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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
*/
#include "Clock.h"
#include <chrono>
static constexpr double NO_COMPRESSION {1.0};
static constexpr double STARTING_DELTA {1.0 / 60.0};
Clock* Clock::instance = nullptr;
Clock*
Clock::GetInstance()
{
return instance;
}
bool
Clock::Init()
{
if (instance == nullptr) {
instance = new Clock();
return instance != nullptr;
}
return false;
}
void
Clock::Close()
{
if (instance != nullptr) {
delete instance;
instance = nullptr;
}
}
Clock::Clock() :
m_point {inner_clock::now()},
m_game_elapsed {inner_clock::duration::zero()},
m_real_elapsed {inner_clock::duration::zero()},
m_compression {NO_COMPRESSION},
m_delta {STARTING_DELTA},
m_gui_delta {STARTING_DELTA},
m_rate {0.0}
{
}
void
Clock::Set()
{
m_point = inner_clock::now();
m_delta = STARTING_DELTA;
m_gui_delta = STARTING_DELTA;
}
double
Clock::Step()
{
const auto next = inner_clock::now();
const auto delta = next - m_point;
m_game_elapsed += std::chrono::duration_cast<inner_clock::duration>(delta * m_compression);
m_real_elapsed += delta;
const std::chrono::duration<double> seconds = delta;
m_delta = seconds.count() * m_compression;
m_gui_delta = seconds.count();
m_point = next;
m_rate = 1 / m_gui_delta;
return m_delta;
}
void
Clock::ResetGameTime(double seconds)
{
const std::chrono::duration<double> target {seconds};
m_game_elapsed = std::chrono::duration_cast<inner_clock::duration>(target);
}
void
Clock::SkipGameTime(double seconds)
{
const std::chrono::duration<double> skip {seconds};
m_game_elapsed += std::chrono::duration_cast<inner_clock::duration>(skip);
}
double
Clock::Delta() const
{
return m_delta;
}
double
Clock::GuiDelta() const
{
return m_gui_delta;
}
double
Clock::Rate() const
{
return m_rate;
}
double
Clock::TimeCompression() const
{
return m_compression;
}
void
Clock::SetTimeCompression(double compression)
{
m_compression = compression;
}
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