some Code/Legacy fixes

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
Esteban Papp
2021-09-07 18:38:05 -07:00
parent cc00a535d7
commit 7d34004b6d
10 changed files with 402 additions and 402 deletions
+27 -27
View File
@@ -21,7 +21,7 @@ public:
// constructor
CTimer();
// destructor
~CTimer() {};
~CTimer() = default;;
bool Init();
@@ -30,57 +30,57 @@ public:
// TODO: Review m_time usage in System.cpp
// if it wants Game Time / UI Time or a new Render Time?
virtual void ResetTimer();
virtual void UpdateOnFrameStart();
virtual float GetCurrTime(ETimer which = ETIMER_GAME) const;
virtual CTimeValue GetAsyncTime() const;
virtual float GetAsyncCurTime(); // retrieve the actual wall clock time passed since the game started, in seconds
virtual float GetFrameTime(ETimer which = ETIMER_GAME) const;
virtual float GetRealFrameTime() const;
virtual float GetTimeScale() const;
virtual float GetTimeScale(uint32 channel) const;
virtual void SetTimeScale(float scale, uint32 channel = 0);
virtual void ClearTimeScales();
virtual void EnableTimer(bool bEnable);
virtual float GetFrameRate();
virtual float GetProfileFrameBlending(float* pfBlendTime = 0, int* piBlendMode = 0);
virtual void Serialize(TSerialize ser);
virtual bool IsTimerEnabled() const;
void ResetTimer() override;
void UpdateOnFrameStart() override;
float GetCurrTime(ETimer which = ETIMER_GAME) const override;
CTimeValue GetAsyncTime() const override;
float GetAsyncCurTime() override; // retrieve the actual wall clock time passed since the game started, in seconds
float GetFrameTime(ETimer which = ETIMER_GAME) const override;
float GetRealFrameTime() const override;
float GetTimeScale() const override;
float GetTimeScale(uint32 channel) const override;
void SetTimeScale(float scale, uint32 channel = 0) override;
void ClearTimeScales() override;
void EnableTimer(bool bEnable) override;
float GetFrameRate() override;
float GetProfileFrameBlending(float* pfBlendTime = nullptr, int* piBlendMode = nullptr) override;
void Serialize(TSerialize ser) override;
bool IsTimerEnabled() const override;
//! try to pause/unpause a timer
// returns true if successfully paused/unpaused, false otherwise
virtual bool PauseTimer(ETimer which, bool bPause);
bool PauseTimer(ETimer which, bool bPause) override;
//! determine if a timer is paused
// returns true if paused, false otherwise
virtual bool IsTimerPaused(ETimer which);
bool IsTimerPaused(ETimer which) override;
//! try to set a timer
// return true if successful, false otherwise
virtual bool SetTimer(ETimer which, float timeInSeconds);
bool SetTimer(ETimer which, float timeInSeconds) override;
//! make a tm struct from a time_t in UTC (like gmtime)
virtual void SecondsToDateUTC(time_t time, struct tm& outDateUTC);
void SecondsToDateUTC(time_t time, struct tm& outDateUTC) override;
//! make a UTC time from a tm (like timegm, but not available on all platforms)
virtual time_t DateToSecondsUTC(struct tm& timePtr);
time_t DateToSecondsUTC(struct tm& timePtr) override;
//! Convert from Tics to Seconds
virtual float TicksToSeconds(int64 ticks)
float TicksToSeconds(int64 ticks) override
{
return float((double)ticks * m_fSecsPerTick);
}
//! Get number of ticks per second
virtual int64 GetTicksPerSecond()
int64 GetTicksPerSecond() override
{
return m_lTicksPerSec;
}
virtual const CTimeValue& GetFrameStartTime(ETimer which = ETIMER_GAME) const { return m_CurrTime[(int)which]; }
virtual ITimer* CreateNewTimer();
const CTimeValue& GetFrameStartTime(ETimer which = ETIMER_GAME) const override { return m_CurrTime[(int)which]; }
ITimer* CreateNewTimer() override;
virtual void EnableFixedTimeMode(bool enable, float timeStep) override;
void EnableFixedTimeMode(bool enable, float timeStep) override;
private: // ---------------------------------------------------------------------