/* Copyright (c) 2005-2008 Lode Vandevenne All rights reserved. This file is part of Lode's Programming Interface. Lode's Programming Interface is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Lode's Programming Interface is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Lode's Programming Interface. If not, see . */ #ifndef LPI_GENERAL_H_INCLUDED #define LPI_GENERAL_H_INCLUDED #include #include #include #include #include #include //std::min and std::max #include #include namespace lpi { Uint32 getTicks(); //returns the ticks in milliseconds inline double getSeconds() { return getTicks() / 1000.0; } //returns the ticks in seconds double getRandom(); int getRandom(int first, int last); //get random number in the range of integers first-last (including last) double getRandom(double first, double last); //get random number in the range of doubles first-last //////////////////////////////////////////////////////////////////////////////// //HANDY AUXILIARY FUNCTIONS///////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// void sort(std::vector &order, std::vector &dist); int wrapmod(int i, int n); //wraps i between 0 and n, using the modulo operator double clamp(double a, double low, double high); int clamp(int a, int low, int high); bool isPowerOfTwo(int n); int floatMod(double f, int m); int gcd(int a, int b); int quadsol(double& x1, double& x2, double a, double b, double c); //quadratic equation solution. return value = number of solutions (0, 1 or 2), this function is in real domain. The real parts of the two solutions are put in x1 and x2. static const double pi = 3.14159265358979323846264338327950288419716939937510; //why isn't this in standard C++ anyway static const double twopi = 6.283185307179586477; inline int intdown(double f) //intdown(0.5) becomes 0, intdown(-0.5) becomes -1, intdown(0.0) becomes something unknown, it's a border { if(f > 0) return int(f); else return int(f) - 1; } inline int intdivdown(int a, int b) //divide so that 2/2 = 1, 1/2 = 0, -1/2 = -1, -2/2 = -1, ... (more logical on 2D tile maps than the standard integer dividion) { if(a < 0) return -((-a - 1) / b + 1); else return a / b; } /////////////////////////////////////////////////////////////////////////////// class GameTime { private: Sint32 oldTime; //this is in milliseconds Sint32 newTime; bool fps_prepared; bool oldtime_prepared; //for smooth fps value #define NUMLASTTIMES 64 std::vector lastTimes; public: GameTime() : oldTime(0), newTime(0), fps_prepared(false), oldtime_prepared(false) { } void init_oldtime() { oldTime = getTicks(); newTime = getTicks(); oldtime_prepared = true; } void init_fps() { lastTimes.clear(); lastTimes.push_back(newTime); fps_prepared = true; } Uint32 get_t() const { return newTime; } //get ticks double get_s() const { return newTime / 1000.0; } //get seconds Uint32 old_t() const { return oldTime; } double old_s() const { return oldTime / 1000.0; } Sint32 diff_t() const //return difference between two last frames { return newTime - oldTime; } double diff_s() const //return difference between two last frames, in seconds as floating point { return diff_t() / 1000.0; } Sint32 currentDiff() const //return difference between last frame and current time (in ms) { return getTicks() - newTime; } double fps() const //returns fps from last NUMLASTTIMES frames instead of only the last one to have smoother values { if(!fps_prepared) return 0; double timeDiff = (lastTimes[lastTimes.size() - 1] - lastTimes[0]) / 1000.0; //time difference in seconds return lastTimes.size() / timeDiff; } void update() //don't call this too soon, but do call it before you start calling diff_s, fps(), etc. Don't call it before the game loads, or the fps values will be way off. { if(!oldtime_prepared) init_oldtime(); if(!fps_prepared) init_fps(); oldTime = newTime; newTime = getTicks(); //for the fps stuff if(lastTimes.size() >= NUMLASTTIMES) lastTimes.erase(lastTimes.begin()); lastTimes.push_back(newTime); } }; } //namespace lpi #endif