This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Combat/timemgr.h

122 lines
4.5 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** 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 General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/timemgr.h $*
* *
* $Author:: Jani_p $*
* *
* $Modtime:: 3/14/02 11:26a $*
* *
* $Revision:: 18 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TIMEMGR_H
#define TIMEMGR_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef PERSIST_H
#include "persist.h"
#endif
class ChunkSaveClass;
class ChunkLoadClass;
// Framerate histogram utility class
class FrameTimeHistogramClass
{
unsigned* Counts;
unsigned SlotCount;
float Step;
public:
FrameTimeHistogramClass(unsigned slot_count, float step); // Number of millisecond-slots, step in milliseconds
~FrameTimeHistogramClass();
void Reset();
void Add(float frame_time);
unsigned Get_Slot_Count() const { return SlotCount; }
float Get_Step() const { return Step; }
void Get_Packed_Report(unsigned char* bytes); // Normalized counts, as bytes
void Get_Report(unsigned* counts); // Absolute counts
};
/*
**
*/
// frame rate of timeGetTime()
#define TICKS_PER_SECOND 1000
/*
**
*/
class TimeManager {
public:
// Get the elapsed time this frame (technicaly last frame) in either Ticks or Seconds
static float Get_Frame_Seconds( void ) { return FrameSeconds; }
static float Get_Frame_Real_Seconds( void ) { return RealFrameSeconds; }
static int Get_Frame_Ticks( void ) { return FrameTicks; }
static float Get_Total_Seconds( void ) { return TotalSeconds; }
// Get the absolute time in either Ticks or Seconds
static float Get_Seconds( void ) { return (float)SystemTicks() / TICKS_PER_SECOND; }
// update frame and total time
static void Update_Frame_Time( void );
static float Get_Average_Frame_Rate( void ) { return AveragedFPS; }
// delay
static void Wait_Seconds( float seconds );
// Update timers
static void Update( void );
static void Set_Time_Scale( float scale ) { TimeScale = scale; }
static void Reset(void);
static FrameTimeHistogramClass& Peek_Frame_Time_Histogram();
private:
static int SystemTicks();
static int FrameTicks; // ticks this frame
static int RealFrameTicks; // ticks this frame
static int LastTicks; // Last game ticks
static float TimeScale; // Allow animation smoothing
static float TotalSeconds;
static float FrameSeconds;
static float RealFrameSeconds;
static float AveragedFPS;
static int AveragedFPSTicks;
static int AveragedFPSCounter;
};
#endif // TIMEMGR_H