/**************************************************************************** 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. ****************************************************************************/ #include "stdneb.h" #include "app/basegamefeature/managers/timemanager.h" #include "math/scalar.h" #include "timing/time.h" namespace App { __ImplementClass(TimeManager, 'TIMA', App::Manager); __ImplementImageSingleton(TimeManager); using namespace Timing; using namespace Math; //------------------------------------------------------------------------------ /** */ TimeManager::TimeManager() : mLastRealTime(0) , mFrameIndex(0) { __ConstructImageSingleton; } //------------------------------------------------------------------------------ /** */ TimeManager::~TimeManager() { __DestructImageSingleton; } //------------------------------------------------------------------------------ /** Activate the time manager. This will create all the standard time sources for Mangalore. */ void TimeManager::OnActivate() { // get current global time this->mTimer.Start(); mLastRealTime = this->mTimer.GetTime(); // create standard time sources... Manager::OnActivate(); } //------------------------------------------------------------------------------ /** Deactivate the time manager. */ void TimeManager::OnDeactivate() { // cleanup time sources... while (this->mTimeSourceArray.Size() > 0) { this->RemoveTimeSource(this->mTimeSourceArray[0]); } this->mTimer.Stop(); Manager::OnDeactivate(); } //------------------------------------------------------------------------------ /** Attach a time source to the time manager. This will invoke OnActivate() on the time source. */ void TimeManager::AttachTimeSource(const GPtr& timeSource) { n_assert(timeSource); n_assert(!this->mTimeSourceArray.Find(timeSource)); timeSource->OnActivate(); this->mTimeSourceArray.Append(timeSource); } //------------------------------------------------------------------------------ /** Remove a time source from the time manager. This will invoke OnDeactivate() on the time source. */ void TimeManager::RemoveTimeSource(const GPtr& timeSource) { n_assert(timeSource); IndexT index = this->mTimeSourceArray.FindIndex(timeSource); n_assert(InvalidIndex != index); this->mTimeSourceArray[index]->OnDeactivate(); this->mTimeSourceArray.EraseIndex(index); } //------------------------------------------------------------------------------ /** Returns number of time sources attached to the time manager. */ int TimeManager::GetNumTimeSources() const { return this->mTimeSourceArray.Size(); } //------------------------------------------------------------------------------ /** Gets pointer to time source object by index. */ const GPtr& TimeManager::GetTimeSourceByIndex(int index) const { return this->mTimeSourceArray[index]; } //------------------------------------------------------------------------------ /** Get pointer to time source object by class name, returns 0 if not found. */ GPtr TimeManager::GetTimeSourceByClassName(const Util::String& n) const { n_assert(n.IsValid()); IndexT i; for (i = 0; i < this->mTimeSourceArray.Size(); i++) { if (this->mTimeSourceArray[i]->GetClassName() == n) { return this->mTimeSourceArray[i]; } } return 0; } //------------------------------------------------------------------------------ /** Reset all time sources. This is usually called at the beginning of an application state. */ void TimeManager::ResetAll() { IndexT i; for (i = 0; i < this->mTimeSourceArray.Size(); i++) { this->mTimeSourceArray[i]->Reset(); } } //------------------------------------------------------------------------------ /** Pause all time sources. NOTE: there's an independent pause counter inside each time source, a pause just increments the counter, a continue decrements it, when the pause counter is != 0 it means, pause is activated. */ void TimeManager::PauseAll() { IndexT i; for (i = 0; i < this->mTimeSourceArray.Size(); i++) { this->mTimeSourceArray[i]->Pause(); } } //------------------------------------------------------------------------------ /** Unpause all time sources. */ void TimeManager::ContinueAll() { IndexT i; for (i = 0; i < this->mTimeSourceArray.Size(); i++) { this->mTimeSourceArray[i]->Continue(); } } //------------------------------------------------------------------------------ /** Update our time sources */ void TimeManager::OnBeginFrame() { this->Update(); } //------------------------------------------------------------------------------ /** */ void TimeManager::OnFrame() { } //------------------------------------------------------------------------------ /** Update all time sources. This method is called very early in the frame by the current application state handler. This will get the current frame time and call UpdateTime() on all attached time sources. FIXME: * properly handle time exceptions!!! */ void TimeManager::Update() { ++mFrameIndex; // compute the current frame time Timing::Time curTime = this->mTimer.GetTime(); Timing::Time frameTime = curTime - this->mLastRealTime; IndexT i; for (i = 0; i < this->mTimeSourceArray.Size(); i++) { this->mTimeSourceArray[i]->UpdateTime(frameTime); } this->mLastRealTime = curTime; } }; // namespace Game