#pragma region CPL License /* Nuclex Native Framework Copyright (C) 2002-2013 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library 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 IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #pragma endregion // CPL License // If the library is compiled as a DLL, this ensures symbols are exported #define NUCLEX_GAME_SOURCE 1 #include "Nuclex/Game/Timing/ScaledTimer.h" #include "Nuclex/Game/Timing/Clock.h" #include namespace Nuclex { namespace Game { namespace Timing { // ------------------------------------------------------------------------------------------- // ScaledTimer::ScaledTimer() : Timer(Clock::Create()), accumulatedSimulationUs(0), totalSimulationUs(0), totalRealWorldUs(0) { this->simulationResumeUs = Timer::GetElapsedMicroseconds(); } // ------------------------------------------------------------------------------------------- // ScaledTimer::ScaledTimer(const std::shared_ptr &clock) : Timer(clock), accumulatedSimulationUs(0), totalSimulationUs(0), totalRealWorldUs(0) { this->simulationResumeUs = Timer::GetElapsedMicroseconds(); } // ------------------------------------------------------------------------------------------- // void ScaledTimer::PauseSimulation() { if(!IsSimulationPaused()) { std::chrono::microseconds elapsedUs = Timer::GetElapsedMicroseconds(); std::chrono::microseconds deltaUs = elapsedUs - this->simulationResumeUs; this->accumulatedSimulationUs += deltaUs; Timer::PauseSimulation(); } } // ------------------------------------------------------------------------------------------- // void ScaledTimer::ResumeSimulation() { if(IsSimulationPaused()) { this->simulationResumeUs = Timer::GetElapsedMicroseconds(); Timer::ResumeSimulation(); } } // ------------------------------------------------------------------------------------------- // void ScaledTimer::Reset() { Timer::Reset(); this->simulationResumeUs = Timer::GetElapsedMicroseconds(); this->accumulatedSimulationUs = std::chrono::microseconds(0); this->totalRealWorldUs = std::chrono::microseconds(0); this->totalSimulationUs = std::chrono::microseconds(0); } // ------------------------------------------------------------------------------------------- // GameTime ScaledTimer::GetElapsedAndResetDelta() { std::chrono::microseconds elapsedUs = Timer::GetElapsedMicroseconds(); Timer::AddAccountedMicroseconds(elapsedUs); std::chrono::microseconds simulationDeltaUs = this->accumulatedSimulationUs; if(!IsSimulationPaused()) { simulationDeltaUs += elapsedUs - this->simulationResumeUs; this->simulationResumeUs = elapsedUs; } this->accumulatedSimulationUs = std::chrono::microseconds(0); this->totalRealWorldUs += elapsedUs; this->totalSimulationUs += simulationDeltaUs; return GameTime( this->totalSimulationUs, simulationDeltaUs, this->totalRealWorldUs, elapsedUs ); } // ------------------------------------------------------------------------------------------- // GameTime ScaledTimer::GetElapsed() const { std::chrono::microseconds elapsedUs = Timer::GetElapsedMicroseconds(); std::chrono::microseconds simulationDeltaUs = this->accumulatedSimulationUs; if(!IsSimulationPaused()) { simulationDeltaUs += elapsedUs - this->simulationResumeUs; } return GameTime( this->totalSimulationUs + simulationDeltaUs, // total simulation time simulationDeltaUs, // elapsed simulation time this->totalRealWorldUs + elapsedUs, // total real-world time elapsedUs // elapsed real-world time ); } // ------------------------------------------------------------------------------------------- // }}} // namespace Nuclex::Game::Timing