#ifndef TIMER_H #define TIMER_H #ifdef WIN32 #include #else #include #endif /// Timer Class, high resolution timer /** * Class provides high resolution timing and useful time control functions */ class Timer { private: unsigned long time_elapsed; unsigned long system_milliseconds; unsigned long start_time; unsigned long end_time; unsigned long last_update; unsigned long num_updates; unsigned long paused_time; unsigned long offset; #ifndef _WIN32 struct timeval time_val; struct timezone time_zone; #endif bool paused_state; bool lock_state; float lock_rate; public: /// Constructor Timer(); /// Start the timer /** * Resets the timer to 0 and begins timing */ void start(void); /// Stop the timer /** * Stops the timer and records the end time */ void stop(void); /// Locks the timer to a specified framerate (for recording / benchmarking purposes typically) /** * Locks the timer to a specified framerate (for recording / benchmarking purposes typically) */ void lockFramerate(float f_rate); /// Unlock any framerate lock that's been applied /** * Unlock any framerate lock that's been applied */ void unlock(); /// Check locked state /** * Check locked state */ bool locked(); /// Reset the timer counter /** * Resetting the timer will reset the current time to 0 */ void reset(void); /// Timer update /** * Calling the update command will bring the timer value up to date, this is meant * to be called at the begining of the frame to establish the time index which is being drawn. */ void update(void); /// Get the total time elapsed since the timer start, not counting paused time /** * Returns the total time elapsed in since the timer start() to the last update() but * does not count the time elapsed while the timer is paused(). * \return Total time elapsed since the timer start() to the last update() excluding time paused() in milliseconds */ unsigned long getMilliseconds(void); /// Alias of getMilliseconds() which returns time in seconds /** * \return Total time elapsed since the timer start() to the last update() excluding time paused() in seconds */ double getSeconds(void); /// Get the total time elapsed since the timer start /** * Returns the total time elapsed in since the timer start() to the last update() * this includes any time accumulated during updates while paused() * \return Total time elapsed since the timer start() to the last update() including time paused() in milliseconds */ unsigned long totalMilliseconds(void); /// Alias of totalMilliseconds() which returns time in seconds /** * \return Total time elapsed since the timer start() to the last update() including time paused() in seconds */ double totalSeconds(void); /// Set the amount of time elapsed /** * Force the timer duration to a specific value, useful for rolling forward or back in a system * based upon the timer. * \param milliseconds_in Time to set timer to in milliseconds */ void setMilliseconds(unsigned long milliseconds_in); /// alias of setMilliseconds() which accepts time in seconds /** * \param seconds_in Time to set timer to in seconds */ void setSeconds(double seconds_in); /// Get the amount of times the update() command has been called /** * By using the number of times the update() command has been called you can easily determine * an average frame rate. Also useful for merely determining how many frames have been drawn. * \return Number of times update() has been called */ unsigned long getNumUpdates(void); /// Get the timer duration during the last update /** * Useful for determining the amount of time which elapsed during the last update * can be used to accurately control values with a per-second rate or determine the current frame rate. * \return Duration of time between the last two calls to update() in milliseconds */ unsigned long lastUpdateMilliseconds(void); /// Alias of lastUpdateMilliseconds() which returns time in seconds /** * \return Duration of time between the last two calls to update() in seconds */ double lastUpdateSeconds(void); /// Set the timer pause state /** * Pause the timer, allowing for continued update() calls without an increment in timing but * maintaining the update and total time count, useful for pausing a scene but allowing frame * timing to resume. * \param pause_in Value to set the current pause state to */ void paused(bool pause_in); /// Check if the timer is currently in a paused state /** * \return Current pause state, true if paused, false otherwise */ bool paused(); void timerTestFunc(); }; #endif