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The movie player code was missing some important functionality, in particular: 1) There was only one timing method to get real-time elapsed time, which was not suitable for pausing or time compression 2) There was an improper cast for the FPS property, causing a script error 3) The `getSeconds` method lost precision during casting This patches those deficiencies.
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
//
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//
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#include "time_obj.h"
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namespace scripting {
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namespace api {
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ADE_OBJ(l_Timestamp, uint64_t, "timestamp", "A real time time stamp of unspecified precision and resolution.");
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ADE_FUNC(__sub, l_Timestamp, "timestamp other", "Computes the difference between two timestamps", "timespan",
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"The time difference")
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{
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uint64_t time = 0;
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uint64_t other = 0;
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if (!ade_get_args(L, "oo", l_Timestamp.Get(&time), l_Timestamp.Get(&other))) {
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return ade_set_error(L, "o", l_TimeSpan.Set(0));
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}
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auto diff = static_cast<int64_t>(time) - static_cast<int64_t>(other);
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return ade_set_args(L, "o", l_TimeSpan.Set(diff));
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}
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ADE_OBJ(l_TimeSpan, int64_t, "timespan", "A difference between two time stamps");
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ADE_FUNC(getSeconds, l_TimeSpan, nullptr, "Gets the value of this timestamp in seconds", "number",
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"The timespan value in seconds")
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{
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int64_t value = 0;
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if (!ade_get_args(L, "o", l_TimeSpan.Get(&value))) {
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return ade_set_error(L, "f", 0.0f);
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}
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// Timestamps and spans are stored in nanoseconds
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return ade_set_args(L, "f", (float)((long double)value / (long double)NANOSECONDS_PER_SECOND));
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}
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} // namespace api
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} // namespace scripting
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