6e8fbca745
match the genesis editor version 1.3.0.653.
163 lines
4.1 KiB
C++
163 lines
4.1 KiB
C++
/****************************************************************************
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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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#ifndef __timesource_H__
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#define __timesource_H__
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#include "core/refcounted.h"
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#include "timing/time.h"
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#include "core/singleton.h"
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namespace App
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{
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class TimeManager;
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class TimeSource : public Core::RefCounted
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{
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__DeclareClass(TimeSource);
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public:
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/// constructor
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TimeSource();
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/// destructor
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virtual ~TimeSource();
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/// called when time source is attached to the time manager
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virtual void OnActivate();
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/// called when time source is removed from the time manager
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virtual void OnDeactivate();
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/// reset the time source to 0.0
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virtual void Reset();
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/// pause the time source (increments pause counter)
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virtual void Pause();
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/// unpause the time source (decrements pause counter)
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virtual void Continue();
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/// return true if currently paused
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bool IsPaused() const;
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/// set acceleration/deceleration factor
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virtual void SetFactor(float f);
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/// get acceleration/deceleration factor
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float GetFactor() const;
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/// get the current time
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Timing::Time GetTime() const;
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/// get the current wrapTime
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Timing::Time GetWrapTime() const;
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/// get the current frame time
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Timing::Time GetFrameTime() const;
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protected:
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friend class TimeManager;
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/// update current time (called by time manager)
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virtual void UpdateTime(Timing::Time frameTime);
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Timing::Time mFrameTime;
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Timing::Time mTime;
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Timing::Time mWrapTime;
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int mPauseCounter;
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float mTimeFactor;
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};
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//------------------------------------------------------------------------
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class GameTime: public TimeSource
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{
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__DeclareClass(GameTime);
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__DeclareImageSingleton(GameTime);
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public:
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GameTime();
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~GameTime();
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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Timing::Time
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TimeSource::GetFrameTime() const
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{
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if (this->IsPaused())
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{
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return 0.0f;
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}
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else
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{
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return this->mFrameTime;
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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Timing::Time
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TimeSource::GetTime() const
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{
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return this->mTime;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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Timing::Time
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TimeSource::GetWrapTime() const
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{
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return this->mWrapTime;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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void
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TimeSource::SetFactor(float f)
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{
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n_assert(f > 0.0f);
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this->mTimeFactor = f;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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float
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TimeSource::GetFactor() const
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{
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return this->mTimeFactor;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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bool
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TimeSource::IsPaused() const
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{
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return (this->mPauseCounter > 0);
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}
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} // namespace BaseGameFeature
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//------------------------------------------------------------------------------
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#endif // __timesource_H__
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