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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program 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.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef hsTimer_Defined
#define hsTimer_Defined
#include "hsWide.h"
class plTimerShare
{
protected:
mutable bool fFirstTime;
mutable hsWide fRawTimeZero;
mutable bool fResetSmooth;
enum {
kSmoothBuffLen = 10
};
double fSmoothBuff[kSmoothBuffLen];
int fCurrSlot;
float fSysTimeScale;
double fRealSeconds;
double fSysSeconds;
float fDelSysSeconds;
float fFrameTimeInc;
bool fRunningFrameTime;
float fTimeClampSecs;
float fSmoothingClampSecs;
bool fClamping;
hsWide* FactorInTimeZero(hsWide* ticks) const;
double GetSeconds() const;
double GetMilliSeconds() const;
hsWide* GetRawTicks(hsWide* ticks) const;
double RawTicksToDSeconds(const hsWide& ticks);
hsWide DSecondsToRawTicks(double secs);
float GetDelSysSeconds() const { return fDelSysSeconds; }
double GetSysSeconds() const { return fSysSeconds; }
double IncSysSeconds();
void SetRealTime(bool realTime);
bool IsRealTime() const { return !fRunningFrameTime; }
void SetFrameTimeInc(float inc) { fFrameTimeInc = inc; }
void SetTimeScale(float s) { fSysTimeScale = s; }
float GetTimeScale() const { return fSysTimeScale; }
void SetTimeClamp(float secs) { fTimeClampSecs = secs; }
void SetSmoothingCap(float secs) { fSmoothingClampSecs = secs; }
float GetTimeClamp() const { return fTimeClampSecs; }
bool IsClamping() const { return fClamping; }
friend class hsTimer;
public:
plTimerShare();
~plTimerShare();
};
class hsTimer
{
protected:
static const double fPrecTicksPerSec;
static const hsWide fRawBase;
static hsWide IInitRawBase();
static plTimerShare* fTimer;
public:
static bool VerifyRawBase() { return fRawBase == IInitRawBase(); }
static const hsWide& GetRawBase() { return fRawBase; }
static hsWide* GetRawTicks(hsWide* ticks) { return fTimer->GetRawTicks(ticks); }
static double GetSeconds() { return fTimer->GetSeconds(); }
static double GetMilliSeconds() { return fTimer->GetMilliSeconds(); }
static double RawTicksToDSeconds(const hsWide& ticks) { return fTimer->RawTicksToDSeconds(ticks); }
static hsWide DSecondsToRawTicks(double secs) { return fTimer->DSecondsToRawTicks(secs); }
static float GetDelSysSeconds() { return fTimer->GetDelSysSeconds(); }
static double GetSysSeconds() { return fTimer->GetSysSeconds(); }
static double IncSysSeconds() { return fTimer->IncSysSeconds(); }
static void SetRealTime(bool realTime) { fTimer->SetRealTime(realTime); }
static bool IsRealTime() { return fTimer->IsRealTime(); }
static void SetFrameTimeInc(float inc) { fTimer->SetFrameTimeInc(inc); }
static void SetTimeScale(float s) { fTimer->SetTimeScale(s); }
static float GetTimeScale() { return fTimer->GetTimeScale(); }
static void SetTimeClamp(float secs) { fTimer->SetTimeClamp(secs); }
static void SetTimeSmoothingClamp(float secs) { fTimer->SetSmoothingCap(secs); }
static float GetTimeClamp() { return fTimer->GetTimeClamp(); }
static bool IsClamping() { return fTimer->IsClamping(); }
///////////////////////////
// Precision timer routines - these are stateless and implemented as statics.
///////////////////////////
static uint32_t GetPrecTickCount();
static double GetPrecTicksPerSec();
static uint32_t PrecSecsToTicks(float secs);
static double PrecTicksToSecs(uint32_t ticks);
static double PrecTicksToHz(uint32_t ticks);
// If you need to time something longer than 20 seconds, use this instead of
// the precision timer. It works the same, it just gives you full resolution.
static uint64_t GetFullTickCount();
static float FullTicksToMs(uint64_t ticks);
//
// Pass GetTheTimer() into other process space, and then call SetTheTimer() on it.
static void SetTheTimer(plTimerShare* timer);
static plTimerShare* GetTheTimer() { return fTimer; }
};
#endif