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/*
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 <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <SDL/SDL.h>
#include <vector>
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<Uint32> 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