Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined( CLIENTSTATS_H )
#define CLIENTSTATS_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include <limits.h>
#include "tier0/dbg.h"
#define INTERFACEVERSION_CLIENTSTATS "ClientStats004"
//-----------------------------------------------------------------------------
// An interface used to help the client stats implementation tell time
//-----------------------------------------------------------------------------
struct IClientStatsTime
{
virtual float GetTime() = 0;
};
//-----------------------------------------------------------------------------
// Allows clients to draw their own stats text, will be passed by the
// engine into DisplayStats of the IClientStats interface.
//-----------------------------------------------------------------------------
struct IClientStatsTextDisplay
{
// Draws the stats
virtual void DrawStatsText( PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
virtual void SetDrawColor( unsigned char r, unsigned char g, unsigned char b ) = 0;
// Sets a color based on a value and its max acceptable limit
virtual void SetDrawColorFromStatValues( float limit, float value ) = 0;
};
//-----------------------------------------------------------------------------
// This will exist as a singleton within the client DLL and will be hooked into
// the engine to allow clients to render their own stats.
//-----------------------------------------------------------------------------
abstract_class IClientStats
{
public:
// This is called at startup to tell the stats about time
virtual void Init( IClientStatsTime* pTime ) = 0;
// These methods are called at the beginning and the end of each run
virtual void BeginRun() = 0;
virtual void EndRun() = 0;
// These methods are called at the beginning and the end of each frame
virtual void BeginFrame() = 0;
virtual void EndFrame() = 0;
// ---------------------------------------------------------------
// All this stuff is used to prop stats for gathering r_speeds data during timedemo.
// ---------------------------------------------------------------
virtual int GetNumTimesStats( void ) const = 0;
// returns timed stats
virtual double TimedStatInFrame( int statID ) const = 0;
virtual double TotalTimedStat( int statID ) const = 0;
};
//-----------------------------------------------------------------------------
// This is a templatized implementation which can be instantiated anywhere
// Note that you still have to install it and display it though.
//-----------------------------------------------------------------------------
template <int timedStatCount, int countedStatCount>
abstract_class CBaseClientStats : public IClientStats
{
public:
void Init( IClientStatsTime* pTime );
void BeginRun();
void EndRun();
void BeginFrame();
void EndFrame();
// Timed stat gathering
void BeginTimedStat( int stat );
void EndTimedStat( int stat );
// ---------------------------------------------------------------
// All this stuff is used to prop stats for gathering r_speeds data during timedemo.
// ---------------------------------------------------------------
// returns timed stats
double TimedStatInFrame( int statID ) const
{
Assert( statID >= 0 && statID < timedStatCount );
Assert( m_StatFrameTime[statID] >= 0.0 );
return m_StatFrameTime[statID];
}
double TotalTimedStat( int statID ) const
{
Assert( statID >= 0 && statID < timedStatCount );
return m_TotalStatTime[statID];
}
virtual const char *GetCountedStatName( int statID ) const = 0;
virtual const char *GetTimedStatName( int statID ) const = 0;
protected:
// Timed statistics
double m_StatFrameTime[timedStatCount];
double m_StatStartTime[timedStatCount];
double m_TotalStatTime[timedStatCount];
private:
IClientStatsTime* m_pTime;
};
//-----------------------------------------------------------------------------
// Initializes client stats
//-----------------------------------------------------------------------------
template <int timedStatCount, int countedStatCount>
void CBaseClientStats<timedStatCount, countedStatCount>::Init( IClientStatsTime* pTime )
{
Assert( pTime );
m_pTime = pTime;
}
//-----------------------------------------------------------------------------
// These methods are called at the beginning and the end of each run
//-----------------------------------------------------------------------------
template <int timedStatCount, int countedStatCount>
void CBaseClientStats<timedStatCount, countedStatCount>::BeginRun()
{
int i;
for (i = 0; i < timedStatCount; ++i)
m_TotalStatTime[i] = 0.0;
}
template <int timedStatCount, int countedStatCount>
void CBaseClientStats<timedStatCount, countedStatCount>::EndRun()
{
}
//-----------------------------------------------------------------------------
// These methods are called at the beginning and the end of each frame
//-----------------------------------------------------------------------------
template <int timedStatCount, int countedStatCount>
void CBaseClientStats<timedStatCount, countedStatCount>::BeginFrame()
{
int i;
for (i = 0; i < timedStatCount; ++i)
m_StatFrameTime[i] = 0.0;
}
template <int timedStatCount, int countedStatCount>
void CBaseClientStats<timedStatCount, countedStatCount>::EndFrame()
{
int i;
for (i = 0; i < timedStatCount; ++i)
m_TotalStatTime[i] += m_StatFrameTime[i];
}
//-----------------------------------------------------------------------------
// Inlined stat gathering methods
//-----------------------------------------------------------------------------
template <int timedStatCount, int countedStatCount>
void CBaseClientStats<timedStatCount, countedStatCount>::BeginTimedStat( int stat )
{
if (m_pTime)
m_StatStartTime[stat] = m_pTime->GetTime();
}
template <int timedStatCount, int countedStatCount>
void CBaseClientStats<timedStatCount, countedStatCount>::EndTimedStat( int stat )
{
if (m_pTime)
m_StatFrameTime[stat] += m_pTime->GetTime() - m_StatStartTime[stat];
}
#endif // CLIENTSTATS_H