/* 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_TIME_H_INCLUDED #define LPI_TIME_H_INCLUDED #include #include namespace lpi { Uint32 getTicks(); //returns the ticks in milliseconds inline double getSeconds() { return getTicks() / 1000.0; } //returns the ticks in seconds 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