//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(AFX_FRAMETIMER_H__00CDF717_3628_42C1_B84E_6F9B15C4FC4E__INCLUDED_) #define AFX_FRAMETIMER_H__00CDF717_3628_42C1_B84E_6F9B15C4FC4E__INCLUDED_ #include #include #include class FrameTimer : public GameStateI { public: static FrameTimer *instance(); // Inherited from GameStateI virtual void draw(const unsigned state); virtual void simulate(const unsigned state, float frameTime); protected: static FrameTimer *instance_; float totalTime_; int frameCount_; int geomCount(dSpaceID space); Clock frameClock_; private: FrameTimer(); virtual ~FrameTimer(); }; #endif // !defined(AFX_FRAMETIMER_H__00CDF717_3628_42C1_B84E_6F9B15C4FC4E__INCLUDED_)