/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom 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 3 of the License, or
* (at your option) any later version.
*
* OpenXcom 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 OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Timer.h"
#include "Game.h"
#include "Options.h"
namespace OpenXcom
{
namespace
{
const Uint32 accurate = 4;
Uint32 slowTick()
{
static Uint32 old_time = SDL_GetTicks();
static Uint64 false_time = static_cast<Uint64>(old_time) << accurate;
Uint64 new_time = ((Uint64)SDL_GetTicks()) << accurate;
false_time += (new_time - old_time) / Timer::gameSlowSpeed;
old_time = new_time;
return false_time >> accurate;
}
}//namespace
Uint32 Timer::gameSlowSpeed = 1;
int Timer::maxFrameSkip = 8; // this is a pretty good default at 60FPS.
/**
* Initializes a new timer with a set interval.
* @param interval Time interval in milliseconds.
* @param frameSkipping Use frameskipping.
*/
Timer::Timer(Uint32 interval, bool frameSkipping) : _start(0), _interval(interval), _running(false), _frameSkipping(frameSkipping), _state(0), _surface(0)
{
Timer::maxFrameSkip = Options::maxFrameSkip;
}
/**
*
*/
Timer::~Timer()
{
}
/**
* Starts the timer running and counting time.
*/
void Timer::start()
{
_frameSkipStart = _start = slowTick();
_running = true;
}
/**
* Stops the timer from running.
*/
void Timer::stop()
{
_start = 0;
_running = false;
}
/**
* Returns the time passed since the last interval.
* @return Time in milliseconds.
*/
Uint32 Timer::getTime() const
{
if (_running)
{
return slowTick() - _start;
}
return 0;
}
/**
* Returns if the timer has been started.
* @return Running state.
*/
bool Timer::isRunning() const
{
return _running;
}
/**
* The timer keeps calculating the passed time while it's running,
* calling the respective action handler whenever the set interval passes.
* @param state State that the action handler belongs to.
* @param surface Surface that the action handler belongs to.
*/
void Timer::think(State* state, Surface* surface)
{
Sint64 now = slowTick(); // must be signed to permit negative numbers
Game *game = state ? state->_game : 0; // this is used to make sure we stop calling *_state on *state in the loop once *state has been popped and deallocated
//assert(!game || game->isState(state));
if (_running)
{
if ((now - _frameSkipStart) >= _interval)
{
for (int i = 0; i <= maxFrameSkip && isRunning() && (now - _frameSkipStart) >= _interval; ++i)
{
if (state != 0 && _state != 0)
{
(state->*_state)();
}
_frameSkipStart += _interval;
// breaking here after one iteration effectively returns this function to its old functionality:
if (!game || !_frameSkipping || !game->isState(state)) break; // if game isn't set, we can't verify *state
}
if (_running && surface != 0 && _surface != 0)
{
(surface->*_surface)();
}
_start = slowTick();
if (_start > _frameSkipStart) _frameSkipStart = _start; // don't play animations in ffwd to catch up :P
}
}
}
/**
* Changes the timer's interval to a new value.
* @param interval Interval in milliseconds.
*/
void Timer::setInterval(Uint32 interval)
{
_interval = interval;
}
/**
* Sets a state function for the timer to call every interval.
* @param handler Event handler.
*/
void Timer::onTimer(StateHandler handler)
{
_state = handler;
}
/**
* Sets a surface function for the timer to call every interval.
* @param handler Event handler.
*/
void Timer::onTimer(SurfaceHandler handler)
{
_surface = handler;
}
}
↑ V730 Not all members of a class are initialized inside the constructor. Consider inspecting: _frameSkipStart.
↑ V1051 Consider checking for misprints. It's possible that the '_frameSkipStart' should be checked here.