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59fc4401f1
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
108 lines
3.0 KiB
C++
108 lines
3.0 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 __C_IRR_C_TIMER_H_INCLUDED__
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#define __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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u32 getRealTime() const 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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RealTimeDate getRealTimeAndDate() const 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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u32 getTime() const 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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void setTime(u32 time) 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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void stop() 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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void start() 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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void setSpeed(f32 speed = 1.0f) 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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f32 getSpeed() const 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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bool isStopped() const 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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void tick() 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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