irrlicht/source/Irrlicht/CTimer.h
cutealien 3d2a55e788 Replace header guards in source folder to avoid using identifiers reserved by c++
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
2021-08-27 15:55:04 +00:00

107 lines
3.1 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_C_IRR_C_TIMER_H_INCLUDED
#define IRR_C_IRR_C_TIMER_H_INCLUDED
#include "ITimer.h"
#include "os.h"
namespace irr
{
//! Device independent implementation of the timer
class CTimer : public ITimer
{
public:
CTimer(bool usePerformanceTimer=true)
{
os::Timer::initTimer(usePerformanceTimer);
}
//! Returns current real time in milliseconds of the system.
/** This value does not start with 0 when the application starts.
For example in one implementation the value returned could be the
amount of milliseconds which have elapsed since the system was started. */
virtual u32 getRealTime() const IRR_OVERRIDE
{
return os::Timer::getRealTime();
}
//! Get current time and date in calendar form
virtual RealTimeDate getRealTimeAndDate() const IRR_OVERRIDE
{
return os::Timer::getRealTimeAndDate();
}
//! Returns current virtual time in milliseconds.
/** This value starts with 0 and can be manipulated using setTime(), stopTimer(),
startTimer(), etc. This value depends on the set speed of the timer if the timer
is stopped, etc. If you need the system time, use getRealTime() */
virtual u32 getTime() const IRR_OVERRIDE
{
return os::Timer::getTime();
}
//! sets current virtual time
virtual void setTime(u32 time) IRR_OVERRIDE
{
os::Timer::setTime(time);
}
//! Stops the game timer.
/** The timer is reference counted, which means everything which calls
stopTimer() will also have to call startTimer(), otherwise the timer may not start/stop
corretly again. */
virtual void stop() IRR_OVERRIDE
{
os::Timer::stopTimer();
}
//! Starts the game timer.
/** The timer is reference counted, which means everything which calls
stopTimer() will also have to call startTimer(), otherwise the timer may not start/stop
corretly again. */
virtual void start() IRR_OVERRIDE
{
os::Timer::startTimer();
}
//! Sets the speed of the timer
/** The speed is the factor with which the time is running faster or slower then the
real system time. */
virtual void setSpeed(f32 speed = 1.0f) IRR_OVERRIDE
{
os::Timer::setSpeed(speed);
}
//! Returns current speed of the timer
/** The speed is the factor with which the time is running faster or slower then the
real system time. */
virtual f32 getSpeed() const IRR_OVERRIDE
{
return os::Timer::getSpeed();
}
//! Returns if game timer is currently stopped
virtual bool isStopped() const IRR_OVERRIDE
{
bool ret = os::Timer::isStopped();
return ret;
}
//! Advances the virtual time
/** Makes the virtual timer update the time value based on the real time. This is
called automatically when calling IrrlichtDevice::run(), but you can call it manually
if you don't use this method. */
virtual void tick() IRR_OVERRIDE
{
os::Timer::tick();
}
};
} // end namespace
#endif