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#ifndef Magnum_Timeline_h
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#define Magnum_Timeline_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include <chrono>
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#include "Types.h"
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#include "magnumVisibility.h"
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/** @file
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* @brief Class Magnum::Timeline
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*/
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namespace Magnum {
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/**
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@brief %Timeline
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Keeps track of time delta between frames and allows FPS limiting. Can be used
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as source for animation speed computations.
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@section Timeline-usage Basic usage
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Construct the timeline on initialization so the instance is available for
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whole lifetime of the application. Call start() before first draw event is
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performed, after everything is properly initialized.
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@note When timeline is started, it immediately starts measuring frame time.
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Be prepared that time of first frame will be much longer than time of
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following frames. It mainly depends on where you called start() in your
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initialization routine, but can be also affected by driver- and
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GPU-specific lazy texture binding, shader recompilations etc.
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In your draw event implementation don't forget to call nextFrame() after
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buffer swap. You can use previousFrameDuration() to compute animation speed.
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Example usage:
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@code
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MyApplication::MyApplication(const Parameters& parameters): Platform::Application(parameters) {
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// Initialization ...
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timeline.setMinimalFrameTime(1/120.0f) // 120 FPS at max
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.start();
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}
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void MyApplication::drawEvent() {
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// Distance of object travelling at speed of 15 units per second
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Float distance = 15.0f*timeline.previousFrameDuration();
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// Move object, draw ...
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swapBuffers();
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redraw();
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timeline.nextFrame();
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}
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@endcode
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@todo FPS should be governed by Application (imagine more than one simultaenous
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timeline and the harm it could do, also vsync etc. can't be handled in
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platform-independent way here)
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*/
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class MAGNUM_EXPORT Timeline {
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public:
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/**
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* @brief Constructor
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*
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* Creates stopped timeline.
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* @see start()
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*/
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explicit Timeline(): _minimalFrameTime(0), _previousFrameDuration(0), running(false) {}
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/** @brief Minimal frame time (in seconds) */
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Float minimalFrameTime() const { return _minimalFrameTime; }
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/**
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* @brief Set minimal frame time
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* @return Reference to self (for method chaining)
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*
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* Default value is 0.
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* @see nextFrame()
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*/
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Timeline& setMinimalFrameTime(Float seconds) {
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_minimalFrameTime = seconds;
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return *this;
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}
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/**
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* @brief Start timeline
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*
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* Sets previous frame time and duration to `0`.
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* @see stop(), previousFrameDuration()
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*/
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void start();
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/**
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* @brief Stop timeline
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*
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* @see start(), nextFrame()
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*/
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void stop();
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/**
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* @brief Advance to next frame
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*
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* If current frame time is smaller than minimal frame time, pauses
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* the execution for remaining time.
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* @note This function does nothing if the timeline is stopped.
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* @see setMinimalFrameTime(), stop()
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*/
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void nextFrame();
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/**
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* @brief Time at previous frame (in seconds)
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*
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* Returns time elapsed since start() was called. If the timeline is
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* stopped, the function returns `0.0f`.
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*/
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Float previousFrameTime() const;
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/**
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* @brief Duration of previous frame (in seconds)
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*
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* If the timeline is stopped, the function returns `0.0f`.
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*/
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Float previousFrameDuration() const { return _previousFrameDuration; }
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private:
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std::chrono::high_resolution_clock::time_point _startTime;
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std::chrono::high_resolution_clock::time_point _previousFrameTime;
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Float _minimalFrameTime;
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Float _previousFrameDuration;
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bool running;
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};
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}
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#endif
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