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std::chrono-ize hsTimer.
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@ -42,112 +42,103 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#ifndef hsTimer_Defined
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#define hsTimer_Defined
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#include "hsWide.h"
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#include <chrono>
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class plTimerShare
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{
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typedef std::chrono::high_resolution_clock Clock;
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typedef std::chrono::time_point<Clock> TimePoint;
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typedef Clock::duration Duration;
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protected:
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mutable bool fFirstTime;
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mutable hsWide fRawTimeZero;
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mutable TimePoint fRawTimeZero;
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mutable bool fResetSmooth;
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enum {
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kSmoothBuffLen = 10
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};
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double fSmoothBuff[kSmoothBuffLen];
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int fCurrSlot;
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double fSmoothBuff[kSmoothBuffLen];
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int fCurrSlot;
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float fSysTimeScale;
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double fRealSeconds;
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double fSysSeconds;
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float fDelSysSeconds;
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float fFrameTimeInc;
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bool fRunningFrameTime;
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float fTimeClampSecs;
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float fSmoothingClampSecs;
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bool fClamping;
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float fSysTimeScale;
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double fRealSeconds;
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double fSysSeconds;
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float fDelSysSeconds;
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float fFrameTimeInc;
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bool fRunningFrameTime;
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float fTimeClampSecs;
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float fSmoothingClampSecs;
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bool fClamping;
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hsWide* FactorInTimeZero(hsWide* ticks) const;
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double GetSeconds() const;
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double GetMilliSeconds() const;
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double GetSeconds() const;
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double GetMilliSeconds() const;
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hsWide* GetRawTicks(hsWide* ticks) const;
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float GetDelSysSeconds() const { return fDelSysSeconds; }
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double GetSysSeconds() const { return fSysSeconds; }
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double IncSysSeconds();
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double RawTicksToDSeconds(const hsWide& ticks);
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hsWide DSecondsToRawTicks(double secs);
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void SetRealTime(bool realTime);
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bool IsRealTime() const { return !fRunningFrameTime; }
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float GetDelSysSeconds() const { return fDelSysSeconds; }
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double GetSysSeconds() const { return fSysSeconds; }
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double IncSysSeconds();
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void SetFrameTimeInc(float inc) { fFrameTimeInc = inc; }
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void SetRealTime(bool realTime);
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bool IsRealTime() const { return !fRunningFrameTime; }
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void SetTimeScale(float s) { fSysTimeScale = s; }
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float GetTimeScale() const { return fSysTimeScale; }
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void SetFrameTimeInc(float inc) { fFrameTimeInc = inc; }
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void SetTimeScale(float s) { fSysTimeScale = s; }
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float GetTimeScale() const { return fSysTimeScale; }
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void SetTimeClamp(float secs) { fTimeClampSecs = secs; }
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void SetSmoothingCap(float secs) { fSmoothingClampSecs = secs; }
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float GetTimeClamp() const { return fTimeClampSecs; }
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bool IsClamping() const { return fClamping; }
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void SetTimeClamp(float secs) { fTimeClampSecs = secs; }
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void SetSmoothingCap(float secs) { fSmoothingClampSecs = secs; }
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float GetTimeClamp() const { return fTimeClampSecs; }
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bool IsClamping() const { return fClamping; }
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friend class hsTimer;
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private:
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Duration GetRawTicks() const;
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public:
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plTimerShare();
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~plTimerShare();
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};
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class hsTimer
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class hsTimer
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{
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protected:
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static const double fPrecTicksPerSec;
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static const hsWide fRawBase;
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static hsWide IInitRawBase();
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static plTimerShare* fTimer;
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public:
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static double GetSeconds() { return fTimer->GetSeconds(); }
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static double GetMilliSeconds() { return fTimer->GetMilliSeconds(); }
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static bool VerifyRawBase() { return fRawBase == IInitRawBase(); }
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static const hsWide& GetRawBase() { return fRawBase; }
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static float GetDelSysSeconds() { return fTimer->GetDelSysSeconds(); }
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static double GetSysSeconds() { return fTimer->GetSysSeconds(); }
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static hsWide* GetRawTicks(hsWide* ticks) { return fTimer->GetRawTicks(ticks); }
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static double IncSysSeconds() { return fTimer->IncSysSeconds(); }
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static double GetSeconds() { return fTimer->GetSeconds(); }
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static double GetMilliSeconds() { return fTimer->GetMilliSeconds(); }
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static void SetRealTime(bool realTime) { fTimer->SetRealTime(realTime); }
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static bool IsRealTime() { return fTimer->IsRealTime(); }
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static double RawTicksToDSeconds(const hsWide& ticks) { return fTimer->RawTicksToDSeconds(ticks); }
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static hsWide DSecondsToRawTicks(double secs) { return fTimer->DSecondsToRawTicks(secs); }
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static void SetFrameTimeInc(float inc) { fTimer->SetFrameTimeInc(inc); }
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static float GetDelSysSeconds() { return fTimer->GetDelSysSeconds(); }
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static double GetSysSeconds() { return fTimer->GetSysSeconds(); }
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static void SetTimeScale(float s) { fTimer->SetTimeScale(s); }
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static float GetTimeScale() { return fTimer->GetTimeScale(); }
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static double IncSysSeconds() { return fTimer->IncSysSeconds(); }
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static void SetRealTime(bool realTime) { fTimer->SetRealTime(realTime); }
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static bool IsRealTime() { return fTimer->IsRealTime(); }
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static void SetFrameTimeInc(float inc) { fTimer->SetFrameTimeInc(inc); }
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static void SetTimeScale(float s) { fTimer->SetTimeScale(s); }
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static float GetTimeScale() { return fTimer->GetTimeScale(); }
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static void SetTimeClamp(float secs) { fTimer->SetTimeClamp(secs); }
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static void SetTimeSmoothingClamp(float secs) { fTimer->SetSmoothingCap(secs); }
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static float GetTimeClamp() { return fTimer->GetTimeClamp(); }
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static bool IsClamping() { return fTimer->IsClamping(); }
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static void SetTimeClamp(float secs) { fTimer->SetTimeClamp(secs); }
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static void SetTimeSmoothingClamp(float secs) { fTimer->SetSmoothingCap(secs); }
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static float GetTimeClamp() { return fTimer->GetTimeClamp(); }
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static bool IsClamping() { return fTimer->IsClamping(); }
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///////////////////////////
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// Precision timer routines - these are stateless and implemented as statics.
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///////////////////////////
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static uint32_t GetPrecTickCount();
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static double GetPrecTicksPerSec();
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static uint32_t PrecSecsToTicks(float secs);
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static double PrecTicksToSecs(uint32_t ticks);
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static double PrecTicksToHz(uint32_t ticks);
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// If you need to time something longer than 20 seconds, use this instead of
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// the precision timer. It works the same, it just gives you full resolution.
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