protot/3rdparty/RuntimeCompiledCpp/Systems/ITimeSystem.h

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//
// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
#pragma once
#ifndef ITIMESYSTEM_INCLUDED
#define ITIMESYSTEM_INCLUDED
// Could all systems share an core interface?
// Some kind of virtual constructor... is perhaps the tricky bit. Best left out actually, to allow for multiple implementations
// Destructor, update, unit test, seem plausible. maybe other things?
// Could this help simplify some code?
// What happens to the time between frames? If it counts towards session time but not the time the last frame took, is that inconsistent?
// Is it more or less correct to call last frame time the time between frames?
#include "ISystem.h"
struct ITimeSystem : public ISystem
{
//// ISystem methods
//SErrorDescriptor UnitTest(ILogSystem *pLog);
//// New methods
virtual void StartSession() = 0; // Universe begins. Nothing that happened before matters.
virtual void EndSession() = 0; // Universe ends. Time ceases to exist.
virtual void StartFrame() = 0; // We're starting a new frame. Our integration of time in finite steps started a step here.
virtual void EndFrame() = 0; // We're ending a frame. A step is complete. No effect on behaviour except that StartFrame may be called.
virtual bool IsPaused() const = 0; // Are we paused for our current frame?
virtual void Pause(bool bPause) = 0; // Set whether this frame should be considered a paused one.
// Do this between frames to avoid terrible confusion and indeed assertions.
virtual double GetFramePlayTime() const = 0; // How much unpaused time had elapsed when we started the frame?
virtual double GetFrameSessionTime() const = 0; // How much total time had elapsed when we started the frame?
// Rename Frame/Now?
virtual double GetPlayTimeNow() const = 0; // Get unpaused time elapsed this very moment
virtual double GetSessionTimeNow() const = 0; // Get total time elapsed this very moment
virtual double GetFrameTimeNow() const = 0; // How long has this frame taken so far, this very moment
virtual double GetLastFrameDuration() const = 0; // How long did the last frame actually take?
virtual double GetSmoothFrameDuration() const = 0; // How long do we guess this frame will take?
};
#endif // ITIMESYSTEM_INCLUDED