mirror of
https://github.com/libretro/scummvm.git
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191 lines
5.4 KiB
C++
191 lines
5.4 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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#include "common/scummsys.h"
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#include "backends/timer/default/default-timer.h"
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#include "common/util.h"
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#include "common/system.h"
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struct TimerSlot {
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Common::TimerManager::TimerProc callback;
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void *refCon;
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Common::String id;
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uint32 interval; // in microseconds
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uint32 nextFireTime; // in milliseconds
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uint32 nextFireTimeMicro; // microseconds part of nextFire
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TimerSlot *next;
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TimerSlot() : callback(nullptr), refCon(nullptr), interval(0), nextFireTime(0), nextFireTimeMicro(0), next(nullptr) {}
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};
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void insertPrioQueue(TimerSlot *head, TimerSlot *newSlot) {
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// The head points to a fake anchor TimerSlot; this common
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// trick allows us to get rid of many special cases.
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const uint32 nextFireTime = newSlot->nextFireTime;
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TimerSlot *slot = head;
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newSlot->next = nullptr;
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// Insert the new slot into the sorted list of already scheduled
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// timers in such a way that the list stays sorted...
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while (true) {
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assert(slot);
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if (slot->next == nullptr || nextFireTime < slot->next->nextFireTime) {
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newSlot->next = slot->next;
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slot->next = newSlot;
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return;
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}
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slot = slot->next;
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}
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}
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DefaultTimerManager::DefaultTimerManager() :
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_timerCallbackNext(0),
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_head(nullptr) {
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_head = new TimerSlot();
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}
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DefaultTimerManager::~DefaultTimerManager() {
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Common::StackLock lock(_mutex);
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TimerSlot *slot = _head;
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while (slot) {
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TimerSlot *next = slot->next;
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delete slot;
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slot = next;
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}
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_head = nullptr;
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}
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void DefaultTimerManager::handler() {
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Common::StackLock lock(_mutex);
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uint32 curTime = g_system->getMillis(true);
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// On slow systems this could still be run after destructor
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if (!_head)
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return;
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// Repeat as long as there is a TimerSlot that is scheduled to fire.
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TimerSlot *slot = _head->next;
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while (slot && slot->nextFireTime < curTime) {
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// Remove the slot from the priority queue
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_head->next = slot->next;
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// Update the fire time and reinsert the TimerSlot into the priority
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// queue.
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assert(slot->interval > 0);
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slot->nextFireTime += (slot->interval / 1000);
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slot->nextFireTimeMicro += (slot->interval % 1000);
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if (slot->nextFireTimeMicro > 1000) {
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slot->nextFireTime += slot->nextFireTimeMicro / 1000;
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slot->nextFireTimeMicro %= 1000;
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}
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insertPrioQueue(_head, slot);
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// Invoke the timer callback
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assert(slot->callback);
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slot->callback(slot->refCon);
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// Look at the next scheduled timer
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slot = _head->next;
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}
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}
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void DefaultTimerManager::checkTimers(uint32 interval) {
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uint32 curTime = g_system->getMillis();
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// Timer checking & firing
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if (curTime >= _timerCallbackNext) {
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handler();
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_timerCallbackNext = curTime + interval;
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}
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}
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bool DefaultTimerManager::installTimerProc(TimerProc callback, int32 interval, void *refCon, const Common::String &id) {
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assert(interval > 0);
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Common::StackLock lock(_mutex);
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if (_callbacks.contains(id)) {
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if (_callbacks[id] != callback) {
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error("Different callbacks are referred by same name (%s)", id.c_str());
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}
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}
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TimerSlotMap::const_iterator i;
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for (i = _callbacks.begin(); i != _callbacks.end(); ++i) {
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if (i->_value == callback) {
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error("Same callback added twice (old name: %s, new name: %s)", i->_key.c_str(), id.c_str());
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}
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}
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_callbacks[id] = callback;
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TimerSlot *slot = new TimerSlot;
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slot->callback = callback;
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slot->refCon = refCon;
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slot->id = id;
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slot->interval = interval;
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slot->nextFireTime = g_system->getMillis() + interval / 1000;
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slot->nextFireTimeMicro = interval % 1000;
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slot->next = nullptr;
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insertPrioQueue(_head, slot);
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return true;
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}
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void DefaultTimerManager::removeTimerProc(TimerProc callback) {
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Common::StackLock lock(_mutex);
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TimerSlot *slot = _head;
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while (slot->next) {
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if (slot->next->callback == callback) {
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TimerSlot *next = slot->next->next;
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delete slot->next;
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slot->next = next;
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} else {
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slot = slot->next;
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}
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}
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// We need to remove all names referencing the timer proc here.
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//
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// Else we run into troubles, when the client code removes and readds timer
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// callbacks.
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//
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// Another issues occurs when one plays a game with ALSA as music driver,
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// returns to launcher and starts a different engine game with ALSA as music driver.
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// In this case the MPU401 code will add different timer procs with the
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// same name, resulting in two different callbacks added with the same
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// name and causing installTimerProc to error out.
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// A good test case is running a SCUMM with ALSA output and then a KYRA
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// game for example.
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for (TimerSlotMap::iterator i = _callbacks.begin(), end = _callbacks.end(); i != end; ++i) {
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if (i->_value == callback)
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_callbacks.erase(i);
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}
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}
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