/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2006, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // 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 Industrial Light & Magic 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. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_TIMER_H #define INCLUDED_TIMER_H //---------------------------------------------------------------------------- // // Timing control for the display thread of the playExr prgram // //---------------------------------------------------------------------------- #ifdef _WIN32 #include #else #include #endif enum PlayState { PREPARE_TO_RUN, RUNNING, PREPARE_TO_PAUSE, PAUSE, }; class Timer { public: //------------ // Constructor //------------ Timer (); //-------------------------------------------------------- // Timing control to maintain the desired frame rate: // the redrawWindow() function in the display thread calls // waitUntilNextFrameIsDue() before displaying each frame. // // If playState == RUNNING, then waitUntilNextFrameIsDue() // sleeps until the apropriate amount of time has elapsed // since the last call to waitUntilNextFrameIsDue(). // If playState != RUNNING, then waitUntilNextFrameIsDue() // returns immediately. //-------------------------------------------------------- void waitUntilNextFrameIsDue (); //------------------------------------------------- // Set and get the frame rate, in frames per second //------------------------------------------------- void setDesiredFrameRate (float fps); float actualFrameRate (); //------------------- // Current play state //------------------- PlayState playState; private: float _spf; // desired frame rate, // in seconds per frame timeval _lastFrameTime; // time when we displayed the // last frame float _timingError; // cumulative timing error timeval _lastFpsFrameTime; // state to keep track of the int _framesSinceLastFpsFrame; // actual frame trate, averaged float _actualFrameRate; // over several frames }; #endif