smrendererv3/SMCode/SM.Base/Time/Timer.cs
Michel Fedde 03b3942732 Holidays 12.10. -> 25.10.2020
~ 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.
2020-10-24 15:10:36 +02:00

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2 KiB
C#

#region usings
using System;
using SM.Base.Contexts;
#endregion
namespace SM.Base.Time
{
/// <summary>
/// Timer-System
/// </summary>
public class Timer : Stopwatch
{
/// <summary>
/// Creates a timer with specified seconds.
/// </summary>
/// <param name="seconds"></param>
public Timer(float seconds)
{
Target = seconds;
}
/// <summary>
/// Creates a timer with a time span.
/// </summary>
/// <param name="timeSpan"></param>
public Timer(TimeSpan timeSpan)
{
Target = (float) timeSpan.TotalSeconds;
}
/// <summary>
/// The target time in seconds.
/// </summary>
public float Target { get; private set; }
/// <summary>
/// The already elapsed time but normalized to the target.
/// </summary>
public float ElapsedNormalized { get; private set; }
/// <summary>
/// The event, that is triggered when the timer stops.
/// </summary>
public event Action<Timer, UpdateContext> EndAction;
/// <inheritdoc />
public override void Start()
{
base.Start();
Reset();
}
private protected override void Tick(UpdateContext context)
{
base.Tick(context);
ElapsedNormalized = Elapsed / Target;
if (ElapsedNormalized >= 1) Stopping(context);
}
/// <summary>
/// Occurs, when the timer tries to stop.
/// </summary>
protected virtual void Stopping(UpdateContext context)
{
EndAction?.Invoke(this, context);
Stop();
}
/// <summary>
/// This will trigger <see cref="EndAction" />
/// </summary>
/// <param name="context"></param>
protected void TriggerEndAction(UpdateContext context)
{
EndAction?.Invoke(this, context);
}
}
}