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Engine directory for ticket #1
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Engine/source/platform/platformTimer.h
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Engine/source/platform/platformTimer.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PLATFORM_PLATFORMTIMER_H_
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#define _PLATFORM_PLATFORMTIMER_H_
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#include "platform/platform.h"
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#include "core/util/journal/journaledSignal.h"
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/// Platform-specific timer class.
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///
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/// This exists primarily as support for the TimeManager, but may be useful
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/// elsewhere.
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class PlatformTimer
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{
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protected:
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PlatformTimer();
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public:
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virtual ~PlatformTimer();
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/// Get the number of MS that have elapsed since creation or the last
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/// reset call.
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virtual const S32 getElapsedMs()=0;
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/// Reset elapsed ms back to zero.
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virtual void reset()=0;
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/// Create a new PlatformTimer.
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static PlatformTimer *create();
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};
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/// Utility class to fire journalled time-delta events at regular intervals.
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///
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/// Most games and simulations need the ability to update their state based on
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/// a time-delta. However, tracking time accurately and sending out well-conditioned
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/// events (for instance, allowing no events with delta=0) tends to be platform
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/// specific. This class provides an abstraction around this platform mojo.
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///
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/// In addition, a well behaved application may want to alter how frequently
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/// it processes time advancement depending on its execution state. For instance,
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/// a game running in the background can significantly reduce CPU usage
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/// by only updating every 100ms, instead of trying to maintain a 1ms update
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/// update rate.
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class TimeManager
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{
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PlatformTimer *mTimer;
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S32 mForegroundThreshold, mBackgroundThreshold;
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bool mBackground;
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void _updateTime();
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public:
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TimeManagerEvent timeEvent;
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TimeManager();
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~TimeManager();
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void setForegroundThreshold(const S32 msInterval);
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const S32 getForegroundThreshold() const;
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void setBackgroundThreshold(const S32 msInterval);
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const S32 getBackgroundThreshold() const;
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void setBackground(const bool isBackground) { mBackground = isBackground; };
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const bool getBackground() const { return mBackground; };
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};
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class DefaultPlatformTimer : public PlatformTimer
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{
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S32 mLastTime, mNextTime;
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public:
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DefaultPlatformTimer()
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{
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mLastTime = mNextTime = Platform::getRealMilliseconds();
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}
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const S32 getElapsedMs()
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{
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mNextTime = Platform::getRealMilliseconds();
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return (mNextTime - mLastTime);
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}
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void reset()
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{
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mLastTime = mNextTime;
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}
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};
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#endif
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