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-rw-r--r--Game/Code/Classes/UTime.pas185
1 files changed, 0 insertions, 185 deletions
diff --git a/Game/Code/Classes/UTime.pas b/Game/Code/Classes/UTime.pas
deleted file mode 100644
index f8ae91c4..00000000
--- a/Game/Code/Classes/UTime.pas
+++ /dev/null
@@ -1,185 +0,0 @@
-unit UTime;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-type
- TTime = class
- public
- constructor Create;
- function GetTime(): real;
- end;
-
- TRelativeTimer = class
- private
- AbsoluteTime: int64; // system-clock reference time for calculation of CurrentTime
- RelativeTimeOffset: real;
- Paused: boolean;
- TriggerMode: boolean;
- public
- constructor Create(TriggerMode: boolean = false);
- procedure Pause();
- procedure Resume();
- function GetTime(): real;
- function GetAndResetTime(): real;
- procedure SetTime(Time: real; Trigger: boolean = true);
- procedure Reset();
- end;
-
-procedure CountSkipTimeSet;
-procedure CountSkipTime;
-procedure CountMidTime;
-
-var
- USTime : TTime;
- VideoBGTimer: TRelativeTimer;
-
- TimeNew : int64;
- TimeOld : int64;
- TimeSkip : real;
- TimeMid : real;
- TimeMidTemp : int64;
-
-implementation
-
-uses
- 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
-*)
-
-
-procedure CountSkipTimeSet;
-begin
- TimeNew := SDL_GetTicks();
-end;
-
-procedure CountSkipTime;
-begin
- TimeOld := TimeNew;
- TimeNew := SDL_GetTicks();
- TimeSkip := (TimeNew-TimeOld) / cSDLCorrectionRatio;
-end;
-
-procedure CountMidTime;
-begin
- TimeMidTemp := SDL_GetTicks();
- TimeMid := (TimeMidTemp - TimeNew) / cSDLCorrectionRatio;
-end;
-
-{**
- * TTime
- **}
-
-constructor TTime.Create;
-begin
- inherited;
- CountSkipTimeSet;
-end;
-
-function TTime.GetTime: real;
-begin
- Result := SDL_GetTicks() / cSDLCorrectionRatio;
-end;
-
-{**
- * TRelativeTimer
- **}
-
-(*
- * Creates a new timer.
- * If TriggerMode is false (default), the timer
- * will immediately begin with counting.
- * If TriggerMode is true, it will wait until Get/SetTime() or Pause() is called
- * for the first time.
- *)
-constructor TRelativeTimer.Create(TriggerMode: boolean);
-begin
- inherited Create();
- Self.TriggerMode := TriggerMode;
- Reset();
- Paused := false;
-end;
-
-procedure TRelativeTimer.Pause();
-begin
- RelativeTimeOffset := GetTime();
- Paused := true;
-end;
-
-procedure TRelativeTimer.Resume();
-begin
- AbsoluteTime := SDL_GetTicks();
- Paused := false;
-end;
-
-(*
- * Returns the counter of the timer.
- * If in TriggerMode it will return 0 and start the counter on the first call.
- *)
-function TRelativeTimer.GetTime: real;
-begin
- // initialize absolute time on first call in triggered mode
- if (TriggerMode and (AbsoluteTime = 0)) then
- begin
- AbsoluteTime := SDL_GetTicks();
- Result := RelativeTimeOffset;
- Exit;
- end;
-
- if Paused then
- Result := RelativeTimeOffset
- else
- Result := RelativeTimeOffset + (SDL_GetTicks() - AbsoluteTime) / cSDLCorrectionRatio;
-end;
-
-(*
- * Returns the counter of the timer and resets the counter to 0 afterwards.
- * Note: In TriggerMode the counter will not be stopped as with Reset().
- *)
-function TRelativeTimer.GetAndResetTime(): real;
-begin
- Result := GetTime();
- SetTime(0);
-end;
-
-(*
- * Sets the timer to the given time. This will trigger in TriggerMode if
- * Trigger is set to true. Otherwise the counter's state will not change.
- *)
-procedure TRelativeTimer.SetTime(Time: real; Trigger: boolean);
-begin
- RelativeTimeOffset := Time;
- if ((not TriggerMode) or Trigger) then
- AbsoluteTime := SDL_GetTicks();
-end;
-
-(*
- * Resets the counter of the timer to 0.
- * If in TriggerMode the timer will not start counting until it is triggered again.
- *)
-procedure TRelativeTimer.Reset();
-begin
- RelativeTimeOffset := 0;
- if (TriggerMode) then
- AbsoluteTime := 0
- else
- AbsoluteTime := SDL_GetTicks();
-end;
-
-end.