Magic_Game/core/Common/Time.cpp

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#include "..\e2dcommon.h"
using namespace std::chrono;
e2d::Time::Time()
{
}
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time_t e2d::Time::getTimeStamp() const
{
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auto& duration = time_point_cast<milliseconds>(_timePoint).time_since_epoch();
return static_cast<time_t>(duration.count());
}
bool e2d::Time::isZero() const
{
return _timePoint.time_since_epoch().count() == 0LL;
}
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e2d::Time e2d::Time::operator+(Duration const & other) const
{
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Time t;
t._timePoint = _timePoint + milliseconds(other.milliseconds());
return std::move(t);
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}
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e2d::Time e2d::Time::operator-(Duration const & other) const
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{
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Time t;
t._timePoint = _timePoint - milliseconds(other.milliseconds());
return std::move(t);
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}
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e2d::Time & e2d::Time::operator+=(Duration const & other)
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{
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_timePoint += milliseconds(other.milliseconds());
return (*this);
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}
e2d::Time & e2d::Time::operator-=(Duration const &other)
{
_timePoint -= milliseconds(other.milliseconds());
return (*this);
}
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e2d::Duration e2d::Time::operator-(Time const & other) const
{
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auto ms = duration_cast<milliseconds>(_timePoint - other._timePoint).count();
return std::move(Duration(static_cast<float>(ms) / 1000.f));
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}
e2d::Time e2d::Time::now()
{
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Time t;
t._timePoint = steady_clock::now();
return std::move(t);
}