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i_timer.c
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/*
==============================================================================
DOOM Retro
The classic, refined DOOM source port. For Windows PC.
==============================================================================
Copyright © 1993-2024 by id Software LLC, a ZeniMax Media company.
Copyright © 2013-2024 by Brad Harding <mailto:[email protected]>.
This file is a part of DOOM Retro.
DOOM Retro 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 3 of the license, or (at your
option) any later version.
DOOM Retro 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 DOOM Retro. If not, see <https://www.gnu.org/licenses/>.
DOOM is a registered trademark of id Software LLC, a ZeniMax Media
company, in the US and/or other countries, and is used without
permission. All other trademarks are the property of their respective
holders. DOOM Retro is in no way affiliated with nor endorsed by
id Software.
==============================================================================
*/
#include "SDL.h"
#include "doomdef.h"
#if SDL_VERSION_ATLEAST(2, 18, 0)
#define SDL_GetTicks SDL_GetTicks64
#endif
//
// I_GetTime
// returns time in 1/35th second tics
//
uint64_t I_GetTime(void)
{
return (SDL_GetTicks() * TICRATE / 1000);
}
//
// Same as I_GetTime(), but returns time in milliseconds
//
uint64_t I_GetTimeMS(void)
{
return SDL_GetTicks();
}
// [crispy] Get time in microseconds
uint64_t I_GetTimeUS(void)
{
return ((SDL_GetPerformanceCounter() - performancecounter) * 1000000) / performancefrequency;
}
//
// Sleep for a specified number of milliseconds
//
void I_Sleep(int ms)
{
SDL_Delay(ms);
}