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GameTime.h
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GameTime.h
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/*
* Copyright 2011-2013 Arx Libertatis Team (see the AUTHORS file)
*
* This file is part of Arx Libertatis.
*
* Arx Libertatis is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Arx Libertatis is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Arx Libertatis. If not, see <http://www.gnu.org/licenses/>.
*/
/* Based on:
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
Arx Fatalis Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public
License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
Arx Fatalis Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with Arx Fatalis Source Code. If not, see
<http://www.gnu.org/licenses/>.
In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// Code: Cyril Meynier
//
// Copyright (c) 1999-2000 ARKANE Studios SA. All rights reserved
#ifndef ARX_CORE_GAMETIME_H
#define ARX_CORE_GAMETIME_H
#include "core/TimeTypes.h"
#include "graphics/Math.h"
#include "platform/Time.h"
class GameTime {
public:
GameTime();
~GameTime() {}
void init();
void pause();
void resume();
void force_time_restore(ArxInstant time);
// TODO probably the source of the need to clip frame_delay
void force_frame_time_restore(const ArxInstant v) {
frame_time_us = v * 1000;
last_frame_time_us = v * 1000;
}
float now_f() const {
return m_now_us / 1000.0f;
}
ArxInstant now() const {
return checked_range_cast<ArxInstant>(m_now_us / 1000);
}
void update(const bool & use_pause = true) {
if (is_paused() && use_pause) {
m_now_us = platform::getElapsedUs(start_time, pause_time);
} else {
m_now_us = platform::getElapsedUs(start_time);
}
}
bool is_paused() const {
return paused;
}
// used only for "slow time" spell
void increment_start_time(const u64 & inc) {
start_time += inc;
}
float get_frame_time() const {
return frame_time_us / 1000.0f;
}
float get_last_frame_time() const {
return last_frame_time_us / 1000.0f;
}
float get_frame_delay() const {
return frame_delay_ms;
}
void update_frame_time() {
update();
frame_time_us = m_now_us;
frame_delay_ms = (frame_time_us - last_frame_time_us) / 1000.0f;
}
void update_last_frame_time() {
last_frame_time_us = frame_time_us;
}
private:
bool paused;
// these values are expected to wrap
u64 pause_time;
u64 start_time;
// TODO this sometimes respects pause and sometimes not!
u64 m_now_us;
u64 last_frame_time_us;
u64 frame_time_us;
float frame_delay_ms;
};
extern GameTime arxtime;
#endif // ARX_CORE_GAMETIME_H