After working with @paul.houx on a project a while back and using his fixed timestep setup, I created a class that does this, which I’ve since used in just about every project I’ve worked on:
/*
Copyright (c) 2014, Richard Eakin - All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of conditions and
the following disclaimer.
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the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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*/
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Supports a couple nice things like pausing, seeking time, and disabling fixed timestep. Use it like this:
// in class declaration:
ma::WorldClock mWorldClock;
void YourApp::setup()
{
mWorldClock.getSignalClockStep().connect( signals::slot( this, &YourApp::updateScene ) );
}
void YourApp::update()
{
mWorldClock.update( ci::app::getElapsedSeconds() );
}
void YourApp::updateScene()
{
if( mScene ) {
mScene->update();
}
}
Thanks Paul.
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