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61 lines
3.3 KiB
61 lines
3.3 KiB
// |
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks |
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// |
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// This software is provided 'as-is', without any express or implied |
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// warranty. In no event will the authors be held liable for any damages |
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// arising from the use of this software. |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it |
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// freely, subject to the following restrictions: |
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// 1. The origin of this software must not be misrepresented; you must not |
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// claim that you wrote the original software. If you use this software |
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// in a product, an acknowledgment in the product documentation would be |
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// appreciated but is not required. |
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// 2. Altered source versions must be plainly marked as such, and must not be |
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// misrepresented as being the original software. |
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// 3. This notice may not be removed or altered from any source distribution. |
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#pragma once |
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#ifndef ITIMESYSTEM_INCLUDED |
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#define ITIMESYSTEM_INCLUDED |
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// Could all systems share an core interface? |
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// Some kind of virtual constructor... is perhaps the tricky bit. Best left out actually, to allow for multiple implementations |
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// Destructor, update, unit test, seem plausible. maybe other things? |
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// Could this help simplify some code? |
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// What happens to the time between frames? If it counts towards session time but not the time the last frame took, is that inconsistent? |
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// Is it more or less correct to call last frame time the time between frames? |
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#include "ISystem.h" |
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struct ITimeSystem : public ISystem |
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{ |
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//// ISystem methods |
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//SErrorDescriptor UnitTest(ILogSystem *pLog); |
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//// New methods |
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virtual void StartSession() = 0; // Universe begins. Nothing that happened before matters. |
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virtual void EndSession() = 0; // Universe ends. Time ceases to exist. |
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virtual void StartFrame() = 0; // We're starting a new frame. Our integration of time in finite steps started a step here. |
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virtual void EndFrame() = 0; // We're ending a frame. A step is complete. No effect on behaviour except that StartFrame may be called. |
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virtual bool IsPaused() const = 0; // Are we paused for our current frame? |
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virtual void Pause(bool bPause) = 0; // Set whether this frame should be considered a paused one. |
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// Do this between frames to avoid terrible confusion and indeed assertions. |
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virtual double GetFramePlayTime() const = 0; // How much unpaused time had elapsed when we started the frame? |
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virtual double GetFrameSessionTime() const = 0; // How much total time had elapsed when we started the frame? |
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// Rename Frame/Now? |
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virtual double GetPlayTimeNow() const = 0; // Get unpaused time elapsed this very moment |
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virtual double GetSessionTimeNow() const = 0; // Get total time elapsed this very moment |
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virtual double GetFrameTimeNow() const = 0; // How long has this frame taken so far, this very moment |
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virtual double GetLastFrameDuration() const = 0; // How long did the last frame actually take? |
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virtual double GetSmoothFrameDuration() const = 0; // How long do we guess this frame will take? |
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}; |
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#endif // ITIMESYSTEM_INCLUDED
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