/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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. * * This program 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 this program. If not, see . * */ #ifndef AGS_ENGINE_AC_TIMER_H #define AGS_ENGINE_AC_TIMER_H #include "common/std/type_traits.h" #include "common/std/chrono.h" #include "common/std/xtr1common.h" #include "ags/lib/std.h" namespace AGS3 { // use high resolution clock only if we know it is monotonic/steady. // refer to https://stackoverflow.com/a/38253266/84262 using AGS_Clock = std::conditional < std::chrono::high_resolution_clock::is_steady, std::chrono::high_resolution_clock, std::chrono::steady_clock >::type; template inline int64_t ToMilliseconds(TDur dur) { return std::chrono::duration_cast(dur).count(); } // Sleeps for time remaining until the next game frame, updates next frame timestamp extern void WaitForNextFrame(); // Sets real FPS to the given number of frames per second; pass 1000+ for maxed FPS mode extern int setTimerFps(int new_fps); // Tells whether maxed FPS mode is currently set extern bool isTimerFpsMaxed(); // If more than N frames, just skip all, start a fresh. extern void skipMissedTicks(); } // namespace AGS3 #endif