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Pausable timer implementation for SDL in C
Colors changing in SDL programSDL boilerplateSDL/C++ Pong cloneCollision-detection for an SDL gameSDL Input ManagmentSDL game: Snake clone2D SDL Asteroids-like gamePong game using SDLTTF/SDL based class for text handlingFrame limiting in an SDL game
$begingroup$
I've written a timer module in C for an SDL game that I'm working on that I'd like to get some eyeballs on. I wrote this for 2 requirements: I needed a timer that would signal on an elapsed interval, AND that was pausable and restartable. The timers in SDL signal a callback on a set interval, but they aren't pausable. I've seen other pausable timer implementations for SDL, but they've all required a query for a tick count.
I realized that since I already had an infinite loop using the SDL engine, I could leverage that to drive a pausable timer. I've included a small test program that you can use to evaluate the timer module if you want.
BE ADVISED: If you are sensitive to flashing visual stimuli, you shouldn't run the test program.
Also, the test program is NOT the code that I need reviewed.
The timer module works well, and the caveats I'm aware of already are:
- The more simultaneous timers you use, the greater the likelihood that you will run into timer lag.
- The work done in timer callbacks should be short and sweet, and callbacks should return as fast as possible. On the upside, with this implementation, there are no threading issues with timer callbacks.
If anyone can spot any gotchas that I'm not aware of, especially as they relate to using the SDL library, I would really appreciate it. Here's the code:
timer header file:
#ifndef TIMER_H
#define TIMER_H
typedef struct Timer Timer;
typedef void(*TimerCallback)(void *data);
/*
Initializes the timer mechanism, and allocates resources for 'nTimers'
number of simultaneous timers.
Returns non-zero on failure.
*/
int timer_InitTimers(int nTimers);
/*
Add this to the main game loop, either before or after the loop that
polls events. If timing is very critical, add it both before and after.
*/
void timer_PollTimers(void);
/*
Creates an idle timer that has to be started with a call to 'timer_Start()'.
Returns NULL on failure. Will fail if 'timer_InitTimers()' has not already
been called.
*/
Timer *timer_Create(Uint32 interval, TimerCallback fCallback, void *data);
/*
Pauses a timer. If the timer is already paused, this is a no-op.
Fails with non-zero if 'timer' is NULL or not a valid timer.
*/
int timer_Pause(Timer *timer);
/*
Starts a timer. If the timer is already running, this function resets the
delta time for the timer back to zero.
Fails with non-zero if 'timer' is NULL or not a valid timer.
*/
int timer_Start(Timer *timer);
/*
Cancels an existing timer. If 'timer' is NULL, this is a no-op.
*/
void timer_Cancel(Timer *timer);
/*
Releases the resources allocated for the timer mechanism. Call at program
shutdown, along with 'SDL_Quit()'.
*/
void timer_Quit(void);
/*
Returns true if the timer is running, or false if the timer is paused or
is NULL.
*/
int timer_IsRunning(Timer *timer);
#endif
timer source file:
#include <SDL.h>
#include "timer.h"
static Timer *Chunk; /* BLOB of timers to use */
static int ChunkCount;
static Timer *Timers; /* Linked list of active timers */
static Uint64 TicksPerMillisecond;
static Uint64 Tolerance; /* Fire the timer if it's this close */
struct Timer
int active;
int running;
TimerCallback callback;
void *user;
Timer *next;
Uint64 span;
Uint64 last;
;
static void addTimer(Timer *t)
Timer *n = NULL;
if (Timers == NULL)
Timers = t;
else
n = Timers;
while (n->next != NULL)
n = n->next;
n->next = t;
static void removeTimer(Timer *t)
Timer *n = NULL;
Timer *p = NULL;
if (t == Timers)
Timers = Timers->next;
else
p = Timers;
n = Timers->next;
while (n != NULL)
if (n == t)
p->next = t->next;
SDL_memset(n, 0, sizeof(*n));
break;
p = n;
n = n->next;
int timer_InitTimers(int n)
TicksPerMillisecond = SDL_GetPerformanceFrequency() / 1000;
Tolerance = TicksPerMillisecond / 2; /* 0.5 ms tolerance */
Chunk = calloc(n, sizeof(Timer));
if (Chunk == NULL)
//LOG_ERROR(Err_MallocFail);
return 1;
ChunkCount = n;
return 0;
Timer *timer_Create(Uint32 interval, TimerCallback fCallback, void *data)
Timer *t = Chunk;
int i = 0;
while (i < ChunkCount)
if (!t->active)
t->span = TicksPerMillisecond * interval - Tolerance;
t->callback = fCallback;
t->user = data;
t->active = 1;
addTimer(t);
return t;
i++;
t++;
return NULL;
void timer_PollTimers(void)
Timer *t = Timers;
Uint64 ticks = SDL_GetPerformanceCounter();
while (t)
/* if a timer is not 'active', it shouldn't be 'running' */
SDL_assert(t->active);
if (t->running && ticks - t->last >= t->span)
t->callback(t->user);
t->last = ticks;
t = t->next;
int timer_Pause(Timer* t)
if (t && t->active)
t->running = 0;
t->last = 0;
return 0;
return 1;
int timer_Start(Timer *t)
if (t && t->active)
t->running = 1;
t->last = SDL_GetPerformanceCounter();
return 0;
return 1;
void timer_Cancel(Timer *t)
if (t) removeTimer(t);
void timer_Quit(void)
Timers = NULL;
free(Chunk);
int timer_IsRunning(Timer *t)
if (t)
return t->running;
return 0;
test program:
#include <stdio.h>
#include <SDL.h>
#include "timer.h"
Uint32 EVENT_TYPE_TIMER_RED;
Uint32 EVENT_TYPE_TIMER_BLUE;
Uint32 EVENT_TYPE_TIMER_GREEN;
Uint32 EVENT_TYPE_TIMER_YELLOW;
Uint32 colorRed;
Uint32 colorBlue;
Uint32 colorGreen;
Uint32 colorYellow;
SDL_Rect rectRed;
SDL_Rect rectBlue;
SDL_Rect rectGreen;
SDL_Rect rectYellow;
Timer* timerRed;
Timer* timerBlue;
Timer *timerGreen;
Timer *timerYellow;
int isRed;
int isBlue;
int isGreen;
int isYellow;
static void handleTimerRed(void*);
static void handleTimerBlue(void*);
static void handleTimerGreen(void*);
static void handleTimerYellow(void*);
SDL_Event QuitEvent = SDL_QUIT ;
SDL_Renderer *render;
SDL_Window *window;
SDL_Surface *surface;
static void initGlobals(void)
rectRed = (SDL_Rect) 0, 0, 128, 128 ;
rectBlue = (SDL_Rect) 640 - 128, 0, 128, 128 ;
rectGreen = (SDL_Rect) 0, 480 - 128, 128, 128 ;
rectYellow = (SDL_Rect) 640 - 128, 480 - 128, 128, 128 ;
EVENT_TYPE_TIMER_RED = SDL_RegisterEvents(4);
EVENT_TYPE_TIMER_BLUE = EVENT_TYPE_TIMER_RED + 1;
EVENT_TYPE_TIMER_GREEN = EVENT_TYPE_TIMER_RED + 2;
EVENT_TYPE_TIMER_YELLOW = EVENT_TYPE_TIMER_RED + 3;
timerRed = timer_Create(250, handleTimerRed, NULL);
timerBlue = timer_Create(500, handleTimerBlue, NULL);
timerGreen = timer_Create(750, handleTimerGreen, NULL);
timerYellow = timer_Create(1000, handleTimerYellow, NULL);
colorRed = SDL_MapRGB(surface->format, 170, 0, 0);
colorBlue = SDL_MapRGB(surface->format, 0, 0, 170);
colorGreen = SDL_MapRGB(surface->format, 0, 170, 0);
colorYellow = SDL_MapRGB(surface->format, 255, 255, 0);
SDL_FillRect(surface, NULL, 0);
SDL_FillRect(surface, &rectRed, colorRed);
SDL_FillRect(surface, &rectBlue, colorBlue);
SDL_FillRect(surface, &rectGreen, colorGreen);
SDL_FillRect(surface, &rectYellow, colorYellow);
isRed = isBlue = isGreen = isYellow = 1;
static void handleEvent(SDL_Event *evt)
SDL_Texture *tex;
if (evt->type == SDL_KEYDOWN)
if (evt->key.keysym.sym == SDLK_ESCAPE)
SDL_PushEvent(&QuitEvent);
else if (evt->key.keysym.sym == SDLK_r)
if (timer_IsRunning(timerRed))
timer_Pause(timerRed);
else
timer_Start(timerRed);
else if (evt->key.keysym.sym == SDLK_b)
if (timer_IsRunning(timerBlue))
timer_Pause(timerBlue);
else
timer_Start(timerBlue);
else if (evt->key.keysym.sym == SDLK_g)
if (timer_IsRunning(timerGreen))
timer_Pause(timerGreen);
else
timer_Start(timerGreen);
else if (evt->key.keysym.sym == SDLK_y)
if (timer_IsRunning(timerYellow))
timer_Pause(timerYellow);
else
timer_Start(timerYellow);
else if (evt->type == EVENT_TYPE_TIMER_RED)
if (isRed)
SDL_FillRect(surface, &rectRed, 0);
isRed = 0;
else
SDL_FillRect(surface, &rectRed, colorRed);
isRed = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_BLUE)
if (isBlue)
SDL_FillRect(surface, &rectBlue, 0);
isBlue = 0;
else
SDL_FillRect(surface, &rectBlue, colorBlue);
isBlue = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_GREEN)
if (isGreen)
SDL_FillRect(surface, &rectGreen, 0);
isGreen = 0;
else
SDL_FillRect(surface, &rectGreen, colorGreen);
isGreen = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_YELLOW)
if (isYellow)
SDL_FillRect(surface, &rectYellow, 0);
isYellow = 0;
else
SDL_FillRect(surface, &rectYellow, colorYellow);
isYellow = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
int main(int argc, char* args[])
(void)(argc);
(void)(args);
SDL_Event event = 0 ;
int run = 0;
SDL_Texture *texture = NULL;
if (SDL_Init(SDL_INIT_VIDEO
static void handleTimerRed(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_RED;
SDL_PushEvent(&event);
static void handleTimerBlue(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_BLUE;
SDL_PushEvent(&event);
static void handleTimerGreen(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_GREEN;
SDL_PushEvent(&event);
static void handleTimerYellow(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_YELLOW;
SDL_PushEvent(&event);
c sdl
New contributor
Mark Benningfield is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
add a comment |
$begingroup$
I've written a timer module in C for an SDL game that I'm working on that I'd like to get some eyeballs on. I wrote this for 2 requirements: I needed a timer that would signal on an elapsed interval, AND that was pausable and restartable. The timers in SDL signal a callback on a set interval, but they aren't pausable. I've seen other pausable timer implementations for SDL, but they've all required a query for a tick count.
I realized that since I already had an infinite loop using the SDL engine, I could leverage that to drive a pausable timer. I've included a small test program that you can use to evaluate the timer module if you want.
BE ADVISED: If you are sensitive to flashing visual stimuli, you shouldn't run the test program.
Also, the test program is NOT the code that I need reviewed.
The timer module works well, and the caveats I'm aware of already are:
- The more simultaneous timers you use, the greater the likelihood that you will run into timer lag.
- The work done in timer callbacks should be short and sweet, and callbacks should return as fast as possible. On the upside, with this implementation, there are no threading issues with timer callbacks.
If anyone can spot any gotchas that I'm not aware of, especially as they relate to using the SDL library, I would really appreciate it. Here's the code:
timer header file:
#ifndef TIMER_H
#define TIMER_H
typedef struct Timer Timer;
typedef void(*TimerCallback)(void *data);
/*
Initializes the timer mechanism, and allocates resources for 'nTimers'
number of simultaneous timers.
Returns non-zero on failure.
*/
int timer_InitTimers(int nTimers);
/*
Add this to the main game loop, either before or after the loop that
polls events. If timing is very critical, add it both before and after.
*/
void timer_PollTimers(void);
/*
Creates an idle timer that has to be started with a call to 'timer_Start()'.
Returns NULL on failure. Will fail if 'timer_InitTimers()' has not already
been called.
*/
Timer *timer_Create(Uint32 interval, TimerCallback fCallback, void *data);
/*
Pauses a timer. If the timer is already paused, this is a no-op.
Fails with non-zero if 'timer' is NULL or not a valid timer.
*/
int timer_Pause(Timer *timer);
/*
Starts a timer. If the timer is already running, this function resets the
delta time for the timer back to zero.
Fails with non-zero if 'timer' is NULL or not a valid timer.
*/
int timer_Start(Timer *timer);
/*
Cancels an existing timer. If 'timer' is NULL, this is a no-op.
*/
void timer_Cancel(Timer *timer);
/*
Releases the resources allocated for the timer mechanism. Call at program
shutdown, along with 'SDL_Quit()'.
*/
void timer_Quit(void);
/*
Returns true if the timer is running, or false if the timer is paused or
is NULL.
*/
int timer_IsRunning(Timer *timer);
#endif
timer source file:
#include <SDL.h>
#include "timer.h"
static Timer *Chunk; /* BLOB of timers to use */
static int ChunkCount;
static Timer *Timers; /* Linked list of active timers */
static Uint64 TicksPerMillisecond;
static Uint64 Tolerance; /* Fire the timer if it's this close */
struct Timer
int active;
int running;
TimerCallback callback;
void *user;
Timer *next;
Uint64 span;
Uint64 last;
;
static void addTimer(Timer *t)
Timer *n = NULL;
if (Timers == NULL)
Timers = t;
else
n = Timers;
while (n->next != NULL)
n = n->next;
n->next = t;
static void removeTimer(Timer *t)
Timer *n = NULL;
Timer *p = NULL;
if (t == Timers)
Timers = Timers->next;
else
p = Timers;
n = Timers->next;
while (n != NULL)
if (n == t)
p->next = t->next;
SDL_memset(n, 0, sizeof(*n));
break;
p = n;
n = n->next;
int timer_InitTimers(int n)
TicksPerMillisecond = SDL_GetPerformanceFrequency() / 1000;
Tolerance = TicksPerMillisecond / 2; /* 0.5 ms tolerance */
Chunk = calloc(n, sizeof(Timer));
if (Chunk == NULL)
//LOG_ERROR(Err_MallocFail);
return 1;
ChunkCount = n;
return 0;
Timer *timer_Create(Uint32 interval, TimerCallback fCallback, void *data)
Timer *t = Chunk;
int i = 0;
while (i < ChunkCount)
if (!t->active)
t->span = TicksPerMillisecond * interval - Tolerance;
t->callback = fCallback;
t->user = data;
t->active = 1;
addTimer(t);
return t;
i++;
t++;
return NULL;
void timer_PollTimers(void)
Timer *t = Timers;
Uint64 ticks = SDL_GetPerformanceCounter();
while (t)
/* if a timer is not 'active', it shouldn't be 'running' */
SDL_assert(t->active);
if (t->running && ticks - t->last >= t->span)
t->callback(t->user);
t->last = ticks;
t = t->next;
int timer_Pause(Timer* t)
if (t && t->active)
t->running = 0;
t->last = 0;
return 0;
return 1;
int timer_Start(Timer *t)
if (t && t->active)
t->running = 1;
t->last = SDL_GetPerformanceCounter();
return 0;
return 1;
void timer_Cancel(Timer *t)
if (t) removeTimer(t);
void timer_Quit(void)
Timers = NULL;
free(Chunk);
int timer_IsRunning(Timer *t)
if (t)
return t->running;
return 0;
test program:
#include <stdio.h>
#include <SDL.h>
#include "timer.h"
Uint32 EVENT_TYPE_TIMER_RED;
Uint32 EVENT_TYPE_TIMER_BLUE;
Uint32 EVENT_TYPE_TIMER_GREEN;
Uint32 EVENT_TYPE_TIMER_YELLOW;
Uint32 colorRed;
Uint32 colorBlue;
Uint32 colorGreen;
Uint32 colorYellow;
SDL_Rect rectRed;
SDL_Rect rectBlue;
SDL_Rect rectGreen;
SDL_Rect rectYellow;
Timer* timerRed;
Timer* timerBlue;
Timer *timerGreen;
Timer *timerYellow;
int isRed;
int isBlue;
int isGreen;
int isYellow;
static void handleTimerRed(void*);
static void handleTimerBlue(void*);
static void handleTimerGreen(void*);
static void handleTimerYellow(void*);
SDL_Event QuitEvent = SDL_QUIT ;
SDL_Renderer *render;
SDL_Window *window;
SDL_Surface *surface;
static void initGlobals(void)
rectRed = (SDL_Rect) 0, 0, 128, 128 ;
rectBlue = (SDL_Rect) 640 - 128, 0, 128, 128 ;
rectGreen = (SDL_Rect) 0, 480 - 128, 128, 128 ;
rectYellow = (SDL_Rect) 640 - 128, 480 - 128, 128, 128 ;
EVENT_TYPE_TIMER_RED = SDL_RegisterEvents(4);
EVENT_TYPE_TIMER_BLUE = EVENT_TYPE_TIMER_RED + 1;
EVENT_TYPE_TIMER_GREEN = EVENT_TYPE_TIMER_RED + 2;
EVENT_TYPE_TIMER_YELLOW = EVENT_TYPE_TIMER_RED + 3;
timerRed = timer_Create(250, handleTimerRed, NULL);
timerBlue = timer_Create(500, handleTimerBlue, NULL);
timerGreen = timer_Create(750, handleTimerGreen, NULL);
timerYellow = timer_Create(1000, handleTimerYellow, NULL);
colorRed = SDL_MapRGB(surface->format, 170, 0, 0);
colorBlue = SDL_MapRGB(surface->format, 0, 0, 170);
colorGreen = SDL_MapRGB(surface->format, 0, 170, 0);
colorYellow = SDL_MapRGB(surface->format, 255, 255, 0);
SDL_FillRect(surface, NULL, 0);
SDL_FillRect(surface, &rectRed, colorRed);
SDL_FillRect(surface, &rectBlue, colorBlue);
SDL_FillRect(surface, &rectGreen, colorGreen);
SDL_FillRect(surface, &rectYellow, colorYellow);
isRed = isBlue = isGreen = isYellow = 1;
static void handleEvent(SDL_Event *evt)
SDL_Texture *tex;
if (evt->type == SDL_KEYDOWN)
if (evt->key.keysym.sym == SDLK_ESCAPE)
SDL_PushEvent(&QuitEvent);
else if (evt->key.keysym.sym == SDLK_r)
if (timer_IsRunning(timerRed))
timer_Pause(timerRed);
else
timer_Start(timerRed);
else if (evt->key.keysym.sym == SDLK_b)
if (timer_IsRunning(timerBlue))
timer_Pause(timerBlue);
else
timer_Start(timerBlue);
else if (evt->key.keysym.sym == SDLK_g)
if (timer_IsRunning(timerGreen))
timer_Pause(timerGreen);
else
timer_Start(timerGreen);
else if (evt->key.keysym.sym == SDLK_y)
if (timer_IsRunning(timerYellow))
timer_Pause(timerYellow);
else
timer_Start(timerYellow);
else if (evt->type == EVENT_TYPE_TIMER_RED)
if (isRed)
SDL_FillRect(surface, &rectRed, 0);
isRed = 0;
else
SDL_FillRect(surface, &rectRed, colorRed);
isRed = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_BLUE)
if (isBlue)
SDL_FillRect(surface, &rectBlue, 0);
isBlue = 0;
else
SDL_FillRect(surface, &rectBlue, colorBlue);
isBlue = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_GREEN)
if (isGreen)
SDL_FillRect(surface, &rectGreen, 0);
isGreen = 0;
else
SDL_FillRect(surface, &rectGreen, colorGreen);
isGreen = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_YELLOW)
if (isYellow)
SDL_FillRect(surface, &rectYellow, 0);
isYellow = 0;
else
SDL_FillRect(surface, &rectYellow, colorYellow);
isYellow = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
int main(int argc, char* args[])
(void)(argc);
(void)(args);
SDL_Event event = 0 ;
int run = 0;
SDL_Texture *texture = NULL;
if (SDL_Init(SDL_INIT_VIDEO
static void handleTimerRed(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_RED;
SDL_PushEvent(&event);
static void handleTimerBlue(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_BLUE;
SDL_PushEvent(&event);
static void handleTimerGreen(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_GREEN;
SDL_PushEvent(&event);
static void handleTimerYellow(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_YELLOW;
SDL_PushEvent(&event);
c sdl
New contributor
Mark Benningfield is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
add a comment |
$begingroup$
I've written a timer module in C for an SDL game that I'm working on that I'd like to get some eyeballs on. I wrote this for 2 requirements: I needed a timer that would signal on an elapsed interval, AND that was pausable and restartable. The timers in SDL signal a callback on a set interval, but they aren't pausable. I've seen other pausable timer implementations for SDL, but they've all required a query for a tick count.
I realized that since I already had an infinite loop using the SDL engine, I could leverage that to drive a pausable timer. I've included a small test program that you can use to evaluate the timer module if you want.
BE ADVISED: If you are sensitive to flashing visual stimuli, you shouldn't run the test program.
Also, the test program is NOT the code that I need reviewed.
The timer module works well, and the caveats I'm aware of already are:
- The more simultaneous timers you use, the greater the likelihood that you will run into timer lag.
- The work done in timer callbacks should be short and sweet, and callbacks should return as fast as possible. On the upside, with this implementation, there are no threading issues with timer callbacks.
If anyone can spot any gotchas that I'm not aware of, especially as they relate to using the SDL library, I would really appreciate it. Here's the code:
timer header file:
#ifndef TIMER_H
#define TIMER_H
typedef struct Timer Timer;
typedef void(*TimerCallback)(void *data);
/*
Initializes the timer mechanism, and allocates resources for 'nTimers'
number of simultaneous timers.
Returns non-zero on failure.
*/
int timer_InitTimers(int nTimers);
/*
Add this to the main game loop, either before or after the loop that
polls events. If timing is very critical, add it both before and after.
*/
void timer_PollTimers(void);
/*
Creates an idle timer that has to be started with a call to 'timer_Start()'.
Returns NULL on failure. Will fail if 'timer_InitTimers()' has not already
been called.
*/
Timer *timer_Create(Uint32 interval, TimerCallback fCallback, void *data);
/*
Pauses a timer. If the timer is already paused, this is a no-op.
Fails with non-zero if 'timer' is NULL or not a valid timer.
*/
int timer_Pause(Timer *timer);
/*
Starts a timer. If the timer is already running, this function resets the
delta time for the timer back to zero.
Fails with non-zero if 'timer' is NULL or not a valid timer.
*/
int timer_Start(Timer *timer);
/*
Cancels an existing timer. If 'timer' is NULL, this is a no-op.
*/
void timer_Cancel(Timer *timer);
/*
Releases the resources allocated for the timer mechanism. Call at program
shutdown, along with 'SDL_Quit()'.
*/
void timer_Quit(void);
/*
Returns true if the timer is running, or false if the timer is paused or
is NULL.
*/
int timer_IsRunning(Timer *timer);
#endif
timer source file:
#include <SDL.h>
#include "timer.h"
static Timer *Chunk; /* BLOB of timers to use */
static int ChunkCount;
static Timer *Timers; /* Linked list of active timers */
static Uint64 TicksPerMillisecond;
static Uint64 Tolerance; /* Fire the timer if it's this close */
struct Timer
int active;
int running;
TimerCallback callback;
void *user;
Timer *next;
Uint64 span;
Uint64 last;
;
static void addTimer(Timer *t)
Timer *n = NULL;
if (Timers == NULL)
Timers = t;
else
n = Timers;
while (n->next != NULL)
n = n->next;
n->next = t;
static void removeTimer(Timer *t)
Timer *n = NULL;
Timer *p = NULL;
if (t == Timers)
Timers = Timers->next;
else
p = Timers;
n = Timers->next;
while (n != NULL)
if (n == t)
p->next = t->next;
SDL_memset(n, 0, sizeof(*n));
break;
p = n;
n = n->next;
int timer_InitTimers(int n)
TicksPerMillisecond = SDL_GetPerformanceFrequency() / 1000;
Tolerance = TicksPerMillisecond / 2; /* 0.5 ms tolerance */
Chunk = calloc(n, sizeof(Timer));
if (Chunk == NULL)
//LOG_ERROR(Err_MallocFail);
return 1;
ChunkCount = n;
return 0;
Timer *timer_Create(Uint32 interval, TimerCallback fCallback, void *data)
Timer *t = Chunk;
int i = 0;
while (i < ChunkCount)
if (!t->active)
t->span = TicksPerMillisecond * interval - Tolerance;
t->callback = fCallback;
t->user = data;
t->active = 1;
addTimer(t);
return t;
i++;
t++;
return NULL;
void timer_PollTimers(void)
Timer *t = Timers;
Uint64 ticks = SDL_GetPerformanceCounter();
while (t)
/* if a timer is not 'active', it shouldn't be 'running' */
SDL_assert(t->active);
if (t->running && ticks - t->last >= t->span)
t->callback(t->user);
t->last = ticks;
t = t->next;
int timer_Pause(Timer* t)
if (t && t->active)
t->running = 0;
t->last = 0;
return 0;
return 1;
int timer_Start(Timer *t)
if (t && t->active)
t->running = 1;
t->last = SDL_GetPerformanceCounter();
return 0;
return 1;
void timer_Cancel(Timer *t)
if (t) removeTimer(t);
void timer_Quit(void)
Timers = NULL;
free(Chunk);
int timer_IsRunning(Timer *t)
if (t)
return t->running;
return 0;
test program:
#include <stdio.h>
#include <SDL.h>
#include "timer.h"
Uint32 EVENT_TYPE_TIMER_RED;
Uint32 EVENT_TYPE_TIMER_BLUE;
Uint32 EVENT_TYPE_TIMER_GREEN;
Uint32 EVENT_TYPE_TIMER_YELLOW;
Uint32 colorRed;
Uint32 colorBlue;
Uint32 colorGreen;
Uint32 colorYellow;
SDL_Rect rectRed;
SDL_Rect rectBlue;
SDL_Rect rectGreen;
SDL_Rect rectYellow;
Timer* timerRed;
Timer* timerBlue;
Timer *timerGreen;
Timer *timerYellow;
int isRed;
int isBlue;
int isGreen;
int isYellow;
static void handleTimerRed(void*);
static void handleTimerBlue(void*);
static void handleTimerGreen(void*);
static void handleTimerYellow(void*);
SDL_Event QuitEvent = SDL_QUIT ;
SDL_Renderer *render;
SDL_Window *window;
SDL_Surface *surface;
static void initGlobals(void)
rectRed = (SDL_Rect) 0, 0, 128, 128 ;
rectBlue = (SDL_Rect) 640 - 128, 0, 128, 128 ;
rectGreen = (SDL_Rect) 0, 480 - 128, 128, 128 ;
rectYellow = (SDL_Rect) 640 - 128, 480 - 128, 128, 128 ;
EVENT_TYPE_TIMER_RED = SDL_RegisterEvents(4);
EVENT_TYPE_TIMER_BLUE = EVENT_TYPE_TIMER_RED + 1;
EVENT_TYPE_TIMER_GREEN = EVENT_TYPE_TIMER_RED + 2;
EVENT_TYPE_TIMER_YELLOW = EVENT_TYPE_TIMER_RED + 3;
timerRed = timer_Create(250, handleTimerRed, NULL);
timerBlue = timer_Create(500, handleTimerBlue, NULL);
timerGreen = timer_Create(750, handleTimerGreen, NULL);
timerYellow = timer_Create(1000, handleTimerYellow, NULL);
colorRed = SDL_MapRGB(surface->format, 170, 0, 0);
colorBlue = SDL_MapRGB(surface->format, 0, 0, 170);
colorGreen = SDL_MapRGB(surface->format, 0, 170, 0);
colorYellow = SDL_MapRGB(surface->format, 255, 255, 0);
SDL_FillRect(surface, NULL, 0);
SDL_FillRect(surface, &rectRed, colorRed);
SDL_FillRect(surface, &rectBlue, colorBlue);
SDL_FillRect(surface, &rectGreen, colorGreen);
SDL_FillRect(surface, &rectYellow, colorYellow);
isRed = isBlue = isGreen = isYellow = 1;
static void handleEvent(SDL_Event *evt)
SDL_Texture *tex;
if (evt->type == SDL_KEYDOWN)
if (evt->key.keysym.sym == SDLK_ESCAPE)
SDL_PushEvent(&QuitEvent);
else if (evt->key.keysym.sym == SDLK_r)
if (timer_IsRunning(timerRed))
timer_Pause(timerRed);
else
timer_Start(timerRed);
else if (evt->key.keysym.sym == SDLK_b)
if (timer_IsRunning(timerBlue))
timer_Pause(timerBlue);
else
timer_Start(timerBlue);
else if (evt->key.keysym.sym == SDLK_g)
if (timer_IsRunning(timerGreen))
timer_Pause(timerGreen);
else
timer_Start(timerGreen);
else if (evt->key.keysym.sym == SDLK_y)
if (timer_IsRunning(timerYellow))
timer_Pause(timerYellow);
else
timer_Start(timerYellow);
else if (evt->type == EVENT_TYPE_TIMER_RED)
if (isRed)
SDL_FillRect(surface, &rectRed, 0);
isRed = 0;
else
SDL_FillRect(surface, &rectRed, colorRed);
isRed = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_BLUE)
if (isBlue)
SDL_FillRect(surface, &rectBlue, 0);
isBlue = 0;
else
SDL_FillRect(surface, &rectBlue, colorBlue);
isBlue = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_GREEN)
if (isGreen)
SDL_FillRect(surface, &rectGreen, 0);
isGreen = 0;
else
SDL_FillRect(surface, &rectGreen, colorGreen);
isGreen = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_YELLOW)
if (isYellow)
SDL_FillRect(surface, &rectYellow, 0);
isYellow = 0;
else
SDL_FillRect(surface, &rectYellow, colorYellow);
isYellow = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
int main(int argc, char* args[])
(void)(argc);
(void)(args);
SDL_Event event = 0 ;
int run = 0;
SDL_Texture *texture = NULL;
if (SDL_Init(SDL_INIT_VIDEO
static void handleTimerRed(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_RED;
SDL_PushEvent(&event);
static void handleTimerBlue(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_BLUE;
SDL_PushEvent(&event);
static void handleTimerGreen(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_GREEN;
SDL_PushEvent(&event);
static void handleTimerYellow(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_YELLOW;
SDL_PushEvent(&event);
c sdl
New contributor
Mark Benningfield is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
I've written a timer module in C for an SDL game that I'm working on that I'd like to get some eyeballs on. I wrote this for 2 requirements: I needed a timer that would signal on an elapsed interval, AND that was pausable and restartable. The timers in SDL signal a callback on a set interval, but they aren't pausable. I've seen other pausable timer implementations for SDL, but they've all required a query for a tick count.
I realized that since I already had an infinite loop using the SDL engine, I could leverage that to drive a pausable timer. I've included a small test program that you can use to evaluate the timer module if you want.
BE ADVISED: If you are sensitive to flashing visual stimuli, you shouldn't run the test program.
Also, the test program is NOT the code that I need reviewed.
The timer module works well, and the caveats I'm aware of already are:
- The more simultaneous timers you use, the greater the likelihood that you will run into timer lag.
- The work done in timer callbacks should be short and sweet, and callbacks should return as fast as possible. On the upside, with this implementation, there are no threading issues with timer callbacks.
If anyone can spot any gotchas that I'm not aware of, especially as they relate to using the SDL library, I would really appreciate it. Here's the code:
timer header file:
#ifndef TIMER_H
#define TIMER_H
typedef struct Timer Timer;
typedef void(*TimerCallback)(void *data);
/*
Initializes the timer mechanism, and allocates resources for 'nTimers'
number of simultaneous timers.
Returns non-zero on failure.
*/
int timer_InitTimers(int nTimers);
/*
Add this to the main game loop, either before or after the loop that
polls events. If timing is very critical, add it both before and after.
*/
void timer_PollTimers(void);
/*
Creates an idle timer that has to be started with a call to 'timer_Start()'.
Returns NULL on failure. Will fail if 'timer_InitTimers()' has not already
been called.
*/
Timer *timer_Create(Uint32 interval, TimerCallback fCallback, void *data);
/*
Pauses a timer. If the timer is already paused, this is a no-op.
Fails with non-zero if 'timer' is NULL or not a valid timer.
*/
int timer_Pause(Timer *timer);
/*
Starts a timer. If the timer is already running, this function resets the
delta time for the timer back to zero.
Fails with non-zero if 'timer' is NULL or not a valid timer.
*/
int timer_Start(Timer *timer);
/*
Cancels an existing timer. If 'timer' is NULL, this is a no-op.
*/
void timer_Cancel(Timer *timer);
/*
Releases the resources allocated for the timer mechanism. Call at program
shutdown, along with 'SDL_Quit()'.
*/
void timer_Quit(void);
/*
Returns true if the timer is running, or false if the timer is paused or
is NULL.
*/
int timer_IsRunning(Timer *timer);
#endif
timer source file:
#include <SDL.h>
#include "timer.h"
static Timer *Chunk; /* BLOB of timers to use */
static int ChunkCount;
static Timer *Timers; /* Linked list of active timers */
static Uint64 TicksPerMillisecond;
static Uint64 Tolerance; /* Fire the timer if it's this close */
struct Timer
int active;
int running;
TimerCallback callback;
void *user;
Timer *next;
Uint64 span;
Uint64 last;
;
static void addTimer(Timer *t)
Timer *n = NULL;
if (Timers == NULL)
Timers = t;
else
n = Timers;
while (n->next != NULL)
n = n->next;
n->next = t;
static void removeTimer(Timer *t)
Timer *n = NULL;
Timer *p = NULL;
if (t == Timers)
Timers = Timers->next;
else
p = Timers;
n = Timers->next;
while (n != NULL)
if (n == t)
p->next = t->next;
SDL_memset(n, 0, sizeof(*n));
break;
p = n;
n = n->next;
int timer_InitTimers(int n)
TicksPerMillisecond = SDL_GetPerformanceFrequency() / 1000;
Tolerance = TicksPerMillisecond / 2; /* 0.5 ms tolerance */
Chunk = calloc(n, sizeof(Timer));
if (Chunk == NULL)
//LOG_ERROR(Err_MallocFail);
return 1;
ChunkCount = n;
return 0;
Timer *timer_Create(Uint32 interval, TimerCallback fCallback, void *data)
Timer *t = Chunk;
int i = 0;
while (i < ChunkCount)
if (!t->active)
t->span = TicksPerMillisecond * interval - Tolerance;
t->callback = fCallback;
t->user = data;
t->active = 1;
addTimer(t);
return t;
i++;
t++;
return NULL;
void timer_PollTimers(void)
Timer *t = Timers;
Uint64 ticks = SDL_GetPerformanceCounter();
while (t)
/* if a timer is not 'active', it shouldn't be 'running' */
SDL_assert(t->active);
if (t->running && ticks - t->last >= t->span)
t->callback(t->user);
t->last = ticks;
t = t->next;
int timer_Pause(Timer* t)
if (t && t->active)
t->running = 0;
t->last = 0;
return 0;
return 1;
int timer_Start(Timer *t)
if (t && t->active)
t->running = 1;
t->last = SDL_GetPerformanceCounter();
return 0;
return 1;
void timer_Cancel(Timer *t)
if (t) removeTimer(t);
void timer_Quit(void)
Timers = NULL;
free(Chunk);
int timer_IsRunning(Timer *t)
if (t)
return t->running;
return 0;
test program:
#include <stdio.h>
#include <SDL.h>
#include "timer.h"
Uint32 EVENT_TYPE_TIMER_RED;
Uint32 EVENT_TYPE_TIMER_BLUE;
Uint32 EVENT_TYPE_TIMER_GREEN;
Uint32 EVENT_TYPE_TIMER_YELLOW;
Uint32 colorRed;
Uint32 colorBlue;
Uint32 colorGreen;
Uint32 colorYellow;
SDL_Rect rectRed;
SDL_Rect rectBlue;
SDL_Rect rectGreen;
SDL_Rect rectYellow;
Timer* timerRed;
Timer* timerBlue;
Timer *timerGreen;
Timer *timerYellow;
int isRed;
int isBlue;
int isGreen;
int isYellow;
static void handleTimerRed(void*);
static void handleTimerBlue(void*);
static void handleTimerGreen(void*);
static void handleTimerYellow(void*);
SDL_Event QuitEvent = SDL_QUIT ;
SDL_Renderer *render;
SDL_Window *window;
SDL_Surface *surface;
static void initGlobals(void)
rectRed = (SDL_Rect) 0, 0, 128, 128 ;
rectBlue = (SDL_Rect) 640 - 128, 0, 128, 128 ;
rectGreen = (SDL_Rect) 0, 480 - 128, 128, 128 ;
rectYellow = (SDL_Rect) 640 - 128, 480 - 128, 128, 128 ;
EVENT_TYPE_TIMER_RED = SDL_RegisterEvents(4);
EVENT_TYPE_TIMER_BLUE = EVENT_TYPE_TIMER_RED + 1;
EVENT_TYPE_TIMER_GREEN = EVENT_TYPE_TIMER_RED + 2;
EVENT_TYPE_TIMER_YELLOW = EVENT_TYPE_TIMER_RED + 3;
timerRed = timer_Create(250, handleTimerRed, NULL);
timerBlue = timer_Create(500, handleTimerBlue, NULL);
timerGreen = timer_Create(750, handleTimerGreen, NULL);
timerYellow = timer_Create(1000, handleTimerYellow, NULL);
colorRed = SDL_MapRGB(surface->format, 170, 0, 0);
colorBlue = SDL_MapRGB(surface->format, 0, 0, 170);
colorGreen = SDL_MapRGB(surface->format, 0, 170, 0);
colorYellow = SDL_MapRGB(surface->format, 255, 255, 0);
SDL_FillRect(surface, NULL, 0);
SDL_FillRect(surface, &rectRed, colorRed);
SDL_FillRect(surface, &rectBlue, colorBlue);
SDL_FillRect(surface, &rectGreen, colorGreen);
SDL_FillRect(surface, &rectYellow, colorYellow);
isRed = isBlue = isGreen = isYellow = 1;
static void handleEvent(SDL_Event *evt)
SDL_Texture *tex;
if (evt->type == SDL_KEYDOWN)
if (evt->key.keysym.sym == SDLK_ESCAPE)
SDL_PushEvent(&QuitEvent);
else if (evt->key.keysym.sym == SDLK_r)
if (timer_IsRunning(timerRed))
timer_Pause(timerRed);
else
timer_Start(timerRed);
else if (evt->key.keysym.sym == SDLK_b)
if (timer_IsRunning(timerBlue))
timer_Pause(timerBlue);
else
timer_Start(timerBlue);
else if (evt->key.keysym.sym == SDLK_g)
if (timer_IsRunning(timerGreen))
timer_Pause(timerGreen);
else
timer_Start(timerGreen);
else if (evt->key.keysym.sym == SDLK_y)
if (timer_IsRunning(timerYellow))
timer_Pause(timerYellow);
else
timer_Start(timerYellow);
else if (evt->type == EVENT_TYPE_TIMER_RED)
if (isRed)
SDL_FillRect(surface, &rectRed, 0);
isRed = 0;
else
SDL_FillRect(surface, &rectRed, colorRed);
isRed = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_BLUE)
if (isBlue)
SDL_FillRect(surface, &rectBlue, 0);
isBlue = 0;
else
SDL_FillRect(surface, &rectBlue, colorBlue);
isBlue = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_GREEN)
if (isGreen)
SDL_FillRect(surface, &rectGreen, 0);
isGreen = 0;
else
SDL_FillRect(surface, &rectGreen, colorGreen);
isGreen = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
else if (evt->type == EVENT_TYPE_TIMER_YELLOW)
if (isYellow)
SDL_FillRect(surface, &rectYellow, 0);
isYellow = 0;
else
SDL_FillRect(surface, &rectYellow, colorYellow);
isYellow = 1;
tex = SDL_CreateTextureFromSurface(render, surface);
SDL_RenderCopy(render, tex, NULL, NULL);
SDL_RenderPresent(render);
SDL_DestroyTexture(tex);
int main(int argc, char* args[])
(void)(argc);
(void)(args);
SDL_Event event = 0 ;
int run = 0;
SDL_Texture *texture = NULL;
if (SDL_Init(SDL_INIT_VIDEO
static void handleTimerRed(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_RED;
SDL_PushEvent(&event);
static void handleTimerBlue(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_BLUE;
SDL_PushEvent(&event);
static void handleTimerGreen(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_GREEN;
SDL_PushEvent(&event);
static void handleTimerYellow(void *ignored)
SDL_Event event;
(void)(ignored);
event.type = EVENT_TYPE_TIMER_YELLOW;
SDL_PushEvent(&event);
c sdl
c sdl
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asked 1 min ago
Mark BenningfieldMark Benningfield
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1012
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