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spectre/source/Game/GameTime.cpp

80 lines
1.2 KiB
C++

#include <iostream>
#include <Spectre/Game/GameTime.h>
#include <Spectre/System/System.h>
namespace sp {
GameTime::GameTime(unsigned long updates_per_sec)
{
m_acc = 0;
m_current = system::getMilliseconds();
m_lastUpdate = m_current;
setTimeStep(updates_per_sec);
}
double GameTime::getTimeStep() const
{
return m_slice;
}
void GameTime::setTimeStep(unsigned long updates_per_sec)
{
m_slice = (1000.0f / ((double) updates_per_sec));
reset();
}
unsigned long GameTime::getElapsed() const
{
return m_current - m_lastUpdate;
}
bool GameTime::beginFrame()
{
reset();
accumulateTime();
if (m_acc > m_slice) {
m_inLoop = true;
}
return m_inLoop;
}
bool GameTime::tick()
{
if (m_acc > m_slice) {
m_acc -= m_slice;
return true;
}
return false;
}
void GameTime::reset()
{
m_lastUpdate = m_current;
m_inLoop = false;
}
void GameTime::accumulateTime()
{
updateTime();
m_acc += (double) (m_current - m_lastUpdate);
if (m_acc > (1000.f / m_slice)) {
m_acc = 1000.f / m_slice;
}
}
void GameTime::updateTime()
{
m_current = system::getMilliseconds();
// Just to be safe. check so we don't get a negative interval.
if (m_current < m_lastUpdate) {
m_lastUpdate = m_current;
}
}
} // namespace sp