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/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* 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.
**/
#ifndef LOVE_TIMER_SDL_TIMER_H
#define LOVE_TIMER_SDL_TIMER_H
// SDL
#include <SDL.h>
// LOVE
#include <common/Module.h>
namespace love
{
namespace timer
{
namespace sdl
{
/**
* An SDL timer module. Can keep track of time between certain function
* calls, and provides access to a FPS metric which updates once each second.
**/
class Timer : public Module
{
private:
// Timing vars for benchmarking.
Uint32 time_init;
// Frame delta vars.
Uint32 currTime;
Uint32 prevTime;
Uint32 prevFpsUpdate;
// Updated with a certain frequency.
float fps;
// The frequency by which to update the FPS.
float fpsUpdateFrequency;
// Frames since last FPS update.
int frames;
// The current timestep.
float dt;
public:
/**
* Constructor. Initializes the SDL/timer subsystem.
**/
Timer();
/**
* Destructor.
**/
~Timer();
/**
* Gets the name of the module.
* @return Always returns "love.timer.sdl".
**/
const char * getName() const;
/**
* Measures the time between this call and the previous call,
* and updates internal values accordinly.
**/
void step();
/**
* Tries to sleep for the specified amount of time. The precision is
* usually 1ms.
* @param ms The number of milliseconds to sleep for.
**/
void sleep(unsigned int ms);
/**
* Gets the time between the last two frames, assuming step is called
* each frame.
**/
float getDelta() const;
/**
* Gets the average FPS over the last second. Beucase the value is only updated
* once per second, it does not look erratic when displayed on screen.
* @return The "current" FPS.
**/
float getFPS() const;
/**
* Gets the amount of time since the program started. Only useful for timing
* code or measuring intervals.
* @return The time (in seconds) since the program started.
**/
float getTime() const;
}; // Timer
} // sdl
} // timer
} // love
#endif // LOVE_TIMER_SDL_TIMER_H