mode 100644
index 00000000..3b7749a2
--- /dev/null
+++ b/Game/Code/Classes/UTime.pas
@@ -0,0 +1,102 @@
+unit UTime;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+{$I switches.inc}
+
+{$UNDEF DebugDisplay}
+
+type
+ TTime = class
+ constructor Create;
+ function GetTime: real;
+ end;
+
+procedure CountSkipTimeSet;
+procedure CountSkipTime;
+procedure CountMidTime;
+
+var
+ USTime: TTime;
+
+ TimeNew: int64;
+ TimeOld: int64;
+ TimeSkip: real;
+ TimeMid: real;
+ TimeMidTemp: int64;
+
+implementation
+
+uses
+// sysutils,
+ sdl,
+ ucommon;
+
+const
+ cSDLCorrectionRatio = 1000;
+
+(*
+BEST Option now ( after discussion with whiteshark ) seems to be to use SDL
+timer functions...
+
+SDL_delay
+SDL_GetTicks
+http://www.gamedev.net/community/forums/topic.asp?topic_id=466145&whichpage=1%EE%8D%B7
+*)
+
+
+constructor TTime.Create;
+begin
+ CountSkipTimeSet;
+end;
+
+
+procedure CountSkipTimeSet;
+begin
+ TimeNew := SDL_GetTicks();
+
+ {$IFDEF DebugDisplay}
+ Writeln( 'CountSkipTimeSet : ' + inttostr(trunc(TimeNew)) );
+ {$ENDIF}
+end;
+
+
+procedure CountSkipTime;
+begin
+ TimeOld := TimeNew;
+ TimeNew := SDL_GetTicks();
+ TimeSkip := (TimeNew-TimeOld) / cSDLCorrectionRatio;
+
+ {$IFDEF DebugDisplay}
+ Writeln( 'TimeNew : ' + inttostr(trunc(TimeNew)) );
+ Writeln( 'CountSkipTime : ' + inttostr(trunc(TimeSkip)) );
+ {$ENDIF}
+end;
+
+
+procedure CountMidTime;
+begin
+ TimeMidTemp := SDL_GetTicks();
+ TimeMid := (TimeMidTemp - TimeNew) / cSDLCorrectionRatio;
+
+ {$IFDEF DebugDisplay}
+ Writeln( 'TimeNew : ' + inttostr(trunc(TimeNew)) );
+ Writeln( 'CountMidTime : ' + inttostr(trunc(TimeMid)) );
+ {$ENDIF}
+end;
+
+
+function TTime.GetTime: real;
+begin
+ Result := SDL_GetTicks() / cSDLCorrectionRatio;
+
+ {$IFDEF DebugDisplay}
+ Writeln( 'GetTime : ' + inttostr(trunc(Result)) );
+ {$ENDIF}
+end;
+
+
+end.