From 9afd7fb6207f53d5c6618e817ebd588d1855db77 Mon Sep 17 00:00:00 2001 From: John Peterson Date: Mon, 16 Feb 2009 07:17:34 +0000 Subject: Rerecording: Wind back the frame counter in the status bar when a save state is loaded. Issues: The frame updates do currently not occur as often as the input updates. The input updates occur more frequently, perhaps closer to 60 times per real seconds. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2274 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Core/Common/Src/Timer.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'Source/Core/Common/Src/Timer.cpp') diff --git a/Source/Core/Common/Src/Timer.cpp b/Source/Core/Common/Src/Timer.cpp index 28eb67c33b..7eebddced3 100644 --- a/Source/Core/Common/Src/Timer.cpp +++ b/Source/Core/Common/Src/Timer.cpp @@ -91,11 +91,17 @@ s64 Timer::GetTimeDifference(void) return(timeGetTime() - m_LastTime); } -// Add the time difference since the last Update() to the starting time +/* Add the time difference since the last Update() to the starting time. This is used to compensate + for a paused game. */ void Timer::AddTimeDifference() { m_StartTime += GetTimeDifference(); } +// Wind back the starting time to a custom time +void Timer::WindBackStartingTime(u64 WindBack) +{ + m_StartTime += WindBack; +} // Get the time elapsed since the Start() u64 Timer::GetTimeElapsed(void) -- cgit v1.2.3