128 lines
3.2 KiB
C++
128 lines
3.2 KiB
C++
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/**
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* \file game_time.cpp
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* \brief CGameTime
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* \date 2008-11-26 14:44GMT
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* \author Jan Boon (Kaetemi)
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* CGameTime
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*/
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/*
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* Copyright (C) 2008 by authors
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*
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* This file is part of NEVRAX SNOWBALLS.
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* NEVRAX SNOWBALLS is free software: you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation, either version 2 of the
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* License, or (at your option) any later version.
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*
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* NEVRAX SNOWBALLS is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with NEVRAX SNOWBALLS; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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* 02110-1301 USA.
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*/
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#include <nel/misc/types_nl.h>
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#include "game_time.h"
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// STL includes
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// NeL includes
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// #include <nel/misc/debug.h>
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#include <nel/misc/value_smoother.h>
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#include <nel/misc/config_file.h>
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#include <nel/misc/time_nl.h>
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// Project includes
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#include "snowballs_client.h"
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#include "configuration.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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namespace SBCLIENT {
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// impl note: at some point animation time can be linked to server as well
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// see version of time.cpp in snowballs5 experimental code
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static bool _SkipAnimationOnce;
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static NLMISC::TTime _TimeMs;
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static CValueSmootherTemplate<float> _FpsSmoother;
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static void cbFpsSmoothing(CConfigFile::CVar &var)
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{
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_FpsSmoother.init((uint)var.asInt());
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}
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void CGameTime::init()
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{
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_SkipAnimationOnce = true; // since we're loading ... ;)
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_TimeMs = NLMISC::CTime::getLocalTime();
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LocalTime = ((TLocalTime)_TimeMs) / 1000.0;
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LocalTimeDelta = 0.0;
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AnimationTime = 0.0;
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AnimationTimeDelta = 0.f;
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FramesPerSecond = 0.f;
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FramesPerSecondSmooth = 0.f;
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CConfiguration::setAndCallback("FpsSmoothing", cbFpsSmoothing);
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}
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void CGameTime::release()
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{
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// could also call init again here just for fun but nothing useful otherwise
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CConfiguration::dropCallback("FpsSmoothing");
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_FpsSmoother.reset();
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}
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void CGameTime::updateTime()
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{
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TTime timems = NLMISC::CTime::getLocalTime();
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TTime deltams = timems - _TimeMs;
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_TimeMs = timems;
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if (!deltams) // time has not moved
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{
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// average of previous fps and this fps should be ok
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FramesPerSecond *= 3;
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LocalTimeDelta = 0.f;
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AnimationTimeDelta = 0.f;
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}
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else
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{
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FramesPerSecond = 1000.0f / (float)deltams;
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TLocalTime localTime = ((TLocalTime)timems) / 1000.0;
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LocalTimeDelta = localTime - LocalTime;
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LocalTime = localTime;
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if (_SkipAnimationOnce)
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{
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AnimationTimeDelta = 0.f;
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_SkipAnimationOnce = false;
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}
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else
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{
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AnimationTimeDelta = (TAnimationTime)LocalTimeDelta;
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AnimationTime += (TGlobalAnimationTime)LocalTimeDelta;
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}
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}
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_FpsSmoother.addValue(FramesPerSecond);
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FramesPerSecondSmooth = _FpsSmoother.getSmoothValue();
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}
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void CGameTime::skipAnimationOnce()
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{
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_SkipAnimationOnce = true;
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}
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} /* namespace SBCLIENT */
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/* end of file */
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