mirror of
https://github.com/libretro/scummvm.git
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83 lines
2.1 KiB
C++
83 lines
2.1 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/time.h"
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#include "bladerunner/bladerunner.h"
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#include "common/timer.h"
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#include "common/system.h"
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namespace BladeRunner {
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Time::Time(BladeRunnerEngine *vm) {
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_vm = vm;
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_start = currentSystem();
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_pauseCount = 0;
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_offset = 0u;
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_pauseStart = 0u;
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}
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uint32 Time::currentSystem() {
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return _vm->getTotalPlayTime();
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}
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uint32 Time::current() {
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uint32 time = currentSystem() - _offset;
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return time - _start;
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}
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int Time::pause() {
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if (_pauseCount == 0) {
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_pauseStart = current();
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}
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return ++_pauseCount;
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}
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uint32 Time::getPauseStart() {
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return _pauseStart;
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}
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int Time::resume() {
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assert(_pauseCount > 0);
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if (--_pauseCount == 0) {
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_offset += current() - _pauseStart;
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}
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return _pauseCount;
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}
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bool Time::isLocked() {
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return _pauseCount > 0;
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}
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// To be called before loading a new game, since
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// the offset should be reset to zero and _pauseStart should be current() (ie currentSystem() - _start)
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// TODO Explore if it would make sense to only use the Engine methods for time accounting (pauseEngine, get/setTotalPlatTime)
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// or do we need separated/independent time accounting and pausing?
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void Time::resetPauseStart() {
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_offset = 0u;
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_pauseStart = current();
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}
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} // End of namespace BladeRunner
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