6e8fbca745
match the genesis editor version 1.3.0.653.
191 lines
5.5 KiB
Objective-C
191 lines
5.5 KiB
Objective-C
/****************************************************************************
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Copyright (c) 2009, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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//------------------------------------------------------------------------------
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/**
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@class FrameSync::FrameSyncTimer
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A thread-local time source object which is synchronized with the
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sync point in the FrameSyncHandlerThread. Time values are thread-locally
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cached and thus no thread-synchronization is necessary when reading
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time values. FrameSyncTimer objects are updated inside the
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FrameSyncHandler::ArriveAtSyncPoint() method.
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Threads interested in the master time create a FrameSyncTimer singleton
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and register it with FrameSyncHandlerThread through the GraphicsInterface
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singleton.
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Please note that when calling the Start()/Stop()/Reset() methods,
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that the ENTIRE master time will be affected (these methods go
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straight through to the FrameSyncHandler object).
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*/
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#include "core/refcounted.h"
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#include "core/singleton.h"
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#include "timing/time.h"
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//------------------------------------------------------------------------------
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namespace FrameSync
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{
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class FrameSyncTimer : public Core::RefCounted
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{
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__DeclareClass(FrameSyncTimer);
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__DeclareThreadSingleton(FrameSyncTimer);
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public:
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/// constructor
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FrameSyncTimer();
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/// destructor
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virtual ~FrameSyncTimer();
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/// setup the object
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void Setup();
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/// discard the object
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void Discard();
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/// return true if object is valid
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bool IsValid() const;
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/// update the time through polling, only necessary for threads other then render/game thread!
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void UpdateTimePolling();
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/// start the master time (DON'T CALL FREQUENTLY!)
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void StartTime();
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/// stop the master time (DON'T CALL FREQUENTLY!)
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void StopTime();
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/// reset the master time (DON'T CALL FREQUENTLY!)
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void ResetTime();
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/// return true if master time is running (DON'T CALL FREQUENTLY!)
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bool IsTimeRunning() const;
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/// get current time
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Timing::Time GetTime() const;
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/// get current time in ticks
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Timing::Tick GetTicks() const;
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/// get current frame time
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Timing::Time GetFrameTime() const;
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/// get current frame time ins ticks
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Timing::Tick GetFrameTicks() const;
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/// get current frame count
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IndexT GetFrameCount() const;
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/// set time factor
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void SetTimeFactor(Timing::Time factor);
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/// get time factor
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Timing::Time GetTimeFactor() const;
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/// get scaled time
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Timing::Time GetScaledTime() const;
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/// get scaled time
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Timing::Time GetScaledFrameTime() const;
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private:
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friend class FrameSyncHandlerThread;
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/// update the time (always called from local thread)
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void Update(Timing::Time masterTime);
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Timing::Time time;
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Timing::Tick ticks;
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Timing::Time frameTime;
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Timing::Tick frameTicks;
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Timing::Time scaledTime;
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Timing::Time timeFactor;
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bool isValid;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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FrameSyncTimer::IsValid() const
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{
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return this->isValid;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline Timing::Time
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FrameSyncTimer::GetTime() const
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{
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return this->time;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline Timing::Tick
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FrameSyncTimer::GetTicks() const
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{
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return this->ticks;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline Timing::Time
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FrameSyncTimer::GetFrameTime() const
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{
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return this->frameTime;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline Timing::Tick
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FrameSyncTimer::GetFrameTicks() const
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{
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return this->frameTicks;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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FrameSyncTimer::SetTimeFactor(Timing::Time factor)
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{
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this->timeFactor = factor;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline Timing::Time
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FrameSyncTimer::GetTimeFactor() const
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{
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return this->timeFactor;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline Timing::Time
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FrameSyncTimer::GetScaledTime()const
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{
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return this->scaledTime;
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}
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} // namespace FrameSync
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//------------------------------------------------------------------------------
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