//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "platformMacCarb/platformMacCarb.h" #include "platform/gameInterface.h" #include #include #pragma message("time code needs eval -- may not be accurate in all cases, and might cause performance hit.") //-------------------------------------- void Platform::getLocalTime(LocalTime <) { struct tm systime; time_t long_time; /// Get time as long integer. time( &long_time ); /// Convert to local time, thread safe. localtime_r( &long_time, &systime ); /// Fill the return struct lt.sec = systime.tm_sec; lt.min = systime.tm_min; lt.hour = systime.tm_hour; lt.month = systime.tm_mon; lt.monthday = systime.tm_mday; lt.weekday = systime.tm_wday; lt.year = systime.tm_year; lt.yearday = systime.tm_yday; lt.isdst = systime.tm_isdst; } /// Gets the time in seconds since the Epoch U32 Platform::getTime() { time_t epoch_time; time( &epoch_time ); return epoch_time; } /// Gets the time in milliseconds since some epoch. In this case, system start time. /// Storing milisec in a U32 overflows every 49.71 days U32 Platform::getRealMilliseconds() { // Duration is a S32 value. // if negative, it is in microseconds. // if positive, it is in milliseconds. Duration durTime = AbsoluteToDuration(UpTime()); U32 ret; if( durTime < 0 ) ret = durTime / -1000; else ret = durTime; return ret; } U32 Platform::getVirtualMilliseconds() { return platState.currentTime; } void Platform::advanceTime(U32 delta) { platState.currentTime += delta; } /// Asks the operating system to put the process to sleep for at least ms milliseconds void Platform::sleep(U32 ms) { // note: this will overflow if you want to sleep for more than 49 days. just so ye know. usleep( ms * 1000 ); } #pragma mark ---- TimeManager ---- //-------------------------------------- static void _MacCarbUpdateSleepTicks() { if( platState.backgrounded ) platState.sleepTicks = Platform::getBackgroundSleepTime(); else platState.sleepTicks = sgTimeManagerProcessInterval; } //-------------------------------------- void TimeManager::process() { _MacCarbUpdateSleepTicks(); U32 curTime = Platform::getRealMilliseconds(); // GTC returns Milliseconds, FYI. S32 elapsedTime = curTime - platState.lastTimeTick; if(elapsedTime <= platState.sleepTicks) { Platform::sleep(platState.sleepTicks - elapsedTime); } platState.lastTimeTick = Platform::getRealMilliseconds(); TimeEvent event; event.elapsedTime = elapsedTime; Game->postEvent(event); }