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{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UTime;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
type
TTime = class
public
constructor Create;
function GetTime(): real;
end;
TRelativeTimerState = (rtsStopped, rtsWait, rtsPaused, rtsRunning);
TRelativeTimer = class
private
AbsoluteTime: int64; // system-clock reference time for calculation of CurrentTime
RelativeTime: real;
State: TRelativeTimerState;
public
constructor Create();
procedure Start(WaitForTrigger: boolean = false);
procedure Pause();
procedure Stop();
function GetTime(): real;
procedure SetTime(Time: real);
function GetState(): TRelativeTimerState;
end;
TSyncSource = class
function GetClock(): real; virtual; abstract;
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 relative timer.
* A relative timer works like a stop-watch. It can be paused and
* resumed afterwards, continuing with the counter it had when it was paused.
*)
constructor TRelativeTimer.Create();
begin
State := rtsStopped;
AbsoluteTime := 0;
RelativeTime := 0;
end;
(**
* Starts the timer.
* If WaitForTrigger is false the timer will be started immediately.
* If WaitForTrigger is true the timer will be started when a trigger event
* occurs. A trigger event is a call of one of the Get-/SetTime() methods.
* In addition the timer can be started by calling this method again with
* WaitForTrigger set to false.
*)
procedure TRelativeTimer.Start(WaitForTrigger: boolean = false);
begin
case (State) of
rtsStopped, rtsPaused: begin
if (WaitForTrigger) then
begin
State := rtsWait;
end
else
begin
State := rtsRunning;
AbsoluteTime := SDL_GetTicks();
end;
end;
rtsWait: begin
if (not WaitForTrigger) then
begin
State := rtsRunning;
AbsoluteTime := SDL_GetTicks();
RelativeTime := 0;
end;
end;
end;
end;
(**
* Pauses the timer and leaves the counter untouched.
*)
procedure TRelativeTimer.Pause();
begin
if (State = rtsRunning) then
begin
// Important: GetTime() must be called in running state
RelativeTime := GetTime();
State := rtsPaused;
end;
end;
(**
* Stops the timer and sets its counter to 0.
*)
procedure TRelativeTimer.Stop();
begin
if (State <> rtsStopped) then
begin
State := rtsStopped;
RelativeTime := 0;
end;
end;
(**
* Returns the current counter of the timer.
* If WaitForTrigger was true in Start() the timer will be started
* if it was not already running.
*)
function TRelativeTimer.GetTime(): real;
begin
case (State) of
rtsStopped, rtsPaused:
Result := RelativeTime;
rtsRunning:
Result := RelativeTime + (SDL_GetTicks() - AbsoluteTime) / cSDLCorrectionRatio;
rtsWait: begin
// start triggered
State := rtsRunning;
AbsoluteTime := SDL_GetTicks();
Result := RelativeTime;
end;
end;
end;
(**
* Sets the counter of the timer.
* If WaitForTrigger was true in Start() the timer will be started
* if it was not already running.
*)
procedure TRelativeTimer.SetTime(Time: real);
begin
RelativeTime := Time;
AbsoluteTime := SDL_GetTicks();
// start triggered
if (State = rtsWait) then
State := rtsRunning;
end;
function TRelativeTimer.GetState(): TRelativeTimerState;
begin
Result := State;
end;
end.
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