/**************************************************************************** Copyright (c) 2007,Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __timemanager_H__ #define __timemanager_H__ #include "app/appframework/manager.h" #include "app/basegamefeature/managers/timesource.h" #include "core/singleton.h" #include "timing/timer.h" //------------------------------------------------------------------------------ namespace App { class TimeManager : public App::Manager { __DeclareClass(TimeManager); __DeclareImageSingleton(TimeManager); public: /// constructor TimeManager(); /// destructor virtual ~TimeManager(); /// called when attached to game server virtual void OnActivate(); /// called when removed from game server virtual void OnDeactivate(); /// called before frame by the game server virtual void OnBeginFrame(); /// on frame virtual void OnFrame(); /// reset all time sources void ResetAll(); /// pause all time sources void PauseAll(); /// continue all time sources void ContinueAll(); /// get frame index IndexT GetFrameIndex(void) const; /// attach a time source void AttachTimeSource(const GPtr& timeSource); /// remove a time source void RemoveTimeSource(const GPtr& timeSource); /// get number of time source int GetNumTimeSources() const; /// get pointer to time source by index const GPtr& GetTimeSourceByIndex(int index) const; /// get pointer to time source by class name GPtr GetTimeSourceByClassName(const Util::String& n) const; protected: /// update the time manager void Update(); IndexT mFrameIndex; Timing::Time mLastRealTime; Timing::Timer mTimer; Util::Array > mTimeSourceArray; }; //------------------------------------------------------------------------ inline IndexT TimeManager::GetFrameIndex(void) const { return mFrameIndex; } } // namespace BaseGameFeature //------------------------------------------------------------------------------ #endif // __timemanager_H__