mirror of
https://github.com/ptitSeb/Serious-Engine
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169 lines
5.7 KiB
C++
Executable File
169 lines
5.7 KiB
C++
Executable File
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_TIMER_H
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#define SE_INCL_TIMER_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#ifndef _MT
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#error Multithreading support is required!
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#endif
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#include <Engine/Base/Lists.h>
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#include <Engine/Base/Synchronization.h>
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/*
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* Class that holds and manipulates with high-precision timer values.
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*/
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class CTimerValue {
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public:
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__int64 tv_llValue; // 64 bit integer (MSVC specific!)
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/* Constructor from quad integer. */
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inline CTimerValue(__int64 llValue) : tv_llValue(llValue) {};
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public:
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/* Constructor. */
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inline CTimerValue(void) : tv_llValue((__int64) -1) {}
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/* Constructor from seconds. */
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inline CTimerValue(double dSeconds);
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/* Clear timer value (set it to zero). */
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inline void Clear(void);
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/* Addition. */
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inline CTimerValue &operator+=(const CTimerValue &tvOther);
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inline CTimerValue operator+(const CTimerValue &tvOther) const;
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/* Substraction. */
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inline CTimerValue &operator-=(const CTimerValue &tvOther);
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inline CTimerValue operator-(const CTimerValue &tvOther) const;
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/* Comparisons. */
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inline BOOL operator<(const CTimerValue &tvOther) const;
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inline BOOL operator>(const CTimerValue &tvOther) const;
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inline BOOL operator<=(const CTimerValue &tvOther) const;
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inline BOOL operator>=(const CTimerValue &tvOther) const;
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/* Get the timer value in seconds. - use for time spans only! */
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inline double GetSeconds(void);
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/* Get the timer value in milliseconds as integral value. */
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inline __int64 GetMilliseconds(void);
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};
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// a base class for hooking on timer interrupt
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class CTimerHandler {
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public:
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CListNode th_Node;
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public:
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virtual ~CTimerHandler(void) {} /* rcg10042001 */
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/* This is called every TickQuantum seconds. */
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ENGINE_API virtual void HandleTimer(void)=0;
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};
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// class for an object that maintains global timer(s)
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class ENGINE_API CTimer {
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// implementation:
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public:
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__int64 tm_llPerformanceCounterFrequency; // frequency of Win32 performance counter
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__int64 tm_llCPUSpeedHZ; // CPU speed in HZ
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CTimerValue tm_tvLastTimeOnTime; // last time when timer was on time
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TIME tm_tmLastTickOnTime; // last tick when timer was on time
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CTimerValue tm_tvLowPrecisionTimer;
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TIME tm_RealTimeTimer; // this really ticks at 1/TickQuantum frequency
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FLOAT tm_fLerpFactor; // factor used for lerping between frames
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FLOAT tm_fLerpFactor2; // secondary lerp-factor used for unpredicted movement
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#ifdef PLATFORM_WIN32
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ULONG tm_TimerID; // windows timer ID
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#else
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int tm_TimerID; // SDL_TimerID in fact
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#endif
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CTCriticalSection tm_csHooks; // access to timer hooks
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CListHead tm_lhHooks; // a list head for timer hooks
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BOOL tm_bInterrupt; // set if interrupt is added
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// interface:
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public:
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// interval defining frequency of the game ticker
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static const TIME TickQuantum; // 20 ticks per second
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/* Constructor. */
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CTimer(BOOL bInterrupt=TRUE);
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/* Destructor. */
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~CTimer(void);
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/* Add a timer handler. */
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void AddHandler(CTimerHandler *pthNew);
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/* Remove a timer handler. */
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void RemHandler(CTimerHandler *pthOld);
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/* Handle timer handlers manually. */
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void HandleTimerHandlers(void);
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/* Set the real time tick value. */
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void SetRealTimeTick(TIME tNewRealTimeTick);
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/* Get the real time tick value. */
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TIME GetRealTimeTick(void) const;
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/* NOTE: CurrentTick is local to each thread, and every thread must take
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care to increment the current tick or copy it from real time tick if
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it wants to make animations and similar to work. */
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/* Set the current game tick used for time dependent tasks (animations etc.). */
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void SetCurrentTick(TIME tNewCurrentTick);
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/* Get current game time, always valid for the currently active task. */
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const TIME CurrentTick(void) const;
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/* Get lerped game time. */
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const TIME GetLerpedCurrentTick(void) const;
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// Set factor for lerping between ticks.
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void SetLerp(FLOAT fLerp); // sets both primary and secondary
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void SetLerp2(FLOAT fLerp); // sets only secondary
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// Disable lerping factor (set both factors to 1)
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void DisableLerp(void);
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// Get current factor used for lerping between game ticks.
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inline FLOAT GetLerpFactor(void) const { return tm_fLerpFactor; };
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// Get current factor used for lerping between game ticks.
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inline FLOAT GetLerpFactor2(void) const { return tm_fLerpFactor2; };
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/* Get current timer value of high precision timer. */
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CTimerValue GetHighPrecisionTimer(void);
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inline CTimerValue GetLowPrecisionTimer(void) const { return tm_tvLowPrecisionTimer; };
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/*
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* rcg10072001
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* put current process to sleep for at least (milliseconds) milliseconds.
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* Note that many platforms can't sleep less than 10 milliseconds, and
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* most will not revive your thread at the exact moment you requested.
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* So don't use this on life support machines. :)
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*/
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void Sleep(DWORD milliseconds);
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#ifdef SINGLE_THREADED
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CTimerValue tm_InitialTimerUpkeep; // don't touch.
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#endif
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};
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// pointer to global timer object
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ENGINE_API extern CTimer *_pTimer;
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// convert a time value to a printable string (hh:mm:ss)
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ENGINE_API CTString TimeToString(FLOAT fTime);
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#include <Engine/Base/Timer.inl>
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#endif /* include-once check. */
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