simplify; make data public
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@@ -11,8 +11,7 @@
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float RageTimer::GetTimeSinceStart()
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{
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static RageTimer g_Start;
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return g_Start.Ago();
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return SDL_GetTicks() / 1000.0f;
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}
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void RageTimer::Touch()
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@@ -30,7 +30,6 @@ public:
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/* Time ago this RageTimer represents. */
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float Ago() const;
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// inline void Touch();
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void Touch();
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inline bool IsZero() const { return m_secs == 0 && m_us == 0; }
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inline void SetZero() { m_secs = m_us = 0; }
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@@ -49,15 +48,16 @@ public:
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/* Find the amount of time between two timestamps. The result is a duration. */
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float operator-(const RageTimer &rhs) const;
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private:
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static RageTimer Sum(const RageTimer &lhs, float tm);
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static float Difference(const RageTimer &lhs, const RageTimer &rhs);
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/* "float" is bad for a "time since start" RageTimer. If the game is running for
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* several days, we'll lose a lot of resolution. I don't want to use double
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* everywhere, since it's slow. I'd rather not use double just for RageTimers, since
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* it's too easy to get a type wrong and end up with obscure resolution problems. */
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unsigned m_secs, m_us;
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private:
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static RageTimer Sum(const RageTimer &lhs, float tm);
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static float Difference(const RageTimer &lhs, const RageTimer &rhs);
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};
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#endif
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