//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // Portions Copyright (c) 2014 James S Urquhart // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platformEmscripten/platformEmscripten.h" #include "game/gameInterface.h" #include #include //-------------------------------------- void Platform::getLocalTime(LocalTime <) { // TODO dMemset(<, '\0', sizeof(LocalTime)); } /// Gets the time in seconds since the Epoch U32 Platform::getTime() { // TODO return SDL_GetTicks() / 1000; } /// Gets the time in milliseconds since some epoch. In this case, system start time. /// Storing milisec in a U32 overflows every 49.71 days U32 Platform::getRealMilliseconds() { return SDL_GetTicks(); } U32 Platform::getVirtualMilliseconds() { return gPlatState.currentTime; } void Platform::advanceTime(U32 delta) { gPlatState.currentTime += delta; } void Platform::sleep(U32 ms) { usleep( ms * 1000 ); } #pragma mark ---- TimeManager ---- //-------------------------------------- void TimeManager::process() { if (gPlatState.backgrounded) gPlatState.sleepTicks = Platform::getBackgroundSleepTime(); else gPlatState.sleepTicks = sgTimeManagerProcessInterval; U32 curTime = Platform::getRealMilliseconds(); // GTC returns Milliseconds, FYI. S32 elapsedTime = curTime - gPlatState.lastTimeTick; if(elapsedTime <= gPlatState.sleepTicks) { Platform::sleep(gPlatState.sleepTicks - elapsedTime); } gPlatState.lastTimeTick = Platform::getRealMilliseconds(); TimeEvent event; event.elapsedTime = elapsedTime; Game->postEvent(event); }