/**************************************************************************** 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 __timesource_H__ #define __timesource_H__ #include "core/refcounted.h" #include "timing/time.h" #include "core/singleton.h" namespace App { class TimeManager; class TimeSource : public Core::RefCounted { __DeclareClass(TimeSource); public: /// constructor TimeSource(); /// destructor virtual ~TimeSource(); /// called when time source is attached to the time manager virtual void OnActivate(); /// called when time source is removed from the time manager virtual void OnDeactivate(); /// reset the time source to 0.0 virtual void Reset(); /// pause the time source (increments pause counter) virtual void Pause(); /// unpause the time source (decrements pause counter) virtual void Continue(); /// return true if currently paused bool IsPaused() const; /// set acceleration/deceleration factor virtual void SetFactor(float f); /// get acceleration/deceleration factor float GetFactor() const; /// get the current time Timing::Time GetTime() const; /// get the current wrapTime Timing::Time GetWrapTime() const; /// get the current frame time Timing::Time GetFrameTime() const; protected: friend class TimeManager; /// update current time (called by time manager) virtual void UpdateTime(Timing::Time frameTime); Timing::Time mFrameTime; Timing::Time mTime; Timing::Time mWrapTime; int mPauseCounter; float mTimeFactor; }; //------------------------------------------------------------------------ class GameTime: public TimeSource { __DeclareClass(GameTime); __DeclareImageSingleton(GameTime); public: GameTime(); ~GameTime(); }; //------------------------------------------------------------------------------ /** */ inline Timing::Time TimeSource::GetFrameTime() const { if (this->IsPaused()) { return 0.0f; } else { return this->mFrameTime; } } //------------------------------------------------------------------------------ /** */ inline Timing::Time TimeSource::GetTime() const { return this->mTime; } //------------------------------------------------------------------------------ /** */ inline Timing::Time TimeSource::GetWrapTime() const { return this->mWrapTime; } //------------------------------------------------------------------------------ /** */ inline void TimeSource::SetFactor(float f) { n_assert(f > 0.0f); this->mTimeFactor = f; } //------------------------------------------------------------------------------ /** */ inline float TimeSource::GetFactor() const { return this->mTimeFactor; } //------------------------------------------------------------------------------ /** */ inline bool TimeSource::IsPaused() const { return (this->mPauseCounter > 0); } } // namespace BaseGameFeature //------------------------------------------------------------------------------ #endif // __timesource_H__