#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion
using System;
using Axiom.Core;
namespace Axiom.Controllers{
/// <summary>
/// Summary description for FrameTimeControllerValue.
/// </summary>
public sealed class FrameTimeControllerValue : IControllerValue {
/// <summary>
/// Stores the value of the time elapsed since the last frame.
/// </summary>
private float frameTime;
/// <summary>
/// Float value that should be used to scale controller time.
/// </summary>
private float timeFactor;
public FrameTimeControllerValue() {
// add a frame started event handler
Root.Instance.FrameStarted += new FrameEvent(RenderSystem_FrameStarted);
frameTime = 0;
// default to 1 for standard timing
timeFactor = 1;
}
#region IControllerValue Members
/// <summary>
/// Gets a time scaled value to use for controller functions.
/// </summary>
float IControllerValue.Value {
get {
return frameTime;
}
set {
// Do nothing
}
}
#endregion
#region Properties
/// <summary>
/// Float value that should be used to scale controller time. This could be used
/// to either speed up or slow down controller functions independent of slowing
/// down the render loop.
/// </summary>
public float TimeFactor {
get { return timeFactor; }
set { timeFactor = value; }
}
#endregion
/// <summary>
/// Event handler to the Frame Started event so that we can capture the
/// time since last frame to use for controller functions.
/// </summary>
/// <param name="source"></param>
/// <param name="e"></param>
/// <returns></returns>
private void RenderSystem_FrameStarted(object source, FrameEventArgs e) {
// apply the time factor to the time since last frame and save it
frameTime = timeFactor * e.TimeSinceLastFrame;
}
}
}
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