ad5cd7b16a
match the genesis editor version 1.3.1.921.
146 lines
3.5 KiB
C++
146 lines
3.5 KiB
C++
/****************************************************************************
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Copyright (c) 2007,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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#include "stdneb.h"
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#include "app/basegamefeature/managers/timesource.h"
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namespace App
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{
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__ImplementClass(TimeSource, 'TTSC', Core::RefCounted);
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__ImplementClass(GameTime,'GTSG',App::TimeSource);
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__ImplementImageSingleton(GameTime);
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using namespace Timing;
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#define WRAPTIME 5.0f
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//------------------------------------------------------------------------
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GameTime::GameTime()
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{
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__ConstructImageSingleton;
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}
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GameTime::~GameTime()
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{
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__DestructImageSingleton;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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TimeSource::TimeSource() :
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mFrameTime(0.001f),
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mTime(0.0),
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mWrapTime(0.0),
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mPauseCounter(0),
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mTimeFactor(1.0f)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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TimeSource::~TimeSource()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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TimeSource::OnActivate()
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{
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// empty
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this->mTime = 0.0;
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this->mPauseCounter = 0;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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TimeSource::OnDeactivate()
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{
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// empty, override in subclass as needed
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}
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//------------------------------------------------------------------------------
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/**
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This method is called when the internal time should be updated. It will
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be called early in the frame by the TimeManager. Think of this method
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as the time source's OnFrame() method.
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*/
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void
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TimeSource::UpdateTime(Time frameTime)
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{
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this->mFrameTime = frameTime;
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if (!this->IsPaused())
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{
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this->mTime += frameTime * this->mTimeFactor;
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this->mWrapTime += frameTime * this->mTimeFactor;
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if (this->mWrapTime > WRAPTIME)
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{
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this->mWrapTime = 0.0f;
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}
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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TimeSource::Reset()
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{
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this->mTime = 0.0;
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this->mPauseCounter = 0;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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TimeSource::Pause()
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{
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this->mPauseCounter++;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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TimeSource::Continue()
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{
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if (this->mPauseCounter > 0)
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{
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this->mPauseCounter--;
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}
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}
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} // namespace Timing
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