Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TIMEUTILS_H
#define TIMEUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include <limits.h>
#include <math.h>
#include "platform.h"
#include "tier0/dbg.h"
class DmeTime_t; #define DMETIME_TO_SECONDS( t ) ((t) * 0.0001f)
class DmeFramerate_t { public: DmeFramerate_t( float fps ); DmeFramerate_t( int fps = 0 ); DmeFramerate_t( const DmeFramerate_t& src ) : m_num( src.m_num ), m_den( src.m_den ) {}
void SetFramerate( float flFrameRate ); void SetFramerate( int fps ); // other (uncommon) options besides 30(29.97 - ntsc video) are 24 (23.976 - ntsc film) and 60 (59.94 - ntsc progressive)
void SetFramerateNTSC( int multiplier = 30 );
float GetFramesPerSecond() const;
bool operator==( DmeFramerate_t f ) const { return m_num == f.m_num && m_den == f.m_den; } bool operator!=( DmeFramerate_t f ) const { return m_num != f.m_num && m_den != f.m_den; } bool operator< ( DmeFramerate_t f ) const { return m_num * ( int )f.m_den < f.m_num * ( int )m_den; } bool operator> ( DmeFramerate_t f ) const { return m_num * ( int )f.m_den > f.m_num * ( int )m_den; } bool operator<=( DmeFramerate_t f ) const { return m_num * ( int )f.m_den <= f.m_num * ( int )m_den; } bool operator>=( DmeFramerate_t f ) const { return m_num * ( int )f.m_den >= f.m_num * ( int )m_den; }
DmeFramerate_t operator*( int i ) const { return DmeFramerate_t( m_num * i, m_den ); } DmeFramerate_t operator/( int i ) const { return DmeFramerate_t( m_num, m_den * i ); }
unsigned short abs( unsigned short i ) { return i >= 0 ? i : -i; }
DmeFramerate_t operator*=( int i ) { Assert( abs( m_num * i ) <= USHRT_MAX ); m_num *= ( unsigned short )i; return *this; } DmeFramerate_t operator/=( int i ) { Assert( abs( m_den * i ) <= USHRT_MAX ); m_den *= ( unsigned short )i; return *this; }
private: DmeFramerate_t( int nNumerator, int nDenominator );
unsigned short m_num; unsigned short m_den;
friend class DmeTime_t; };
#define DMETIME_ZERO DmeTime_t(0)
#define DMETIME_MINDELTA DmeTime_t::MinTimeDelta()
#define DMETIME_MINTIME DmeTime_t::MinTime()
#define DMETIME_MAXTIME DmeTime_t::MaxTime()
#define DMETIME_INVALID DmeTime_t::InvalidTime()
class DmeTime_t { public: DmeTime_t() : m_tms( INT_MIN ) {} // invalid time
explicit DmeTime_t( int tms ) : m_tms( tms ) {} explicit DmeTime_t( float sec ) : m_tms( RoundSecondsToTMS( sec ) ) {} explicit DmeTime_t( double sec ) : m_tms( RoundSecondsToTMS( sec ) ) {} DmeTime_t( int frame, DmeFramerate_t framerate );
// time operators
bool operator==( DmeTime_t t ) const { return m_tms == t.m_tms; } bool operator!=( DmeTime_t t ) const { return m_tms != t.m_tms; } bool operator< ( DmeTime_t t ) const { return m_tms < t.m_tms; } bool operator> ( DmeTime_t t ) const { return m_tms > t.m_tms; } bool operator<=( DmeTime_t t ) const { return m_tms <= t.m_tms; } bool operator>=( DmeTime_t t ) const { return m_tms >= t.m_tms; }
DmeTime_t operator%( DmeTime_t t ) const { return DmeTime_t( m_tms % t.m_tms ); } DmeTime_t operator+( DmeTime_t t ) const { return DmeTime_t( m_tms + t.m_tms ); } DmeTime_t operator-( DmeTime_t t ) const { return DmeTime_t( m_tms - t.m_tms ); } DmeTime_t operator-() const { return DmeTime_t( -m_tms ); }
DmeTime_t operator+=( DmeTime_t t ) { m_tms += t.m_tms; return *this; } DmeTime_t operator-=( DmeTime_t t ) { m_tms -= t.m_tms; return *this; }
// float operators - comment these out to find potentially incorrect uses of DmeTime_t
friend DmeTime_t operator*( DmeTime_t t, float f ) { t *= f; return t; } friend DmeTime_t operator*( float f, DmeTime_t t ) { t *= f; return t; } friend DmeTime_t operator/( DmeTime_t t, float f ) { t /= f; return t; } friend float operator/( DmeTime_t n, DmeTime_t d ) { return float( n.m_tms / double( d.m_tms ) ); }
DmeTime_t operator*=( float f ); DmeTime_t operator/=( float f );
// limits, special values and validity
bool IsValid() const { return m_tms != INT_MIN; }
static DmeTime_t InvalidTime() { return DmeTime_t( INT_MIN ); } static DmeTime_t MinTime() { return DmeTime_t( INT_MIN + 1 ); } static DmeTime_t MaxTime() { return DmeTime_t( INT_MAX ); } static DmeTime_t MinTimeDelta() { return DmeTime_t( 1 ); }
// conversions between other time representations
int GetTenthsOfMS() const { return m_tms; } float GetSeconds() const { return DMETIME_TO_SECONDS( m_tms ); } void SetTenthsOfMS( int tms ) { m_tms = tms; } void SetSeconds( float sec ) { m_tms = RoundSecondsToTMS( sec ); }
// helper methods
void Clamp( DmeTime_t lo, DmeTime_t hi ); bool IsInRange( DmeTime_t lo, DmeTime_t hi ) const;
// helper functions
friend float GetFractionOfTime( DmeTime_t t, DmeTime_t duration, bool bClamp ); friend int FrameForTime( DmeTime_t t, DmeFramerate_t framerate );
// standard arithmetic methods
friend DmeTime_t abs( DmeTime_t t ) { return t.m_tms >= 0 ? t : -t; }
// framerate-dependent conversions to/from frames
int CurrentFrame( DmeFramerate_t framerate, bool bRoundDown = true ) const; DmeTime_t TimeAtCurrentFrame( DmeFramerate_t framerate, bool bRoundDown = true ) const; DmeTime_t TimeAtNextFrame( DmeFramerate_t framerate ) const; DmeTime_t TimeAtPrevFrame( DmeFramerate_t framerate ) const;
private: DmeTime_t( int64 tms ) : m_tms( int( tms ) ) {}
// conversion helper methods - implementation
static int RoundSecondsToTMS( float sec ); static int RoundSecondsToTMS( double sec );
int m_tms; };
float GetFractionOfTimeBetween( DmeTime_t t, DmeTime_t start, DmeTime_t end, bool bClamp = false );
#endif // TIMEUTILS_H
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