/* RageTimer - Timer services. */ #ifndef RAGE_TIMER_H #define RAGE_TIMER_H class RageTimer { public: RageTimer(): m_secs(0), m_us(0) { Touch(); } RageTimer( int secs, int us ): m_secs(secs), m_us(us) { } /* Time ago this RageTimer represents. */ float Ago() const; void Touch(); inline bool IsZero() const { return m_secs == 0 && m_us == 0; } inline void SetZero() { m_secs = m_us = 0; } /* Time between last call to GetDeltaTime() (Ago() + Touch()): */ float GetDeltaTime(); /* (alias) */ float PeekDeltaTime() const { return Ago(); } /* deprecated: */ static float GetTimeSinceStart( bool bAccurate = true ); // seconds since the program was started static float GetTimeSinceStartFast() { return GetTimeSinceStart(false); } /* Get a timer representing half of the time ago as this one. */ RageTimer Half() const; /* Add (or subtract) a duration from a timestamp. The result is another timestamp. */ RageTimer operator+( float tm ) const; RageTimer operator-( float tm ) const { return *this + -tm; } void operator+=( float tm ) { *this = *this + tm; } void operator-=( float tm ) { *this = *this + -tm; } /* Find the amount of time between two timestamps. The result is a duration. */ float operator-( const RageTimer &rhs ) const; bool operator<( const RageTimer &rhs ) const; /* "float" is bad for a "time since start" RageTimer. If the game is running for * several days, we'll lose a lot of resolution. I don't want to use double * everywhere, since it's slow. I'd rather not use double just for RageTimers, since * it's too easy to get a type wrong and end up with obscure resolution problems. */ unsigned m_secs, m_us; private: static RageTimer Sum( const RageTimer &lhs, float tm ); static float Difference( const RageTimer &lhs, const RageTimer &rhs ); }; extern const RageTimer RageZeroTimer; // For profiling how long some chunk of code takes. -Kyz #define START_TIME(name) float name##_start_time= RageTimer::GetTimeSinceStartFast(); #define END_TIME(name) float name##_end_time= RageTimer::GetTimeSinceStartFast(); LOG->Warn(#name " time: %f", name##_end_time - name##_start_time); #endif /* * Copyright (c) 2001-2003 Chris Danford, Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */