#ifndef Magnum_Timeline_h #define Magnum_Timeline_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015 Vladimír Vondruš 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. */ /** @file * @brief Class @ref Magnum::Timeline */ #include #include "Magnum/Types.h" #include "Magnum/visibility.h" namespace Magnum { /** @brief Timeline Keeps track of time delta between frames and allows FPS limiting. Can be used as source for animation speed computations. ## 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. @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. In your draw event implementation don't forget to call @ref nextFrame() after buffer swap. You can use @ref previousFrameDuration() to compute animation speed. Example usage: @code MyApplication::MyApplication(const Parameters& parameters): Platform::Application(parameters) { // Initialization ... timeline.setMinimalFrameTime(1/120.0f) // 120 FPS at max .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 @todo FPS should be governed by Application (imagine more than one simultaneous timeline and the harm it could do, also vsync etc. can't be handled in platform-independent way here) */ class MAGNUM_EXPORT Timeline { public: /** * @brief Constructor * * Creates stopped timeline. * @see @ref start() */ explicit Timeline(): _minimalFrameTime(0), _previousFrameDuration(0), running(false) {} /** @brief Minimal frame time (in seconds) */ Float minimalFrameTime() const { return _minimalFrameTime; } /** * @brief Set minimal frame time * @return Reference to self (for method chaining) * * Default value is `0.0f`. Cannot be used on some platforms where * blocking the main loop is not allowed (such as * @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten"). Prefer to use VSync * where possible. * @see @ref nextFrame(), * @ref Platform::Sdl2Application::setSwapInterval() "Platform::*Application::setSwapInterval()" */ Timeline& setMinimalFrameTime(Float seconds) { _minimalFrameTime = seconds; return *this; } /** * @brief Start timeline * * Sets previous frame time and duration to `0`. * @see @ref stop(), @ref previousFrameDuration() */ void start(); /** * @brief Stop timeline * * @see @ref start(), @ref nextFrame() */ void stop(); /** * @brief Advance to next frame * * If current frame time is smaller than minimal frame time, pauses * the execution for remaining time. * @note This function does nothing if the timeline is stopped. * @see @ref setMinimalFrameTime(), @ref stop() */ void nextFrame(); /** * @brief Time at previous frame (in seconds) * * Returns time elapsed since start() was called. If the timeline is * stopped, the function returns `0.0f`. */ Float previousFrameTime() const; /** * @brief Duration of previous frame (in seconds) * * If the timeline is stopped, the function returns `0.0f`. */ Float previousFrameDuration() const { return _previousFrameDuration; } private: std::chrono::high_resolution_clock::time_point _startTime; std::chrono::high_resolution_clock::time_point _previousFrameTime; Float _minimalFrameTime; Float _previousFrameDuration; bool running; }; } #endif