Ejemplo n.º 1
0
void GameSingleStage::onUpdate( long time )
{
	int frame = time / getTickTime();
	ActionProcessor& processor = getActionProcessor();

	for( int i = 0 ; i < frame ; ++i )
	{
		unsigned flag = 0;
		switch( getState() )
		{
		case GS_RUN:
			++mReplayFrame;
			break;
		default:
			flag |= CTF_FREEZE_FRAME;
		}
		getActionProcessor().beginAction( flag );
		getSubStage()->tick();
		getActionProcessor().endAction();
	}

	getSubStage()->updateFrame( frame );

	::Global::getGUI().scanHotkey( getGame()->getController() );
}
Ejemplo n.º 2
0
void UpdateThreadContext::update()
{
    lastTime = currentTime;
    currentTime = timeGetRaw();

    lastTicks = currentTicks;
    currentTicks = static_cast<uint64_t>(getTotalTime() / getTickTime());
}
Ejemplo n.º 3
0
void logger::timerGet(struct timerStruct *timmer)
{
	if (getTickTime(&(timmer->tickTime)) == 0) {
		timmer->initTickFlag = NONINIT ;
		//debug_printf("initTickFlag timmer->initTickFlag =NONINIT\n");
		//PAUSE
	}
	else {
		timmer->initTickFlag=INITED;
	}
	timmer->clockTime = gettimeofday_ms();
	timmer->initClockFlag = INITED;
}