/**************************************************************************** Copyright (c) 2009, 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. ****************************************************************************/ #pragma once //------------------------------------------------------------------------------ /** @class FrameSync::FrameSyncTimer A thread-local time source object which is synchronized with the sync point in the FrameSyncHandlerThread. Time values are thread-locally cached and thus no thread-synchronization is necessary when reading time values. FrameSyncTimer objects are updated inside the FrameSyncHandler::ArriveAtSyncPoint() method. Threads interested in the master time create a FrameSyncTimer singleton and register it with FrameSyncHandlerThread through the GraphicsInterface singleton. Please note that when calling the Start()/Stop()/Reset() methods, that the ENTIRE master time will be affected (these methods go straight through to the FrameSyncHandler object). */ #include "core/refcounted.h" #include "core/singleton.h" #include "timing/time.h" //------------------------------------------------------------------------------ namespace FrameSync { class FrameSyncTimer : public Core::RefCounted { __DeclareClass(FrameSyncTimer); __DeclareThreadSingleton(FrameSyncTimer); public: /// constructor FrameSyncTimer(); /// destructor virtual ~FrameSyncTimer(); /// setup the object void Setup(); /// discard the object void Discard(); /// return true if object is valid bool IsValid() const; /// update the time through polling, only necessary for threads other then render/game thread! void UpdateTimePolling(); /// start the master time (DON'T CALL FREQUENTLY!) void StartTime(); /// stop the master time (DON'T CALL FREQUENTLY!) void StopTime(); /// reset the master time (DON'T CALL FREQUENTLY!) void ResetTime(); /// return true if master time is running (DON'T CALL FREQUENTLY!) bool IsTimeRunning() const; /// get current time Timing::Time GetTime() const; /// get current time in ticks Timing::Tick GetTicks() const; /// get current frame time Timing::Time GetFrameTime() const; /// get current frame time ins ticks Timing::Tick GetFrameTicks() const; /// get current frame count IndexT GetFrameCount() const; /// set time factor void SetTimeFactor(Timing::Time factor); /// get time factor Timing::Time GetTimeFactor() const; /// get scaled time Timing::Time GetScaledTime() const; /// get scaled time Timing::Time GetScaledFrameTime() const; private: friend class FrameSyncHandlerThread; /// update the time (always called from local thread) void Update(Timing::Time masterTime); Timing::Time time; Timing::Tick ticks; Timing::Time frameTime; Timing::Tick frameTicks; Timing::Time scaledTime; Timing::Time timeFactor; bool isValid; }; //------------------------------------------------------------------------------ /** */ inline bool FrameSyncTimer::IsValid() const { return this->isValid; } //------------------------------------------------------------------------------ /** */ inline Timing::Time FrameSyncTimer::GetTime() const { return this->time; } //------------------------------------------------------------------------------ /** */ inline Timing::Tick FrameSyncTimer::GetTicks() const { return this->ticks; } //------------------------------------------------------------------------------ /** */ inline Timing::Time FrameSyncTimer::GetFrameTime() const { return this->frameTime; } //------------------------------------------------------------------------------ /** */ inline Timing::Tick FrameSyncTimer::GetFrameTicks() const { return this->frameTicks; } //------------------------------------------------------------------------------ /** */ inline void FrameSyncTimer::SetTimeFactor(Timing::Time factor) { this->timeFactor = factor; } //------------------------------------------------------------------------------ /** */ inline Timing::Time FrameSyncTimer::GetTimeFactor() const { return this->timeFactor; } //------------------------------------------------------------------------------ /** */ inline Timing::Time FrameSyncTimer::GetScaledTime()const { return this->scaledTime; } } // namespace FrameSync //------------------------------------------------------------------------------