if (do_busy_waiting)
{
/* we want to wait only a few ms -- if we assume that we have a
- kernel timer resolution of 10 ms, we would wait far to long;
+ kernel timer resolution of 10 ms, we would wait far too long;
therefore it's better to do a short interval of busy waiting
to get our sleeping time more accurate */
return TRUE;
}
-void WaitUntilDelayReached(unsigned int *counter_var, unsigned int delay)
+int WaitUntilDelayReached(unsigned int *counter_var, unsigned int delay)
{
unsigned int actual_counter;
+ int skip_frames = 0;
while (1)
{
break;
}
+ if (*counter_var != 0 && actual_counter >= *counter_var + delay)
+ {
+ int lag = actual_counter - (*counter_var + delay);
+ int delay2 = (delay + 1) / 2;
+
+ if (lag >= delay2)
+ skip_frames = (lag + delay2) / delay;
+ }
+
*counter_var = actual_counter;
+
+ return skip_frames;
+}
+
+void SkipUntilDelayReached(unsigned int *counter_var, unsigned int delay,
+ int *loop_var, int last_loop_value)
+{
+ int skip_frames = WaitUntilDelayReached(counter_var, delay);
+
+#if 0
+#if DEBUG
+ printf("::: %d: %d ms", *loop_var, delay);
+ if (skip_frames)
+ printf(" -> SKIP %d FRAME(S) [%d ms]", skip_frames, skip_frames * delay);
+ printf("\n");
+#endif
+#endif
+
+ if (skip_frames == 0)
+ return;
+
+ // when skipping frames, make sure to never skip the last frame, as
+ // this may be needed for animations to reach a defined end state;
+ // furthermore, we assume that this function is called at the end
+ // of a "for" loop, which continues by incrementing the loop variable
+ // by one before checking the loop condition again; therefore we have
+ // to check against the last loop value minus one here
+
+ last_loop_value--;
+
+ if (*loop_var < last_loop_value) // never skip the last frame
+ {
+ *loop_var += skip_frames;
+
+ if (*loop_var > last_loop_value) // never skip the last frame
+ *loop_var = last_loop_value;
+ }
}