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); }
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); }
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); }
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; }
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; }
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; }