Core/Clock: Restart now returns the elapsed time in milliseconds
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@ -59,6 +59,7 @@ Nazara Engine:
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- Fix LuaClass not working correctly when Lua stack wasn't empty
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- Add RigidBody2D simulation control (via EnableSimulation and IsSimulationEnabled), which allows to disable physics and collisions at will.
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- ⚠️ LuaInstance no longer load all lua libraries on construction, this is done in the new LoadLibraries method which allows you to excludes some libraries
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- Clock::Restart now returns the elapsed microseconds since construction or last Restart call
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Nazara Development Kit:
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- Added ImageWidget (#139)
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@ -107,8 +107,7 @@ namespace Ndk
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if (m_shouldQuit)
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return false;
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m_updateTime = m_updateClock.GetSeconds();
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m_updateClock.Restart();
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m_updateTime = m_updateClock.Restart() / 1'000'000.f;
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for (World& world : m_worlds)
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world.Update(m_updateTime);
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@ -325,9 +325,7 @@ int main()
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while (application.Run())
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{
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Nz::UInt64 elapsedUS = updateClock.GetMicroseconds();
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// On relance l'horloge
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updateClock.Restart();
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Nz::UInt64 elapsedUS = updateClock.Restart() / 1'000'000;
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// Mise à jour (Caméra)
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const Nz::UInt64 updateRate = 1000000 / 60; // 60 fois par seconde
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@ -32,7 +32,7 @@ namespace Nz
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bool IsPaused() const;
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void Pause();
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void Restart();
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UInt64 Restart();
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void Unpause();
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Clock& operator=(const Clock& clock) = default;
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@ -46,7 +46,7 @@ namespace Nz
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bool m_paused;
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};
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typedef UInt64 (*ClockFunction)();
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using ClockFunction = UInt64 (*)();
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extern NAZARA_CORE_API ClockFunction GetElapsedMicroseconds;
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extern NAZARA_CORE_API ClockFunction GetElapsedMilliseconds;
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@ -67,7 +67,7 @@ namespace Nz
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*/
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float Clock::GetSeconds() const
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{
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return GetMicroseconds()/1000000.f;
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return GetMicroseconds()/1'000'000.f;
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}
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/*!
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@ -132,15 +132,26 @@ namespace Nz
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/*!
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* \brief Restart the clock
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* \return Microseconds elapsed
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*
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* Restarts the clock, putting it's time counter back to zero (as if the clock got constructed).
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* It also compute the elapsed microseconds since the last Restart() call without any time loss (a problem that the combination of GetElapsedMicroseconds and Restart have).
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*/
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void Clock::Restart()
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UInt64 Clock::Restart()
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{
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NazaraLock(m_mutex);
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Nz::UInt64 now = GetElapsedMicroseconds();
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Nz::UInt64 elapsedTime = m_elapsedTime;
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if (!m_paused)
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elapsedTime += (now - m_refTime);
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m_elapsedTime = 0;
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m_refTime = GetElapsedMicroseconds();
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m_refTime = now;
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m_paused = false;
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return elapsedTime;
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}
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/*!
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@ -51,9 +51,8 @@ SCENARIO("EventHandler", "[PLATFORM][EVENTHANDLER][INTERACTIVE][.]")
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while (app.Run())
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{
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window.Display();
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float elapsedTime = elapsedTimeClock.GetSeconds();
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elapsedTimeClock.Restart();
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float elapsedTime = elapsedTimeClock.Restart() / 1'000'000;
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if (!fsm.Update(elapsedTime))
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{
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NazaraError("Failed to update state machine.");
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