~ Moved code around in files. SM.Base: + PostProcessing-system + OnInitialization() for Scenes. + Shader-Extensions + Added option to not react while unfocused to the window. + Added Screenshots to the window. + Connected the log system to the SM.OGL-action system. ~ Replaced IShader with abstract MaterialShader. ~ When a log compression folder doesn't exist, it will create one. SM.OGL: + Added support for UniformArrays + Added ShaderPreProcessing + Added Shader Extensions. + Added Debug actions. + SM.OGL settings ~ Framebuffer Size is automaticly changed, when the window and scale is set. SM2D: + Added easy shader drawing.
60 lines
No EOL
1.4 KiB
C#
60 lines
No EOL
1.4 KiB
C#
#region usings
|
|
|
|
using System.Collections.Generic;
|
|
using SM.Base.Contexts;
|
|
|
|
#endregion
|
|
|
|
namespace SM.Base.Time
|
|
{
|
|
/// <summary>
|
|
/// Represents a stopwatch.
|
|
/// </summary>
|
|
public class Stopwatch
|
|
{
|
|
private static List<Stopwatch> _activeStopwatches = new List<Stopwatch>();
|
|
|
|
/// <summary>
|
|
/// Contains how much time already has passed. (in seconds)
|
|
/// </summary>
|
|
public float Elapsed { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Starts the stopwatch.
|
|
/// </summary>
|
|
public virtual void Start()
|
|
{
|
|
_activeStopwatches.Add(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a tick.
|
|
/// </summary>
|
|
/// <param name="context"></param>
|
|
private protected virtual void Tick(UpdateContext context)
|
|
{
|
|
Elapsed += context.Deltatime;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stops the stopwatch.
|
|
/// </summary>
|
|
public virtual void Stop()
|
|
{
|
|
_activeStopwatches.Remove(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the stopwatch.
|
|
/// </summary>
|
|
public void Reset()
|
|
{
|
|
Elapsed = 0;
|
|
}
|
|
|
|
internal static void PerformTicks(UpdateContext context)
|
|
{
|
|
for (var i = 0; i < _activeStopwatches.Count; i++) _activeStopwatches[i].Tick(context);
|
|
}
|
|
}
|
|
} |