/*
* The ManaPlus Client
* Copyright (C) 2011-2020 The ManaPlus Developers
* Copyright (C) 2020-2023 The ManaVerse Developers
*
* This file is part of The ManaPlus Client.
*
* 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
* 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. If not, see .
*/
#include "utils/timer.h"
#include "const/utils/timer.h"
PRAGMA48(GCC diagnostic push)
PRAGMA48(GCC diagnostic ignored "-Wshadow")
#include
PRAGMA48(GCC diagnostic pop)
#include
#include "debug.h"
namespace
{
#ifdef USE_SDL2
SDL_TimerID mLogicCounterId(0);
SDL_TimerID mSecondsCounterId(0);
#else // USE_SDL2
SDL_TimerID mLogicCounterId(nullptr);
SDL_TimerID mSecondsCounterId(nullptr);
#endif // USE_SDL2
} // namespace
/**
* Tells the max tick value,
* setting it back to zero (and start again).
*/
static const int MAX_TICK_VALUE = INT_MAX / 2;
volatile int tick_time; /**< Tick counter */
volatile int fps = 0; /**< Frames counted in the last second */
volatile int lps = 0; /**< Logic processed per second */
volatile int frame_count = 0; /**< Counts the frames during one second */
volatile int logic_count = 0; /**< Counts the logic during one second */
volatile time_t cur_time = 0;
static uint32_t nextTick(uint32_t interval, void *param A_UNUSED);
static uint32_t nextSecond(uint32_t interval, void *param A_UNUSED);
/**
* Advances game logic counter.
* Called every 10 milliseconds by SDL_AddTimer()
* @see MILLISECONDS_IN_A_TICK value
*/
static uint32_t nextTick(uint32_t interval, void *param A_UNUSED)
{
tick_time = tick_time + 1;
if (tick_time == MAX_TICK_VALUE)
tick_time = 0;
return interval;
}
/**
* Updates fps.
* Called every seconds by SDL_AddTimer()
*/
static uint32_t nextSecond(uint32_t interval, void *param A_UNUSED)
{
fps = frame_count;
lps = logic_count;
frame_count = 0;
logic_count = 0;
return interval;
}
/**
* @return the elapsed time in milliseconds
* between two tick values.
*/
int get_elapsed_time(const int startTime)
{
const int time = tick_time;
if (startTime <= time)
{
return (time - startTime) * MILLISECONDS_IN_A_TICK;
}
return (time + (MAX_TICK_VALUE - startTime))
* MILLISECONDS_IN_A_TICK;
}
int get_elapsed_time1(const int startTime)
{
const int time = tick_time;
if (startTime <= time)
return time - startTime;
return time + (MAX_TICK_VALUE - startTime);
}
void startTimers()
{
// Initialize logic and seconds counters
tick_time = 0;
mLogicCounterId = SDL_AddTimer(MILLISECONDS_IN_A_TICK, nextTick, nullptr);
mSecondsCounterId = SDL_AddTimer(1000, nextSecond, nullptr);
}
void stopTimers()
{
SDL_RemoveTimer(mLogicCounterId);
SDL_RemoveTimer(mSecondsCounterId);
}