Remove SDL_GetTicks64() ifdefs

We can now use the function that doesn't wrap after ~49 days since
SDL 2.0.18 released.
This commit is contained in:
Misa
2021-11-11 23:54:32 -08:00
committed by Ethan Lee
parent 470a4358ef
commit aa343bc334
3 changed files with 0 additions and 22 deletions

View File

@@ -357,11 +357,7 @@ static void cleanup(void);
static void emscriptenloop(void)
{
timePrev = time_;
#if SDL_VERSION_ATLEAST(2, 0, 17)
time_ = SDL_GetTicks64();
#else
time_ = SDL_GetTicks();
#endif
deltaloop();
}
#endif
@@ -674,32 +670,20 @@ int main(int argc, char *argv[])
#else
while (true)
{
#if SDL_VERSION_ATLEAST(2, 0, 17)
f_time = SDL_GetTicks64();
#else
f_time = SDL_GetTicks();
#endif
const Uint64 f_timetaken = f_time - f_timePrev;
if (!game.over30mode && f_timetaken < 34)
{
const volatile Uint64 f_delay = 34 - f_timetaken;
SDL_Delay((Uint32) f_delay);
#if SDL_VERSION_ATLEAST(2, 0, 17)
f_time = SDL_GetTicks64();
#else
f_time = SDL_GetTicks();
#endif
}
f_timePrev = f_time;
timePrev = time_;
#if SDL_VERSION_ATLEAST(2, 0, 17)
time_ = SDL_GetTicks64();
#else
time_ = SDL_GetTicks();
#endif
deltaloop();
}