smrendererv3/SMCode/SM.Base/Time/Stopwatch.cs
Michel Fedde beb9c19081 28.10.2020
SM.Core:
+ Particle System
+ scriptable system for scripts

~ Moved Texts- and Particles-namespace to SM.Base.Drawing
~ Changed how you tell the stopwatch to pause. (From method to property)
~ Fixed Randomize.GetFloat(min, max)
~ Now automaticly adds the DrawingBase.Transformation to DrawContext.ModelMatrix. No need to change DrawContext.Instances[0], anymore.

SM.OGL:
+ "one-file-shader"-support

SM2D:
+ DrawParticles (Control for Texture and Color not there yet)

~ Changed coordnate system to upper-right as (1,1)
~ Changed default shader to "one-file-shader"
2020-10-28 18:19:15 +01:00

112 lines
No EOL
2.6 KiB
C#

#region usings
using System;
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>();
private bool _paused = false;
public bool Active { get; private set; } = false;
public bool Paused
{
get => _paused;
set
{
if (value)
Pause();
else
Resume();
}
}
public bool Running => Active && !Paused;
/// <summary>
/// Contains how much time already has passed. (in seconds)
/// </summary>
public float Elapsed { get; protected set; }
/// <summary>
/// Contains the TimeSpan of how much time already passed.
/// </summary>
public TimeSpan ElapsedSpan { get; protected set; }
/// <summary>
/// Starts the stopwatch.
/// </summary>
public virtual void Start()
{
if (Active) return;
_activeStopwatches.Add(this);
Active = true;
}
/// <summary>
/// Performs a tick.
/// </summary>
/// <param name="context"></param>
private protected virtual void Tick(UpdateContext context)
{
Elapsed += context.Deltatime;
ElapsedSpan = TimeSpan.FromSeconds(Elapsed);
}
/// <summary>
/// Resumes the timer.
/// </summary>
protected virtual void Resume()
{
_paused = false;
}
/// <summary>
/// Pauses the timer.
/// </summary>
protected virtual void Pause()
{
_paused = true;
}
/// <summary>
/// Stops the stopwatch.
/// </summary>
public virtual void Stop()
{
if (!Active) return;
Active = false;
_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++)
{
if (_activeStopwatches[i].Paused) continue;
_activeStopwatches[i].Tick(context);
}
}
}
}