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//-----------------------------------------------------------------------------
// 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;
};
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