view include/SDL_timer.h @ 3474:1edb86163d62

Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:22:59 +0000
parents d3baf5ac4e37
children f7b03b6838cb
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library 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
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#ifndef _SDL_timer_h
#define _SDL_timer_h

/**
 *  \file SDL_timer.h
 *  
 *  Header for the SDL time management routines.
 */

#include "SDL_stdinc.h"
#include "SDL_error.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif

/**
 *  This is the OS scheduler timeslice, in milliseconds.
 */
#define SDL_TIMESLICE		10

/**
 *  This is the maximum resolution of the SDL timer on all platforms.
 */
#define TIMER_RESOLUTION	10      /**< Experimentally determined */

/**
 *  Get the number of milliseconds since the SDL library initialization.
 *  
 *  Note that this value wraps if the program runs for more than ~49 days.
 */
extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);

/**
 *  Wait a specified number of milliseconds before returning.
 */
extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);

/**
 *  Function prototype for the timer callback function.
 */
typedef Uint32(SDLCALL * SDL_TimerCallback) (Uint32 interval);

/**
 *  Set a callback to run after the specified number of milliseconds has
 *  elapsed. The callback function is passed the current timer interval
 *  and returns the next timer interval.  If the returned value is the 
 *  same as the one passed in, the periodic alarm continues, otherwise a
 *  new alarm is scheduled.  If the callback returns 0, the periodic alarm
 *  is cancelled.
 *  
 *  To cancel a currently running timer, call 
 *  \code SDL_SetTimer(0, NULL); \endcode
 *  
 *  The timer callback function may run in a different thread than your
 *  main code, and so shouldn't call any functions from within itself.
 *  
 *  The maximum resolution of this timer is 10 ms, which means that if
 *  you request a 16 ms timer, your callback will run approximately 20 ms
 *  later on an unloaded system.  If you wanted to set a flag signaling
 *  a frame update at 30 frames per second (every 33 ms), you might set a 
 *  timer for 30 ms:
 *  \code
 *    SDL_SetTimer((33/10)*10, flag_update);
 *  \endcode
 *  
 *  If you use this function, you need to pass ::SDL_INIT_TIMER to SDL_Init().
 *  
 *  Under UNIX, you should not use raise or use SIGALRM and this function
 *  in the same program, as it is implemented using setitimer().  You also
 *  should not use this function in multi-threaded applications as signals
 *  to multi-threaded apps have undefined behavior in some implementations.
 *  
 *  \return 0 if successful, or -1 if there was an error.
 */
extern DECLSPEC int SDLCALL SDL_SetTimer(Uint32 interval,
                                         SDL_TimerCallback callback);

/**
 *  \name Peter timers
 *  New timer API, supports multiple timers
 *  Written by Stephane Peter <megastep@lokigames.com>
 */
/*@{*/

/**
 *  Function prototype for the new timer callback function.
 *  
 *  The callback function is passed the current timer interval and returns
 *  the next timer interval.  If the returned value is the same as the one
 *  passed in, the periodic alarm continues, otherwise a new alarm is
 *  scheduled.  If the callback returns 0, the periodic alarm is cancelled.
 */
typedef Uint32(SDLCALL * SDL_NewTimerCallback) (Uint32 interval, void *param);

/**
 *  Definition of the timer ID type.
 */
typedef struct _SDL_TimerID *SDL_TimerID;

/**
 *  Add a new timer to the pool of timers already running.
 *  \return A timer ID, or NULL when an error occurs.
 */
extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval,
                                                 SDL_NewTimerCallback
                                                 callback, void *param);

/**
 *  Remove one of the multiple timers knowing its ID.
 *  \return A boolean value indicating success or failure.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID t);

/*@}*//*Peter timers*/

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"

#endif /* _SDL_timer_h */

/* vi: set ts=4 sw=4 expandtab: */