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https://github.com/libretro/scummvm.git
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8e3207b38b
From upstream c5f815729792837b6b4a02c013c7c554942792d9 Only partially implemented, since ScummVM has it's own video player code
51 lines
1.8 KiB
C++
51 lines
1.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGS_ENGINE_AC_TIMER_H
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#define AGS_ENGINE_AC_TIMER_H
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#include "ags/lib/std/type_traits.h"
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#include "ags/lib/std/chrono.h"
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#include "ags/lib/std/xtr1common.h"
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namespace AGS3 {
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// use high resolution clock only if we know it is monotonic/steady.
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// refer to https://stackoverflow.com/a/38253266/84262
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using AGS_Clock = std::conditional <
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std::chrono::high_resolution_clock::is_steady,
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std::chrono::high_resolution_clock, std::chrono::steady_clock
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>::type;
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// Sleeps for time remaining until the next game frame, updates next frame timestamp
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extern void WaitForNextFrame();
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// Sets real FPS to the given number of frames per second; pass 1000+ for maxed FPS mode
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extern int setTimerFps(int new_fps);
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// Tells whether maxed FPS mode is currently set
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extern bool isTimerFpsMaxed();
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// If more than N frames, just skip all, start a fresh.
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extern void skipMissedTicks();
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} // namespace AGS3
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#endif
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