Source

pygame / src / time.c

Full commit
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
/*
    pygame - Python Game Library
    Copyright (C) 2000-2001  Pete Shinners

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Pete Shinners
    pete@shinners.org
*/

#include "pygame.h"
#include "pygamedocs.h"
#if 0
#include "font.h" /*needed for render function, does lazy init*/
#endif


static SDL_TimerID event_timers[SDL_NUMEVENTS] = {NULL};

static Uint32 timer_callback(Uint32 interval, void* param)
{
	if(SDL_WasInit(SDL_INIT_VIDEO))
	{
		SDL_Event event;
		memset(&event, 0, sizeof(event));
		event.type = (intptr_t)param;
		SDL_PushEvent(&event);
	}
	return interval;
}

#define WORST_CLOCK_ACCURACY 12
static int accurate_delay(int ticks)
{
        int funcstart, delay;
        if(ticks <= 0)
            return 0;

        if(!SDL_WasInit(SDL_INIT_TIMER))
	{
		if(SDL_InitSubSystem(SDL_INIT_TIMER))
                {
			RAISE(PyExc_SDLError, SDL_GetError());
                        return -1;
                }
	}

        funcstart = SDL_GetTicks();
        if(ticks >= WORST_CLOCK_ACCURACY)
        {
            delay = (ticks - 2) - (ticks % WORST_CLOCK_ACCURACY);
            if(delay >= WORST_CLOCK_ACCURACY)
            {
                Py_BEGIN_ALLOW_THREADS
                SDL_Delay(delay);
                Py_END_ALLOW_THREADS
            }
        }
	do{
		delay = ticks - (SDL_GetTicks() - funcstart);	
        }while(delay > 0);
	
	return SDL_GetTicks() - funcstart;	
}


static PyObject* time_get_ticks(PyObject* self, PyObject* arg)
{
	if(!PyArg_ParseTuple(arg, ""))
		return NULL;

	if(!SDL_WasInit(SDL_INIT_TIMER))
		return PyInt_FromLong(0);
	return PyInt_FromLong(SDL_GetTicks());
}


static PyObject* time_delay(PyObject* self, PyObject* arg)
{
	int ticks;
	PyObject* arg0;

        /*for some reason PyArg_ParseTuple is puking on -1's! BLARG!*/
	if(PyTuple_Size(arg) != 1)
		return RAISE(PyExc_ValueError, "delay requires one integer argument");
	arg0 = PyTuple_GET_ITEM(arg, 0);
	if(!PyInt_Check(arg0))
		return RAISE(PyExc_TypeError, "delay requires one integer argument");

	ticks = PyInt_AsLong(arg0);
	if(ticks < 0)
		ticks = 0;

        ticks = accurate_delay(ticks);
        if(ticks == -1)
            return NULL;
        return PyInt_FromLong(ticks);
}


static PyObject* time_wait(PyObject* self, PyObject* arg)
{
	int ticks, start;
	PyObject* arg0;

        /*for some reason PyArg_ParseTuple is puking on -1's! BLARG!*/
	if(PyTuple_Size(arg) != 1)
		return RAISE(PyExc_ValueError, "delay requires one integer argument");
	arg0 = PyTuple_GET_ITEM(arg, 0);
	if(!PyInt_Check(arg0))
		return RAISE(PyExc_TypeError, "delay requires one integer argument");

        if(!SDL_WasInit(SDL_INIT_TIMER))
	{
		if(SDL_InitSubSystem(SDL_INIT_TIMER))
                {
			RAISE(PyExc_SDLError, SDL_GetError());
                        return NULL;
                }
	}

        
	ticks = PyInt_AsLong(arg0);
	if(ticks < 0)
		ticks = 0;

        start = SDL_GetTicks();
	Py_BEGIN_ALLOW_THREADS

	SDL_Delay(ticks);
	Py_END_ALLOW_THREADS
	
        return PyInt_FromLong(SDL_GetTicks() - start);
}


static PyObject* time_set_timer(PyObject* self, PyObject* arg)
{
	SDL_TimerID newtimer;
	int ticks = 0;
	intptr_t event = SDL_NOEVENT;
	if(!PyArg_ParseTuple(arg, "ii", &event, &ticks))
		return NULL;

	if(event <= SDL_NOEVENT || event >= SDL_NUMEVENTS)
		return RAISE(PyExc_ValueError, "Event id must be between NOEVENT(0) and NUMEVENTS(32)");

	/*stop original timer*/
	if(event_timers[event])
	{
		SDL_RemoveTimer(event_timers[event]);
		event_timers[event] = NULL;
	}

	if(ticks <= 0)
		RETURN_NONE

	/*just doublecheck that timer is initialized*/
	if(!SDL_WasInit(SDL_INIT_TIMER))
	{
		if(SDL_InitSubSystem(SDL_INIT_TIMER))
			return RAISE(PyExc_SDLError, SDL_GetError());
	}

	newtimer = SDL_AddTimer(ticks, timer_callback, (void*)event);
	if(!newtimer)
		return RAISE(PyExc_SDLError, SDL_GetError());
	event_timers[event] = newtimer;

	RETURN_NONE
}


/*clock object interface*/

typedef struct {
	PyObject_HEAD
	int last_tick;
        int fps_count, fps_tick;
        float fps;
        int timepassed, rawpassed;
        PyObject* rendered;
} PyClockObject;


// to be called by the other tick functions.
static PyObject* clock_tick_base(PyObject* self, PyObject* arg, int use_accurate_delay)
{
	PyClockObject* clock = (PyClockObject*)self;
        float framerate = 0.0f;
        int nowtime;

	if(!PyArg_ParseTuple(arg, "|f", &framerate))
            return NULL;

        if(framerate)
        {
            int delay, endtime = (int)((1.0f/framerate) * 1000.0f);
            clock->rawpassed = SDL_GetTicks() - clock->last_tick;
            delay = endtime - clock->rawpassed;

            /*just doublecheck that timer is initialized*/
            if(!SDL_WasInit(SDL_INIT_TIMER))
            {
                if(SDL_InitSubSystem(SDL_INIT_TIMER))
                {
                    RAISE(PyExc_SDLError, SDL_GetError());
                    return NULL;
                }
            }


            if(use_accurate_delay) {
                delay = accurate_delay(delay);
            } else {
                // this uses sdls delay, which can be inaccurate.
                if(delay < 0)
                    delay = 0;

                Py_BEGIN_ALLOW_THREADS
                SDL_Delay((Uint32)delay);
                Py_END_ALLOW_THREADS
            }


            if(delay == -1)
                return NULL;
        }
        
        nowtime = SDL_GetTicks();
        clock->timepassed = nowtime - clock->last_tick;
        clock->fps_count += 1;
        clock->last_tick = nowtime;
        if(!framerate)
            clock->rawpassed = clock->timepassed;

        if(!clock->fps_tick)
        {
            clock->fps_count = 0;
            clock->fps_tick = nowtime;
        }
        else if(clock->fps_count >= 10)
        {
            clock->fps = clock->fps_count / ((nowtime - clock->fps_tick) / 1000.0f);
            clock->fps_count = 0;
            clock->fps_tick = nowtime;
            Py_XDECREF(clock->rendered);
        }
        return PyInt_FromLong(clock->timepassed);
}

static PyObject* clock_tick(PyObject* self, PyObject* arg) 
{
    return clock_tick_base(self, arg, 0);
}

static PyObject* clock_tick_busy_loop(PyObject* self, PyObject* arg) 
{
    return clock_tick_base(self, arg, 1);
}




static PyObject* clock_get_fps(PyObject* self, PyObject* arg)
{
	PyClockObject* clock = (PyClockObject*)self;
        return PyFloat_FromDouble(clock->fps);
}


static PyObject* clock_get_time(PyObject* self, PyObject* arg)
{
	PyClockObject* clock = (PyClockObject*)self;
        return PyInt_FromLong(clock->timepassed);
}


static PyObject* clock_get_rawtime(PyObject* self, PyObject* arg)
{
	PyClockObject* clock = (PyClockObject*)self;
        return PyInt_FromLong(clock->rawpassed);
}


#if 0

/*this would be a very convenient function, but it's a big mess.
it requires the use of the font and surface modules. it will try
to lazily import them when they are first needed. unfortunately
this adds up to a lot of messy code. we'll wait on this one*/


static PyObject* clock_render_fps(PyObject* self, PyObject* arg)
{
	PyClockObject* clock = (PyClockObject*)self;
        char message[256];
        static int initialized = 0;
    
        if(initialized == 0)
        {
            PyObject *module, *func, *result;
            initialized = -1;
            import_pygame_surface();
            import_pygame_font();
            module = PyImport_ImportModule("pygame.font");
            if(module != NULL)
            {
                func = PyObject_GetAttrString(module, "init");
                if(func)
                {
                    result = PyObject_CallObject(func, NULL);
                    if(result)
                    {
                        initialized = 1;
                        Py_DECREF(result);
                    }
                    Py_DECREF(func);
                }
                Py_DECREF(module);
            }
            PyErr_Clear();
        }
        if(initialized == 1)
        {
            PyObject *module, *func, *result;
            module = PyImport_ImportModule("pygame.font");
            func = PyObject_GetAttrString(module, "Font");
            result = PyObject_CallFunction(func, "Oi", Py_None, 12);
            if(result)
            {
                Py_DECREF(func);
                func = PyObject_GetAttrString(result, "render");
                Py_DECREF(result);
                sprintf(message, "fps: %.2f", clock->fps);
                result = PyObject_CallFunction(func, "si(iii)(iii)",
                        message, 0, 255, 255, 255, 0, 0, 0);
                /**** BLIT IMG ONTO A PRESET IMAGE SIZE AND RETURN IT ****/
                Py_DECREF(result);
            }
            Py_DECREF(func);
            Py_DECREF(module);
        }
        else
        {
            /**** RETURN SMALL IMAGE WITH ALL COLORKEY? ****/
        }
        
        RETURN_NONE
}
#endif


/* clock object internals */

static struct PyMethodDef clock_methods[] =
{
	{"tick",	clock_tick,	1, DOC_CLOCKTICK },
	{"get_fps",	clock_get_fps,	1, DOC_CLOCKGETFPS },
	{"get_time",	clock_get_time,	1, DOC_CLOCKGETTIME },
	{"get_rawtime",	clock_get_rawtime,1, DOC_CLOCKGETRAWTIME },
	{"tick_busy_loop",	clock_tick_busy_loop,	1, DOC_CLOCKTICK },
/*        {"render_fps",  clock_render_fps,1,doc_clock_render_fps},*/
	{NULL,		NULL}
};

static void clock_dealloc(PyObject* self)
{
	PyClockObject* clock = (PyClockObject*)self;
        Py_XDECREF(clock->rendered);
        PyObject_DEL(self);	
}

static PyObject *clock_getattr(PyObject *self, char *name)
{
	return Py_FindMethod(clock_methods, self, name);
}

PyObject* clock_str(PyObject* self)
{
	char str[1024];
	PyClockObject* clock = (PyClockObject*)self;

	sprintf(str, "<Clock(fps=%.2f)>", (float)clock->fps);

	return PyString_FromString(str);
}


static PyTypeObject PyClock_Type =
{
	PyObject_HEAD_INIT(NULL)
	0,				/*size*/
	"Clock",			/*name*/
	sizeof(PyClockObject),          /*basic size*/
	0,				/*itemsize*/
	clock_dealloc,		        /*dealloc*/
	0,				/*print*/
	clock_getattr,		        /*getattr*/
	NULL,				/*setattr*/
	NULL,				/*compare*/
	clock_str,			/*repr*/
	NULL,				/*as_number*/
	NULL,				/*as_sequence*/
	NULL,				/*as_mapping*/
	(hashfunc)NULL, 		/*hash*/
	(ternaryfunc)NULL,		/*call*/
	clock_str, 		        /*str*/
	/* Space for future expansion */
	0L,0L,0L,0L,
	DOC_PYGAMETIMECLOCK /* Documentation string */
};



PyObject* ClockInit(PyObject* self, PyObject* arg)
{
	PyClockObject* clock;

	if(!PyArg_ParseTuple(arg, ""))
            return NULL;

        clock = PyObject_NEW(PyClockObject, &PyClock_Type);
	if(!clock)
		return NULL;

	/*just doublecheck that timer is initialized*/
	if(!SDL_WasInit(SDL_INIT_TIMER))
	{
		if(SDL_InitSubSystem(SDL_INIT_TIMER))
			return RAISE(PyExc_SDLError, SDL_GetError());
	}

        clock->fps_tick = 0;
        clock->last_tick = SDL_GetTicks();
        clock->fps = 0.0f;
        clock->fps_count = 0;
        clock->rendered = NULL;

	return (PyObject*)clock;
}


static PyMethodDef time_builtins[] =
{
	{ "get_ticks", time_get_ticks, 1, DOC_PYGAMETIMEGETTICKS },
	{ "delay", time_delay, 1, DOC_PYGAMETIMEDELAY },
	{ "wait", time_wait, 1, DOC_PYGAMETIMEWAIT },
	{ "set_timer", time_set_timer, 1, DOC_PYGAMETIMESETTIMER },

        { "Clock", ClockInit, 1, DOC_PYGAMETIMECLOCK },
        
	{ NULL, NULL }
};



PYGAME_EXPORT
void inittime(void)
{
	PyObject *module;

	PyType_Init(PyClock_Type);
    
    /* create the module */
	module = Py_InitModule3("time", time_builtins, DOC_PYGAMETIME);

	/*need to import base module, just so SDL is happy*/
	import_pygame_base();
}