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authorrelnev <relnev@5198baeb-e213-0410-be47-fc2ff85ca46f>2003-01-08 02:32:30 +0000
committerrelnev <relnev@5198baeb-e213-0410-be47-fc2ff85ca46f>2003-01-08 02:32:30 +0000
commit1531fe10a420e94768f01d8c63ae30e8d3286b03 (patch)
tree7c0b8377c59be7ddd4c0e4b04ce2bd9396f1eb26 /Source/Support.cpp
parent0a720843357a9886148cf4cad0e8509c0622530a (diff)
downloadblackshades-1531fe10a420e94768f01d8c63ae30e8d3286b03.tar.gz
added a Microseconds implementation
git-svn-id: svn://svn.icculus.org/blackshades/trunk@30 5198baeb-e213-0410-be47-fc2ff85ca46f
Diffstat (limited to 'Source/Support.cpp')
-rw-r--r--Source/Support.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/Source/Support.cpp b/Source/Support.cpp
new file mode 100644
index 0000000..e7b7424
--- /dev/null
+++ b/Source/Support.cpp
@@ -0,0 +1,10 @@
+#include "Support.h"
+
+#include "SDL.h"
+
+void Microseconds (UnsignedWide *microTickCount)
+{
+ /* NOTE: hi isn't used in BS, so it's not implemented here */
+ /* TODO: does game need microsecond precision? */
+ microTickCount->lo = SDL_GetTicks() * 1000;
+}