#include "stdafx.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <Mmsystem.h>
class CGameEngine_Timer{
private:
bool m_bUseLargeTime; //使用大时间标志
__int64 m_int64OneSecondTicks; //一秒内的滴答次数
__int64 m_int64TimeTickStartCounts; //开始的滴答计数值
unsigned long m_ulTimeStart; //timeGetTime开始时间
int m_iFrameCount;
float m_fFPS;
float m_fTime1,m_fTime2,m_fTimeSlice;
public:
CGameEngine_Timer();
~CGameEngine_Timer();
void InitGameTime();
float GetGamePlayTime();
void UpdateFPS();
inline float GetFPS(){return m_fFPS;}
};
//
//#include "stdafx.h"
#include "GameEngine_Timer.h"
CGameEngine_Timer::CGameEngine_Timer(){
InitGameTime();
}
CGameEngine_Timer::~CGameEngine_Timer(){
}
void CGameEngine_Timer::InitGameTime(){
m_iFrameCount=0;
m_fFPS=0;
m_fTime1=0;
m_fTime2=0;
m_fTimeSlice=0;
if(QueryPerformanceFrequency((LARGE_INTEGER*) &m_int64OneSecondTicks)){
m_bUseLargeTime=true;
QueryPerformanceCounter((LARGE_INTEGER*) &m_int64TimeTickStartCounts);
}
else{
m_bUseLargeTime=false;
m_ulTimeStart=timeGetTime();
}
}
float CGameEngine_Timer::GetGamePlayTime(){ //返回已进行的时间,单位毫秒
__int64 int64TimeCurrentCounts;
if(m_bUseLargeTime){
QueryPerformanceCounter((LARGE_INTEGER*) &int64TimeCurrentCounts);
return ((float)(int64TimeCurrentCounts - m_int64TimeTickStartCounts)*(1.0f/m_int64OneSecondTicks)*1000.0f);
}
else{
return ((float)(timeGetTime() - m_ulTimeStart)); //timeGetTime函数返回的时间单位为毫秒
}
}
void CGameEngine_Timer::UpdateFPS(){
m_iFrameCount++; //调用一次,增加一次
if(m_iFrameCount%5==1) //每当余数为1时,记数入m_fTime1
m_fTime1=GetGamePlayTime()/1000;
else if(m_iFrameCount%5==0){ //每当余数为5时,记数入m_fTime2
m_fTime2=GetGamePlayTime()/1000;
m_fTimeSlice=(float)fabs(m_fTime1-m_fTime2); //计算时间差,非负数
}
//更新FPS
m_fFPS=5/m_fTimeSlice;
}