121 lines
4.2 KiB
C#
121 lines
4.2 KiB
C#
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/*
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* Copyright (c) 2007-2009 SlimDX Group
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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namespace SampleFramework
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{
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/// <summary>
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/// Contains the current timing state of the game.
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/// </summary>
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public class GameTime
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{
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private float m_FramesPerSecond;
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/// <summary>
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/// Gets the current frames-per-second measure.
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/// </summary>
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/// <value>The current frames-per-second measure.</value>
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public float FramesPerSecond
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{
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get { return m_FramesPerSecond; }
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internal set { m_FramesPerSecond = value; }
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}
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private float m_ElapsedGameTime;
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/// <summary>
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/// Gets the elapsed game time, in seconds.
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/// </summary>
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/// <value>The elapsed game time.</value>
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public float ElapsedGameTime
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{
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get { return m_ElapsedGameTime; }
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internal set { m_ElapsedGameTime = value; }
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}
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private float m_ElapsedRealTime;
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/// <summary>
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/// Gets the elapsed real time, in seconds.
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/// </summary>
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/// <value>The elapsed real time.</value>
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public float ElapsedRealTime
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{
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get { return m_ElapsedRealTime; }
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internal set { m_ElapsedRealTime = value; }
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}
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private float m_TotalGameTime;
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/// <summary>
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/// Gets the total game time, in seconds.
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/// </summary>
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/// <value>The total game time.</value>
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public float TotalGameTime
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{
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get { return m_TotalGameTime; }
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internal set { m_TotalGameTime = value; }
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}
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private float m_TotalRealTime;
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/// <summary>
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/// Gets the total real time, in seconds.
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/// </summary>
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/// <value>The total real time.</value>
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public float TotalRealTime
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{
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get { return m_TotalRealTime; }
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internal set { m_TotalRealTime = value; }
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}
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private bool m_IsRunningSlowly;
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/// <summary>
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/// Gets or sets a value indicating whether this instance is running slowly.
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/// </summary>
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/// <value>
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/// <c>true</c> if this instance is running slowly; otherwise, <c>false</c>.
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/// </value>
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public bool IsRunningSlowly
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{
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get { return m_IsRunningSlowly; }
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internal set { m_IsRunningSlowly = value; }
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="GameTime"/> class.
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/// </summary>
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public GameTime()
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="GameTime"/> class.
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/// </summary>
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/// <param name="totalRealTime">The total real time.</param>
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/// <param name="elapsedRealTime">The elapsed real time.</param>
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/// <param name="totalGameTime">The total game time.</param>
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/// <param name="elapsedGameTime">The elapsed game time.</param>
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public GameTime(float totalRealTime, float elapsedRealTime, float totalGameTime, float elapsedGameTime)
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{
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TotalRealTime = totalRealTime;
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ElapsedRealTime = elapsedRealTime;
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TotalGameTime = totalGameTime;
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ElapsedGameTime = elapsedGameTime;
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}
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}
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}
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