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ryzom-core/code/snowballs2/client/src/game_time.cpp

128 lines
3.2 KiB
C++

15 years ago
/**
* \file game_time.cpp
* \brief CGameTime
* \date 2008-11-26 14:44GMT
* \author Jan Boon (Kaetemi)
* CGameTime
*/
/*
* Copyright (C) 2008 by authors
*
* This file is part of NEVRAX SNOWBALLS.
* NEVRAX SNOWBALLS 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 2 of the
* License, or (at your option) any later version.
*
* NEVRAX SNOWBALLS 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 NEVRAX SNOWBALLS; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
* 02110-1301 USA.
*/
#include <nel/misc/types_nl.h>
#include "game_time.h"
// STL includes
// NeL includes
// #include <nel/misc/debug.h>
#include <nel/misc/value_smoother.h>
#include <nel/misc/config_file.h>
#include <nel/misc/time_nl.h>
// Project includes
#include "snowballs_client.h"
#include "configuration.h"
using namespace std;
using namespace NLMISC;
using namespace NL3D;
namespace SBCLIENT {
// impl note: at some point animation time can be linked to server as well
// see version of time.cpp in snowballs5 experimental code
static bool _SkipAnimationOnce;
static NLMISC::TTime _TimeMs;
static CValueSmootherTemplate<float> _FpsSmoother;
static void cbFpsSmoothing(CConfigFile::CVar &var)
{
_FpsSmoother.init((uint)var.asInt());
}
void CGameTime::init()
{
_SkipAnimationOnce = true; // since we're loading ... ;)
_TimeMs = NLMISC::CTime::getLocalTime();
LocalTime = ((TLocalTime)_TimeMs) / 1000.0;
LocalTimeDelta = 0.0;
AnimationTime = 0.0;
AnimationTimeDelta = 0.f;
FramesPerSecond = 0.f;
FramesPerSecondSmooth = 0.f;
CConfiguration::setAndCallback("FpsSmoothing", cbFpsSmoothing);
}
void CGameTime::release()
{
// could also call init again here just for fun but nothing useful otherwise
CConfiguration::dropCallback("FpsSmoothing");
_FpsSmoother.reset();
}
void CGameTime::updateTime()
{
TTime timems = NLMISC::CTime::getLocalTime();
TTime deltams = timems - _TimeMs;
_TimeMs = timems;
if (!deltams) // time has not moved
{
// average of previous fps and this fps should be ok
FramesPerSecond *= 3;
LocalTimeDelta = 0.f;
AnimationTimeDelta = 0.f;
}
else
{
FramesPerSecond = 1000.0f / (float)deltams;
TLocalTime localTime = ((TLocalTime)timems) / 1000.0;
LocalTimeDelta = localTime - LocalTime;
LocalTime = localTime;
if (_SkipAnimationOnce)
{
AnimationTimeDelta = 0.f;
_SkipAnimationOnce = false;
}
else
{
AnimationTimeDelta = (TAnimationTime)LocalTimeDelta;
AnimationTime += (TGlobalAnimationTime)LocalTimeDelta;
}
}
_FpsSmoother.addValue(FramesPerSecond);
FramesPerSecondSmooth = _FpsSmoother.getSmoothValue();
}
void CGameTime::skipAnimationOnce()
{
_SkipAnimationOnce = true;
}
} /* namespace SBCLIENT */
/* end of file */