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https://github.com/libretro/scummvm.git
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131 lines
3.6 KiB
C++
131 lines
3.6 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "stdafx.h"
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#include "bits.h"
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#include "timer.h"
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#include "debug.h"
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#include <SDL.h>
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Timer *g_timer = NULL;
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Timer::Timer() :
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_mutex(0),
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_timerHandler(0),
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_lastTime(0) {
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create_mutex();
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g_timer = this;
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for (int i = 0; i < MAX_TIMERS; i++) {
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_timerSlots[i].procedure = NULL;
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_timerSlots[i].interval = 0;
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_timerSlots[i].counter = 0;
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}
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_thisTime = SDL_GetTicks();
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// Set the timer last, after everything has been initialised
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SDL_SetTimer(10, (SDL_TimerCallback) timer_handler);
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}
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Timer::~Timer() {
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SDL_SetTimer(0, NULL);
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{
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StackLock lock(_mutex);
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for (int i = 0; i < MAX_TIMERS; i++) {
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_timerSlots[i].procedure = NULL;
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_timerSlots[i].interval = 0;
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_timerSlots[i].counter = 0;
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}
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}
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// FIXME: There is still a potential race condition here, depending on how
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// the system backend implements set_timer: If timers are done using
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// threads, and if set_timer does *not* gurantee that after it terminates
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// that timer thread is not run anymore, we are fine. However, if the timer
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// is still running in parallel to this destructor, then it might be that
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// it is still waiting for the _mutex. So, again depending on the backend,
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// we might end up unlocking the mutex then immediately deleting it, while
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// the timer thread is about to lock it.
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delete_mutex(_mutex);
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}
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int Timer::timer_handler(int t) {
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if (g_timer)
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return g_timer->handler(t);
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return 0;
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}
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int Timer::handler(int t) {
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StackLock lock(_mutex);
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uint32 interval, l;
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_lastTime = _thisTime;
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_thisTime = SDL_GetTicks();
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interval = 1000 * (_thisTime - _lastTime);
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for (l = 0; l < MAX_TIMERS; l++) {
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if (_timerSlots[l].procedure && _timerSlots[l].interval > 0) {
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_timerSlots[l].counter -= interval;
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while (_timerSlots[l].counter <= 0) {
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// A small paranoia check which catches the case where
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// a timer removes itself (which it never should do).
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assert(_timerSlots[l].procedure && _timerSlots[l].interval > 0);
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_timerSlots[l].counter += _timerSlots[l].interval;
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_timerSlots[l].procedure(_timerSlots[l].refCon);
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}
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}
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}
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return t;
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}
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bool Timer::installTimerProc(TimerProc procedure, int32 interval, void *refCon) {
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assert(interval > 0);
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StackLock lock(_mutex);
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for (int l = 0; l < MAX_TIMERS; l++) {
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if (!_timerSlots[l].procedure) {
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_timerSlots[l].procedure = procedure;
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_timerSlots[l].interval = interval;
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_timerSlots[l].counter = interval;
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_timerSlots[l].refCon = refCon;
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return true;
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}
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}
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warning("Couldn't find free timer slot!");
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return false;
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}
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void Timer::removeTimerProc(TimerProc procedure) {
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StackLock lock(_mutex);
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for (int l = 0; l < MAX_TIMERS; l++) {
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if (_timerSlots[l].procedure == procedure) {
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_timerSlots[l].procedure = 0;
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_timerSlots[l].interval = 0;
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_timerSlots[l].counter = 0;
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_timerSlots[l].refCon = 0;
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}
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}
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}
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