Spectre/Game/GameTime: Use sp::Time and sp::Stopwatch
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6ee1752735
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d49d91a294
2 changed files with 18 additions and 31 deletions
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@ -7,32 +7,29 @@ namespace sp {
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GameTime::GameTime(unsigned long updates_per_sec)
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{
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m_acc = 0;
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m_current = system::getMilliseconds();
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m_lastUpdate = m_current;
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setTimeStep(updates_per_sec);
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}
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double GameTime::getTimeStep() const
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{
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return m_slice;
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return m_slice.milliseconds();
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}
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void GameTime::setTimeStep(unsigned long updates_per_sec)
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{
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m_slice = (1000.0f / ((double) updates_per_sec));
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m_slice = Time::seconds(1.0f / ((double) updates_per_sec));
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reset();
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}
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unsigned long GameTime::getElapsed() const
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Time GameTime::getElapsed() const
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{
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return m_current - m_lastUpdate;
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return m_watch.elapsed();
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}
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bool GameTime::beginFrame()
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{
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reset();
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m_inLoop = false;
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accumulateTime();
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@ -53,27 +50,15 @@ bool GameTime::tick()
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void GameTime::reset()
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{
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m_lastUpdate = m_current;
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m_watch.restart();
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m_inLoop = false;
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}
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void GameTime::accumulateTime()
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{
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updateTime();
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m_acc += (double) (m_current - m_lastUpdate);
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if (m_acc > (1000.f / m_slice)) {
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m_acc = 1000.f / m_slice;
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}
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}
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void GameTime::updateTime()
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{
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m_current = system::getMilliseconds();
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// Just to be safe. check so we don't get a negative interval.
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if (m_current < m_lastUpdate) {
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m_lastUpdate = m_current;
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m_acc += m_watch.restart();
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if (m_acc.seconds() > (1.0f / m_slice.seconds())) {
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m_acc = Time::seconds(1.0f / m_slice.seconds());
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}
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}
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