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Lighweight Java Game Library
/*
* Copyright (c) 2002-2008 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.lwjgl.util;
import org.lwjgl.Sys;
/**
*
* A hires timer. This measures time in seconds as floating point values.
* All Timers created are updated simultaneously by calling the static method
* tick(). This ensures that within a single iteration of a game loop that
* all timers are updated consistently with each other.
*
* @author cix_foo
* @version $Revision: 3418 $
* $Id: Timer.java 3418 2010-09-28 21:11:35Z spasi $
*/
public class Timer {
// Record the timer resolution on classload
private static long resolution = Sys.getTimerResolution();
// Every so often we will re-query the timer resolution
private static final int QUERY_INTERVAL = 50; // in calls to tick()
private static int queryCount;
// Globally keeps track of time for all instances of Timer
private static long currentTime;
// When the timer was started
private long startTime;
// The last time recorded by getTime()
private long lastTime;
// Whether the timer is paused
private boolean paused;
static {
tick();
}
/**
* Constructs a timer. The timer will be reset to 0.0 and resumed immediately.
*/
public Timer() {
reset();
resume();
}
/**
* @return the time in seconds, as a float
*/
public float getTime() {
if (!paused) {
lastTime = currentTime - startTime;
}
return (float) ((double) lastTime / (double) resolution);
}
/**
* @return whether this timer is paused
*/
public boolean isPaused() {
return paused;
}
/**
* Pause the timer. Whilst paused the time will not change for this timer
* when tick() is called.
*
* @see #resume()
*/
public void pause() {
paused = true;
}
/**
* Reset the timer. Equivalent to set(0.0f);
* @see #set(float)
*/
public void reset() {
set(0.0f);
}
/**
* Resume the timer.
* @see #pause()
*/
public void resume() {
paused = false;
startTime = currentTime - lastTime;
}
/**
* Set the time of this timer
* @param newTime the new time, in seconds
*/
public void set(float newTime) {
long newTimeInTicks = (long) ((double) newTime * (double) resolution);
startTime = currentTime - newTimeInTicks;
lastTime = newTimeInTicks;
}
/**
* Get the next time update from the system's hires timer. This method should
* be called once per main loop iteration; all timers are updated simultaneously
* from it.
*/
public static void tick() {
currentTime = Sys.getTime();
// Periodically refresh the timer resolution:
queryCount ++;
if (queryCount > QUERY_INTERVAL) {
queryCount = 0;
resolution = Sys.getTimerResolution();
}
}
/**
* Debug output.
*/
public String toString() {
return "Timer[Time=" + getTime() + ", Paused=" + paused + "]";
}
}