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glitchy-engine-beef/GlitchyEngine/src/GameTime.bf
T

100 lines
1.9 KiB
Beef

using System;
using System.Diagnostics;
namespace GlitchyEngine
{
/**
* A timer providing functionality to meassure frame times and game runtime.
*/
public class GameTime
{
private Stopwatch _stopwatch ~ delete:append _;
private uint64 _frameCount;
private TimeSpan _totalTime;
private TimeSpan _frameTime;
/**
* The amount of time that has passed from the start of the timer until the last frame that finished.
*/
public TimeSpan TotalTime => _totalTime;
/**
* The duration of the last frame.
*/
public TimeSpan FrameTime => _frameTime;
/**
* The number of frames that have been finished since the timer was started.
*/
public uint64 FrameCount => _frameCount;
/**
* Initializes a new instance of a GameTime.
*/
[AllowAppend]
public this() : this(false) {}
/**
* Initializes a new instance of a GameTime.
* @param startNow If set to true, the timer will start immediately.
* If set to false, the timer has to be started manually.
*/
[AllowAppend]
public this(bool startNow)
{
let sw = append Stopwatch(startNow);
_stopwatch = sw;
}
/**
* Starts or continues the internal timer.
*/
public void Start()
{
_stopwatch.Start();
}
/**
* Restarts the internal timer and resets the counters.
*/
public void Restart()
{
_totalTime = 0;
_frameTime = 0;
_frameCount = 0;
_stopwatch.Restart();
}
/**
* Stops the internal timer.
*/
public void Stop()
{
_stopwatch.Stop();
}
/**
* Resets the timer.
*/
public void Reset()
{
_totalTime = 0;
_frameTime = 0;
_frameCount = 0;
_stopwatch.Reset();
}
/**
* Tells the timer that a frame has passed and updates the counters.
*/
public void NewFrame()
{
TimeSpan old = _totalTime;
_totalTime = _stopwatch.Elapsed;
_frameTime = _totalTime - old;
_frameCount++;
}
}
}