khanat-code-old/code/snowballs2/client/src/game_time.cpp
2010-05-07 11:06:20 +02:00

115 lines
3 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#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 */