raze/source/common/utility/i_time.h
Christoph Oelckers b2d0d7f9e5 - normalize the timer with the app start, not the epoch.
This ensures smaller values and less wraparounds with integer values in scripts.
2022-10-09 14:50:45 +02:00

53 lines
1.5 KiB
C

#pragma once
#include <stdint.h>
extern int GameTicRate;
extern double TimeScale;
void I_InitTime();
// Called by D_DoomLoop, sets the time for the current frame
void I_SetFrameTime();
// Called by D_DoomLoop, returns current time in tics.
int I_GetTime(double const ticrate = GameTicRate);
// same, but using nanoseconds
uint64_t I_GetTimeNS();
double I_GetTimeFrac(double const ticrate = GameTicRate);
// like I_GetTime, except it waits for a new tic before returning
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.
// You must also not call I_WaitForTic() while freezing time, since the
// tic will never arrive (unless it's the current one).
void I_FreezeTime(bool frozen);
// [RH] Returns millisecond-accurate time
uint64_t I_msTime();
// [RH] Returns nanosecond-accurate time in milliseconds
double I_msTimeF(void);
// [SP] Returns millisecond-accurate time from start
uint64_t I_msTimeFS();
// Nanosecond-accurate time
uint64_t I_nsTime();
// Reset the timer after a lengthy operation
void I_ResetFrameTime();
// Return a decimal fraction to scale input operations at framerate
double I_GetInputFrac(bool const synchronised);
// Reset the last input check to after a lengthy operation
void I_ResetInputTime();
// Pause a bit.
// [RH] Despite the name, it apparently never waited for the VBL, even in
// the original DOS version (if the Heretic/Hexen source is any indicator).
void I_WaitVBL(int count);