sqwarmed/sdk_src/game/shared/game_timescale_shared.h

77 lines
2.0 KiB
C++

//============ Copyright (c) Valve Corporation, All rights reserved. ============
#ifndef GAME_TIMESCALE_SHARED_H
#define GAME_TIMESCALE_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
//=============================================================================
//
// Smoothly blends the timescale through an engine interface
//
class CGameTimescale : public CAutoGameSystemPerFrame
{
public:
enum Interpolators_e
{
INTERPOLATOR_LINEAR,
INTERPOLATOR_ACCEL,
INTERPOLATOR_DEACCEL,
INTERPOLATOR_EASE_IN_OUT,
};
// Creation/Destruction.
CGameTimescale();
~CGameTimescale();
// Initialization/Shutdown.
virtual bool Init();
virtual void Shutdown();
#ifdef CLIENT_DLL
virtual void Update( float frametime );
#else
virtual void FrameUpdatePostEntityThink();
#endif
// Level init, shutdown
virtual void LevelInitPostEntity();
virtual void LevelShutdownPostEntity();
float GetCurrentTimescale( void ) const { return m_flCurrentTimescale; }
float GetDesiredTimescale( void ) const { return m_flDesiredTimescale; }
// Set the timescale to an exact value without doing a ramp in/out blend
void SetCurrentTimescale( float flTimescale );
// Sets the desired timescale and will automatically ramp in/out
void SetDesiredTimescaleAtTime( float flDesiredTimescale, float flDurationRealTimeSeconds = 0.0f, Interpolators_e nInterpolatorType = INTERPOLATOR_LINEAR, float flStartBlendTime = 0.0f );
void SetDesiredTimescale( float flDesiredTimescale, float flDurationRealTimeSeconds = 0.0f, Interpolators_e nInterpolatorType = INTERPOLATOR_LINEAR, float flDelayRealtime = 0.0f );
private:
void UpdateTimescale( void );
void ResetTimescale( void );
private:
float m_flDesiredTimescale;
float m_flCurrentTimescale;
float m_flDurationRealTimeSeconds;
Interpolators_e m_nInterpolatorType;
float m_flStartTimescale;
float m_flStartBlendTime;
float m_flStartBlendRealtime;
};
CGameTimescale *GameTimescale();
#endif // GAME_TIMESCALE_SHARED_H