コード例 #1
0
ファイル: BaseClockSource.cs プロジェクト: krytarowski/emul8
        private static bool HandleDirectionDescendingPositiveRatio(ref ClockEntry entry, long ticks, ref long nearestTickIn)
        {
            var flag = false;

            entry.Value        -= ticks * entry.Ratio;
            entry.ValueResiduum = 0;
            if (entry.Value <= 0)
            {
                flag        = true;
                entry.Value = entry.Period;
                entry       = entry.With(enabled: entry.Enabled & (entry.WorkMode != WorkMode.OneShot));
            }

            nearestTickIn = Math.Min(nearestTickIn, (entry.Value - 1) / entry.Ratio + 1);
            return(flag);
        }
コード例 #2
0
ファイル: BaseClockSource.cs プロジェクト: krytarowski/emul8
        private static bool HandleDirectionAscendingNegativeRatio(ref ClockEntry entry, long ticks, ref long nearestTickIn)
        {
            var flag = false;

            entry.Value        += (ticks + entry.ValueResiduum) / -entry.Ratio;
            entry.ValueResiduum = (ticks + entry.ValueResiduum) % -entry.Ratio;

            if (entry.Value >= entry.Period)
            {
                flag        = true;
                entry.Value = 0;
                entry       = entry.With(enabled: entry.Enabled & (entry.WorkMode != WorkMode.OneShot));
            }

            nearestTickIn = Math.Min(nearestTickIn, (entry.Period - entry.Value) * -entry.Ratio);
            return(flag);
        }
コード例 #3
0
ファイル: BaseClockSource.cs プロジェクト: krytarowski/emul8
        private static bool HandleDirectionDescendingNegativeRatio(ref ClockEntry entry, long ticks, ref long nearestTickIn)
        {
            var flag = false;

            entry.Value        -= (ticks + entry.ValueResiduum) / -entry.Ratio;
            entry.ValueResiduum = (ticks + entry.ValueResiduum) % -entry.Ratio;
            if (entry.Value <= 0)
            {
                // TODO: maybe issue warning if its lower than zero
                flag        = true;
                entry.Value = entry.Period;
                entry       = entry.With(enabled: entry.Enabled & (entry.WorkMode != WorkMode.OneShot));
            }

            nearestTickIn = Math.Min(nearestTickIn, entry.Value * -entry.Ratio);
            return(flag);
        }
コード例 #4
0
        private static bool HandleDirectionAscendingNegativeRatio(ref ClockEntry entry, long ticks, ref long nearestTickIn) 
        {
            var flag = false;
                        
            entry.Value += (ticks + entry.ValueResiduum) / -entry.Ratio;
            entry.ValueResiduum = (ticks + entry.ValueResiduum) % -entry.Ratio;

            if(entry.Value >= entry.Period)
            {
                flag = true;
                entry.Value = 0;
                entry = entry.With(enabled: entry.Enabled & (entry.WorkMode != WorkMode.OneShot));
            }

            nearestTickIn = Math.Min(nearestTickIn, (entry.Period - entry.Value) * -entry.Ratio);
            return flag;
        }
コード例 #5
0
        private static bool HandleDirectionDescendingNegativeRatio(ref ClockEntry entry, long ticks, ref long nearestTickIn) 
        {
            var flag = false;
                        
            entry.Value -= (ticks + entry.ValueResiduum) / -entry.Ratio;
            entry.ValueResiduum = (ticks + entry.ValueResiduum) % -entry.Ratio;
            if(entry.Value <= 0)
            {
                // TODO: maybe issue warning if its lower than zero
                flag = true;
                entry.Value = entry.Period;
                entry = entry.With(enabled: entry.Enabled & (entry.WorkMode != WorkMode.OneShot));
            }

            nearestTickIn = Math.Min(nearestTickIn, entry.Value * -entry.Ratio);
            return flag;
        }
コード例 #6
0
        private static bool HandleDirectionDescendingPositiveRatio(ref ClockEntry entry, long ticks, ref long nearestTickIn) 
        {
            var flag = false;

            entry.Value -= ticks * entry.Ratio;
            entry.ValueResiduum = 0;
            if(entry.Value <= 0)
            {
                flag = true;
                entry.Value = entry.Period;
                entry = entry.With(enabled: entry.Enabled & (entry.WorkMode != WorkMode.OneShot));
            }

            nearestTickIn = Math.Min(nearestTickIn, (entry.Value - 1) / entry.Ratio + 1);
            return flag;
        }