scummvm/engines/bladerunner/time.cpp
2019-07-17 19:09:15 +03:00

83 lines
2.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/time.h"
#include "bladerunner/bladerunner.h"
#include "common/timer.h"
#include "common/system.h"
namespace BladeRunner {
Time::Time(BladeRunnerEngine *vm) {
_vm = vm;
_start = currentSystem();
_pauseCount = 0;
_offset = 0u;
_pauseStart = 0u;
}
uint32 Time::currentSystem() {
return _vm->getTotalPlayTime();
}
uint32 Time::current() {
uint32 time = currentSystem() - _offset;
return time - _start;
}
int Time::pause() {
if (_pauseCount == 0) {
_pauseStart = current();
}
return ++_pauseCount;
}
uint32 Time::getPauseStart() {
return _pauseStart;
}
int Time::resume() {
assert(_pauseCount > 0);
if (--_pauseCount == 0) {
_offset += current() - _pauseStart;
}
return _pauseCount;
}
bool Time::isLocked() {
return _pauseCount > 0;
}
// To be called before loading a new game, since
// the offset should be reset to zero and _pauseStart should be current() (ie currentSystem() - _start)
// TODO Explore if it would make sense to only use the Engine methods for time accounting (pauseEngine, get/setTotalPlatTime)
// or do we need separated/independent time accounting and pausing?
void Time::resetPauseStart() {
_offset = 0u;
_pauseStart = current();
}
} // End of namespace BladeRunner