diff --git a/source/common/utility/i_time.cpp b/source/common/utility/i_time.cpp index 0a7179660..cc8f5f1de 100644 --- a/source/common/utility/i_time.cpp +++ b/source/common/utility/i_time.cpp @@ -67,22 +67,14 @@ static uint64_t NSToMS(uint64_t ns) return static_cast(ns / 1'000'000); } -static int NSToTic(uint64_t ns) +static int NSToTic(uint64_t ns, double const ticrate) { - return static_cast(ns * GameTicRate / 1'000'000'000); + return static_cast(ns * ticrate / 1'000'000'000); } -static int NSToBuildTic(uint64_t ns) +static uint64_t TicToNS(double tic, double const ticrate) { - return static_cast(ns * 120 / 1'000'000'000); -} -static uint64_t TicToNS(int tic) -{ - return static_cast(tic) * 1'000'000'000 / GameTicRate; -} -static uint64_t BuildTicToNS(int tic) -{ - return static_cast(tic) * 1'000'000'000 / 120; + return static_cast(tic * 1'000'000'000 / ticrate); } void I_SetFrameTime() @@ -111,18 +103,18 @@ void I_WaitVBL(int count) I_SetFrameTime(); } -int I_WaitForTic(int prevtic) +int I_WaitForTic(int prevtic, double const ticrate) { // Waits until the current tic is greater than prevtic. Time must not be frozen. int time; - while ((time = I_GetTime()) <= prevtic) + while ((time = I_GetTime(ticrate)) <= prevtic) { // Windows-specific note: // The minimum amount of time a thread can sleep is controlled by timeBeginPeriod. // We set this to 1 ms in DoMain. - const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1); + const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1, ticrate); const uint64_t now = I_nsTime(); if (next > now) @@ -166,21 +158,16 @@ uint64_t I_GetTimeNS() return CurrentFrameStartTime - FirstFrameStartTime; } -int I_GetTime() +int I_GetTime(double const ticrate) { - return NSToTic(CurrentFrameStartTime - FirstFrameStartTime); + return NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate); } -int I_GetBuildTime() +double I_GetTimeFrac(double const ticrate) { - return NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime); -} - -double I_GetTimeFrac() -{ - int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime); - uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic); - uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1); + int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate); + uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic, ticrate); + uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1, ticrate); return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime); } diff --git a/source/common/utility/i_time.h b/source/common/utility/i_time.h index 8b4eff05c..27ebdae2a 100644 --- a/source/common/utility/i_time.h +++ b/source/common/utility/i_time.h @@ -9,17 +9,14 @@ extern double TimeScale; void I_SetFrameTime(); // Called by D_DoomLoop, returns current time in tics. -int I_GetTime(); +int I_GetTime(double const ticrate = GameTicRate); // same, but using nanoseconds uint64_t I_GetTimeNS(); -// Called by Build games in lieu of totalclock, returns current time in tics at ticrate of 120. -int I_GetBuildTime(); - -double I_GetTimeFrac(); +double I_GetTimeFrac(double const ticrate = GameTicRate); // like I_GetTime, except it waits for a new tic before returning -int I_WaitForTic(int); +int I_WaitForTic(int prevtic, double const ticrate = GameTicRate); // Freezes tic counting temporarily. While frozen, calls to I_GetTime() // will always return the same value. diff --git a/source/core/gamefuncs.h b/source/core/gamefuncs.h index bc11f3428..7a287746d 100644 --- a/source/core/gamefuncs.h +++ b/source/core/gamefuncs.h @@ -156,3 +156,8 @@ inline int spriteGetSlope(int spritenum) auto spr = &sprite[spritenum]; return ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(spr->xoffset) + (uint8_t(spr->yoffset) << 8); } + +inline int I_GetBuildTime() +{ + return I_GetTime(120); +}