// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #include "NiMetricsLayer.h" #include //--------------------------------------------------------------------------- // NiSystemClockTimer definition //--------------------------------------------------------------------------- inline float NiSystemClockTimer::GetElapsed() const { return m_fElapsed; } //--------------------------------------------------------------------------- inline void NiSystemClockTimer::Start() { m_fStart = NiGetCurrentTimeInSec(); } //--------------------------------------------------------------------------- inline void NiSystemClockTimer::Stop() { m_fElapsed = NiGetCurrentTimeInSec() - m_fStart; } //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // NiPerformanceCounterTimer definition //--------------------------------------------------------------------------- inline float NiPerformanceCounterTimer::GetElapsed() const { return m_fElapsed; } //--------------------------------------------------------------------------- inline void NiPerformanceCounterTimer::Start() { m_uiStart = NiGetPerformanceCounter(); } //--------------------------------------------------------------------------- inline void NiPerformanceCounterTimer::Stop() { unsigned int uiEnd = NiGetPerformanceCounter(); m_fElapsed = (uiEnd - m_uiStart) / NiSystemDesc::GetSystemDesc().GetPerformanceCounterHz(); } //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // NiMetricsTimer base class definition //--------------------------------------------------------------------------- inline NiMetricsTimer::NiMetricsTimer(const char* pcName) : m_pcName(pcName), m_fElapsed(0.0f) { NIASSERT(pcName); } //--------------------------------------------------------------------------- inline const char* NiMetricsTimer::GetName() const { return m_pcName; } //--------------------------------------------------------------------------- inline float NiMetricsTimer::GetElapsed() const { return m_fElapsed; } //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // NiMetricsTimerTemp derived templated definition //--------------------------------------------------------------------------- template inline NiTMetricsTimer::NiTMetricsTimer(const char* pcName) : NiMetricsTimer(pcName) { } //--------------------------------------------------------------------------- template inline NiTMetricsTimer::~NiTMetricsTimer() { } //--------------------------------------------------------------------------- template inline void NiTMetricsTimer::Start() { m_kTimer.Start(); } //--------------------------------------------------------------------------- template inline void NiTMetricsTimer::Stop() { m_kTimer.Stop(); m_fElapsed = m_kTimer.GetElapsed(); } //---------------------------------------------------------------------------