// 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 #ifndef NISTOPWATCH_H #define NISTOPWATCH_H #include class NiStopWatch : public NiMemObject { public: NiStopWatch(); void Start(); // start timing if not already started void Stop(); // stop timing if no other counts pending void Hold(); // temporarily stop timing void Unhold(); // resume timing void Reset(); unsigned int GetTime() const; // GetTime() returns timing data in Release // builds, 1 in Debug builds. float GetTimeInSeconds() const; // Returns the same as GetTime(), but in // seconds. Returns 1.0f in Debug builds. unsigned int GetCount() const; // Get # times started - # times stopped protected: unsigned int m_uiCount; // # times started - # times stopped unsigned int m_uiTime; // time when Start() was first called unsigned int m_uiHoldTime; // time when Hold() was called bool m_bHold; // true if currently holding }; #include "NiStopWatch.inl" #endif // #ifndef NISTOPWATCH_H