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Diffstat (limited to 'Source/Internal/timer.h')
-rw-r--r-- | Source/Internal/timer.h | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/Source/Internal/timer.h b/Source/Internal/timer.h new file mode 100644 index 00000000..1683f1b1 --- /dev/null +++ b/Source/Internal/timer.h @@ -0,0 +1,72 @@ +//----------------------------------------------------------------------------- +// Name: timer.h +// Developer: Wolfire Games LLC +// Author: David Rosen +// Description: The timer handles fixed or dynamic timeSteps +// License: Read below +//----------------------------------------------------------------------------- +// +// Copyright 2022 Wolfire Games LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +//----------------------------------------------------------------------------- +#pragma once + +#include <vector> +#include <cstdint> + +struct TimedSlowMotionLayer { + uint32_t end_time; + uint32_t start_time; + float target_time_scale; +}; + +class Timer { +public: + Timer(); + + float target_time_scale; + float time_scale; + float timestep; + float timestep_error; + float game_time; + float wall_time; + uint32_t wall_ticks; + int updates_since_last_frame; + int simulations_per_second; + uint64_t frame_count; + + void AddTimedSlowMotionLayer( float target_time_scale, float how_long, float delay = 0.0f ); + void UpdateWallTime(); + void Update(); + void SetStepFrequency(int sims); + int GetStepsNeeded(); + void ReportFrameForFPSCount(); + int GetFramesPerSecond(); + float GetFrameTime(); + float GetSlowestFrameTime(); + float GetFastestFrameTime(); + float GetInterpWeight(); + float GetInterpWeightX(int num, int progress); + float GetRenderTime(); + float GetWallTime(); + uint32_t GetWallTicks(); + float GetAverageFrameTime(); + +private: + uint32_t last_tick; + static const int NUM_AVERAGED_FRAMES = 30; + uint64_t frame[NUM_AVERAGED_FRAMES]; + std::vector<TimedSlowMotionLayer> timed_slow_motion_layers; +}; |