// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include #include "game_time.h" // STL includes // NeL includes // #include #include #include #include // 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 _FpsSmoother; namespace { NLMISC::TLocalTime a_LocalTimeDelta; NL3D::TGlobalAnimationTime a_AnimationTimeDelta; } /* anonymous namespace */ 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; a_LocalTimeDelta = 0.0; AnimationTime = 0.0; AnimationTimeDelta = 0.f; a_AnimationTimeDelta = 0.0; 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; a_LocalTimeDelta = 0.f; a_AnimationTimeDelta = 0.f; } else { FramesPerSecond = 1000.0f / (float)deltams; TLocalTime localTime = ((TLocalTime)timems) / 1000.0; a_LocalTimeDelta = localTime - LocalTime; if (_SkipAnimationOnce) { a_AnimationTimeDelta = 0.f; _SkipAnimationOnce = false; } else { a_AnimationTimeDelta = (TGlobalAnimationTime)a_LocalTimeDelta; } } _FpsSmoother.addValue(FramesPerSecond); FramesPerSecondSmooth = _FpsSmoother.getSmoothValue(); } void CGameTime::advanceTime(double f) { LocalTimeDelta = a_LocalTimeDelta * f; LocalTime += LocalTimeDelta; TGlobalAnimationTime atd = a_AnimationTimeDelta * f; AnimationTimeDelta = (NL3D::TAnimationTime)atd; AnimationTime += atd; } void CGameTime::skipAnimationOnce() { _SkipAnimationOnce = true; } } /* namespace SBCLIENT */ /* end of file */