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https://github.com/aharabada/glitchy-engine-beef.git
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114 lines
2.3 KiB
Beef
114 lines
2.3 KiB
Beef
using System;
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using System.Diagnostics;
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namespace GlitchyEngine
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{
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/**
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* A timer providing functionality to meassure frame times and game runtime.
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*/
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public class GameTime
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{
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private Stopwatch _stopwatch;
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private uint64 _frameCount;
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private TimeSpan _totalTime;
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private TimeSpan _frameTime;
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/**
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* The amount of time that has passed from the start of the timer until the last frame that finished.
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*/
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public TimeSpan TotalTime => _totalTime;
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/**
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* The duration of the last frame.
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*/
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public TimeSpan FrameTime => _frameTime;
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/**
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* The number of frames that have been finished since the timer was started.
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*/
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public uint64 FrameCount => _frameCount;
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/// The interval in seconds from the last frame to the current one.
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public float DeltaTime => (float)_frameTime.TotalSeconds;
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/**
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* Initializes a new instance of a GameTime.
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*/
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[AllowAppend]
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public this() : this(false) {}
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/**
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* Initializes a new instance of a GameTime.
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* @param startNow If set to true, the timer will start immediately.
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* If set to false, the timer has to be started manually.
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*/
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[AllowAppend]
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public this(bool startNow)
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{
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let sw = append Stopwatch(startNow);
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_stopwatch = sw;
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}
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/**
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* Starts or continues the internal timer.
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*/
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public void Start()
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{
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_stopwatch.Start();
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}
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/**
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* Restarts the internal timer and resets the counters.
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*/
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public void Restart()
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{
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_totalTime = 0;
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_frameTime = 0;
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_frameCount = 0;
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_stopwatch.Restart();
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}
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/**
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* Stops the internal timer.
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*/
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public void Stop()
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{
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_stopwatch.Stop();
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}
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/**
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* Resets the timer.
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*/
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public void Reset()
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{
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_totalTime = 0;
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_frameTime = 0;
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_frameCount = 0;
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_stopwatch.Reset();
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}
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/**
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* Tells the timer that a frame has passed and updates the counters.
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*/
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public void NewFrame()
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{
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TimeSpan old = _totalTime;
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_totalTime = _stopwatch.Elapsed;
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_frameTime = _totalTime - old;
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_frameCount++;
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}
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/**
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* Tells the timer that a frame has passed and updates the counters according to the given time step.
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*/
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public void ManualStepFrame(float deltaTimeSeconds)
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{
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_frameTime = TimeSpan.FromSeconds(deltaTimeSeconds);
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_totalTime += _frameTime;
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_frameCount++;
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}
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}
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}
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