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Refresh the Timeline class and docs a bit.

No silly Engrish, compiled code snippets and following private variable
naming rules. This class doesn't do much and was rather neglected, but
is still quite useful compared to having to google how std::chrono works
every damn time.
pull/605/head
Vladimír Vondruš 4 years ago
parent
commit
8e52981b56
  1. 1
      doc/snippets/CMakeLists.txt
  2. 72
      doc/snippets/Magnum-application.cpp
  3. 6
      src/Magnum/Animation/Player.h
  4. 6
      src/Magnum/Timeline.cpp
  5. 76
      src/Magnum/Timeline.h

1
doc/snippets/CMakeLists.txt

@ -192,6 +192,7 @@ if(MAGNUM_WITH_SDL2APPLICATION AND MAGNUM_TARGET_GL)
target_link_libraries(getting-started-blue PRIVATE MagnumSdl2Application)
add_library(snippets-MagnumPlatform STATIC
Magnum-application.cpp
MagnumPlatform.cpp
MagnumGL-application.cpp)
target_link_libraries(snippets-MagnumPlatform PRIVATE MagnumSdl2Application)

72
doc/snippets/Magnum-application.cpp

@ -0,0 +1,72 @@
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
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, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
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. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "Magnum/Platform/Sdl2Application.h"
#include "Magnum/Timeline.h"
using namespace Magnum;
#define DOXYGEN_ELLIPSIS(...) __VA_ARGS__
#define DOXYGEN_IGNORE(...) __VA_ARGS__
class MyApplication: public Platform::Application {
public:
explicit MyApplication(const Arguments& arguments);
void drawEvent();
private:
Timeline _timeline;
};
/* [Timeline-usage] */
MyApplication::MyApplication(const Arguments& arguments):
Platform::Application{arguments, NoCreate}
{
DOXYGEN_ELLIPSIS()
// Enable VSync or set minimal loop period for the application, if
// needed/applicable ...
_timeline.start();
}
void MyApplication::drawEvent() {
DOXYGEN_ELLIPSIS()
// Distance of object traveling at speed of 15 units per second
Float distance = 15.0f*_timeline.previousFrameDuration(); DOXYGEN_IGNORE(static_cast<void>(distance);)
// Move an object, draw it ...
swapBuffers();
redraw();
_timeline.nextFrame();
}
/* [Timeline-usage] */
int main() {
return 0; /* on iOS SDL redefines main to SDL_main and then return is needed */
}

6
src/Magnum/Animation/Player.h

@ -175,8 +175,10 @@ never from @ref pause(), @ref stop() or any other API.
For managing global application you can use @ref Timeline, @ref std::chrono
APIs or any other type that supports basic arithmetic. The time doesn't have to
be monotonic or have constant speed, but note that non-continuous and backward
time jumps may have worse performance than going monotonically forward. See
@ref Animation-Player-time-type "below" for more information about using
time jumps may have worse performance than going monotonically forward. With
the @ref Timeline in particular, it's recommended to never call
@ref Timeline::stop() but control the player start/pause/stop state instead.
See @ref Animation-Player-time-type "below" for more information about using
different time types.
@snippet MagnumAnimation.cpp Player-usage-playback

6
src/Magnum/Timeline.cpp

@ -35,21 +35,21 @@ using namespace std::chrono;
namespace Magnum {
void Timeline::start() {
running = true;
_running = true;
_startTime = high_resolution_clock::now();
_previousFrameTime = _startTime;
_previousFrameDuration = 0;
}
void Timeline::stop() {
running = false;
_running = false;
_startTime = high_resolution_clock::time_point();
_previousFrameTime = _startTime;
_previousFrameDuration = 0;
}
void Timeline::nextFrame() {
if(!running) return;
if(!_running) return;
auto now = high_resolution_clock::now();
auto duration = UnsignedInt(duration_cast<microseconds>(now-_previousFrameTime).count());

76
src/Magnum/Timeline.h

@ -39,20 +39,20 @@ namespace Magnum {
/**
@brief Timeline
Keeps track of time delta between frames. Can be used as source for animation
speed computations.
Keeps track of time delta between frames. Can be used for advancing animation
playback.
@section Timeline-usage Basic usage
Construct the timeline on initialization so the instance is available for
whole lifetime of the application. Call @ref start() before first draw event is
performed, after everything is properly initialized.
Construct the timeline on initialization so the instance is available for the
whole lifetime of the application. Call @ref start() after the application
state is fully initialized and before the first draw event is performed.
@note When timeline is started, it immediately starts measuring frame time.
Be prepared that time of first frame will be much longer than time of
following frames. It mainly depends on where you called @ref start() in
your initialization routine, but can be also affected by driver- and
GPU-specific lazy texture binding, shader recompilations etc.
@note When the timeline is started, it immediately starts measuring frame time.
Be prepared that time of the first frame may be much longer than time of
the following frames. It mainly depends on where you called @ref start() in
your initialization routine, but can be also affected by various
driver-specific operations that are done lazily during the first frame.
In your draw event implementation don't forget to call @ref nextFrame() after
buffer swap. You can use @ref previousFrameDuration() to compute animation
@ -60,52 +60,38 @@ speed. To limit application framerate you can use
@ref Platform::Sdl2Application::setSwapInterval() "Platform::*Application::setSwapInterval()" or
@ref Platform::Sdl2Application::setMinimalLoopPeriod() "Platform::*Application::setMinimalLoopPeriod()".
Note that on @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" the framerate is
governed by browser and you can't do anything about it.
governed by the browser and you can't do anything about it.
Example usage:
@code{.cpp}
MyApplication::MyApplication(const Arguments& arguments): Platform::Application{arguments} {
// Initialization ...
@snippet Magnum-application.cpp Timeline-usage
// Enable VSync or set minimal loop period for the application, if
// needed/applicable ...
timeline.start();
}
void MyApplication::drawEvent() {
// Distance of object travelling at speed of 15 units per second
Float distance = 15.0f*timeline.previousFrameDuration();
// Move object, draw ...
swapBuffers();
redraw();
timeline.nextFrame();
}
@endcode
Apart from directly using the returned time values, the @ref Timeline can also
be used together with @ref Animation::Player for a more controlled behavior. In
that case, it's recommended to never call @ref Timeline::stop() but control the
player start/pause/stop state instead. See @ref Animation::Player documentation
for more information.
*/
class MAGNUM_EXPORT Timeline {
public:
/**
* @brief Constructor
*
* Creates stopped timeline.
* Creates a stopped timeline.
* @see @ref start()
*/
explicit Timeline(): _previousFrameDuration(0), running(false) {}
explicit Timeline() = default;
/**
* @brief Start timeline
* @brief Start the timeline
*
* Sets previous frame time and duration to @cpp 0 @ce.
* Sets previous frame time and duration to @cpp 0.0f @ce.
* @see @ref stop(), @ref previousFrameDuration()
*/
void start();
/**
* @brief Stop timeline
* @brief Stop the timeline
*
* @see @ref start(), @ref nextFrame()
*/
@ -114,32 +100,32 @@ class MAGNUM_EXPORT Timeline {
/**
* @brief Advance to next frame
*
* @note This function does nothing if the timeline is stopped.
* Does nothing if the timeline is stopped.
* @see @ref stop()
*/
void nextFrame();
/**
* @brief Time at previous frame (in seconds)
* @brief Time at previous frame in seconds
*
* Returns time elapsed since start() was called. If the timeline is
* stopped, the function returns @cpp 0.0f @ce.
* Returns time elapsed since @ref start() was called. If the timeline
* is stopped, the function returns @cpp 0.0f @ce.
*/
Float previousFrameTime() const;
/**
* @brief Duration of previous frame (in seconds)
* @brief Duration of previous frame in seconds
*
* If the timeline is stopped, the function returns @cpp 0.0f @ce.
*/
Float previousFrameDuration() const { return _previousFrameDuration; }
private:
std::chrono::high_resolution_clock::time_point _startTime;
std::chrono::high_resolution_clock::time_point _previousFrameTime;
Float _previousFrameDuration;
std::chrono::high_resolution_clock::time_point _startTime{};
std::chrono::high_resolution_clock::time_point _previousFrameTime{};
Float _previousFrameDuration{};
bool running;
bool _running = false;
};
}

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