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https://github.com/minetest/irrlicht.git
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3d2a55e788
Basically fixing original Bug#427 reported by MArkus Elfring. Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++ Lots of files touched for very minor cleanup *sigh* git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
107 lines
3.1 KiB
C++
107 lines
3.1 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_C_IRR_C_TIMER_H_INCLUDED
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#define IRR_C_IRR_C_TIMER_H_INCLUDED
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#include "ITimer.h"
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#include "os.h"
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namespace irr
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{
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//! Device independent implementation of the timer
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class CTimer : public ITimer
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{
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public:
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CTimer(bool usePerformanceTimer=true)
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{
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os::Timer::initTimer(usePerformanceTimer);
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}
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//! Returns current real time in milliseconds of the system.
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/** This value does not start with 0 when the application starts.
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For example in one implementation the value returned could be the
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amount of milliseconds which have elapsed since the system was started. */
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virtual u32 getRealTime() const IRR_OVERRIDE
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{
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return os::Timer::getRealTime();
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}
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//! Get current time and date in calendar form
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virtual RealTimeDate getRealTimeAndDate() const IRR_OVERRIDE
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{
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return os::Timer::getRealTimeAndDate();
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}
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//! Returns current virtual time in milliseconds.
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/** This value starts with 0 and can be manipulated using setTime(), stopTimer(),
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startTimer(), etc. This value depends on the set speed of the timer if the timer
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is stopped, etc. If you need the system time, use getRealTime() */
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virtual u32 getTime() const IRR_OVERRIDE
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{
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return os::Timer::getTime();
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}
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//! sets current virtual time
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virtual void setTime(u32 time) IRR_OVERRIDE
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{
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os::Timer::setTime(time);
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}
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//! Stops the game timer.
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/** The timer is reference counted, which means everything which calls
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stopTimer() will also have to call startTimer(), otherwise the timer may not start/stop
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corretly again. */
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virtual void stop() IRR_OVERRIDE
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{
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os::Timer::stopTimer();
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}
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//! Starts the game timer.
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/** The timer is reference counted, which means everything which calls
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stopTimer() will also have to call startTimer(), otherwise the timer may not start/stop
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corretly again. */
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virtual void start() IRR_OVERRIDE
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{
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os::Timer::startTimer();
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}
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//! Sets the speed of the timer
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/** The speed is the factor with which the time is running faster or slower then the
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real system time. */
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virtual void setSpeed(f32 speed = 1.0f) IRR_OVERRIDE
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{
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os::Timer::setSpeed(speed);
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}
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//! Returns current speed of the timer
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/** The speed is the factor with which the time is running faster or slower then the
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real system time. */
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virtual f32 getSpeed() const IRR_OVERRIDE
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{
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return os::Timer::getSpeed();
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}
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//! Returns if game timer is currently stopped
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virtual bool isStopped() const IRR_OVERRIDE
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{
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bool ret = os::Timer::isStopped();
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return ret;
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}
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//! Advances the virtual time
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/** Makes the virtual timer update the time value based on the real time. This is
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called automatically when calling IrrlichtDevice::run(), but you can call it manually
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if you don't use this method. */
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virtual void tick() IRR_OVERRIDE
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{
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os::Timer::tick();
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}
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};
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} // end namespace
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#endif
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