Magic_Game/core/Base/Time.cpp

75 lines
1.5 KiB
C++

#include "..\ebase.h"
#include <thread>
#include <chrono>
using namespace std::chrono;
// 游戏开始时间
static steady_clock::time_point s_tStart;
// 当前时间
static steady_clock::time_point s_tNow;
// 上一帧刷新时间
static steady_clock::time_point s_tFixedUpdate;
// 上一次更新时间
static steady_clock::time_point s_tLastUpdate;
// 上一帧与当前帧的时间间隔
static int s_nInterval = 0;
// 游戏开始时长
static float s_fTotalTime = 0;
// 每一帧间隔
static milliseconds s_tExceptedInvertal;
float e2d::Time::getTotalTime()
{
return s_fTotalTime;
}
int e2d::Time::getDeltaTime()
{
return s_nInterval;
}
bool e2d::Time::__init()
{
s_tStart = s_tLastUpdate = s_tFixedUpdate = s_tNow = steady_clock::now();
s_tExceptedInvertal = milliseconds(17);
return true;
}
void e2d::Time::__uninit()
{
}
bool e2d::Time::__isReady()
{
return s_tExceptedInvertal < duration_cast<milliseconds>(s_tNow - s_tFixedUpdate);
}
void e2d::Time::__updateNow()
{
// 刷新时间
s_tNow = steady_clock::now();
}
void e2d::Time::__updateLast()
{
s_tFixedUpdate += s_tExceptedInvertal;
s_tLastUpdate = s_tNow;
s_tNow = steady_clock::now();
s_nInterval = static_cast<int>(duration_cast<milliseconds>(s_tNow - s_tLastUpdate).count());
s_fTotalTime = static_cast<float>(duration_cast<milliseconds>(s_tNow - s_tStart).count()) / 1000.0f;
}
void e2d::Time::__sleep()
{
// 计算挂起时长
int nWaitMS = 16 - static_cast<int>(duration_cast<milliseconds>(s_tNow - s_tFixedUpdate).count());
if (nWaitMS > 1)
{
// 挂起线程,释放 CPU 占用
std::this_thread::sleep_for(milliseconds(nWaitMS));
}
}