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