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DTXManiaソリューション、DTXManiaプロジェクト、DTXCreatorプロジェクト、FDKプロジェクトについて英語化。
[dtxmania/dtxmania.git] / FDK / コード / 01.フレームワーク / Core / GameTime.cs
diff --git a/FDK/コード/01.フレームワーク/Core/GameTime.cs b/FDK/コード/01.フレームワーク/Core/GameTime.cs
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+/*
+* Copyright (c) 2007-2009 SlimDX Group
+* 
+* Permission is hereby granted, free of charge, to any person obtaining a copy
+* of this software and associated documentation files (the "Software"), to deal
+* in the Software without restriction, including without limitation the rights
+* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+* copies of the Software, and to permit persons to whom the Software is
+* furnished to do so, subject to the following conditions:
+* 
+* The above copyright notice and this permission notice shall be included in
+* all copies or substantial portions of the Software.
+* 
+* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+* THE SOFTWARE.
+*/
+
+namespace SampleFramework
+{
+    /// <summary>
+    /// Contains the current timing state of the game.
+    /// </summary>
+    public class GameTime
+    {
+               private float m_FramesPerSecond;
+        /// <summary>
+        /// Gets the current frames-per-second measure.
+        /// </summary>
+        /// <value>The current frames-per-second measure.</value>
+        public float FramesPerSecond
+        {
+                       get { return m_FramesPerSecond; }
+                       internal set { m_FramesPerSecond = value; }
+        }
+
+               private float m_ElapsedGameTime;
+        /// <summary>
+        /// Gets the elapsed game time, in seconds.
+        /// </summary>
+        /// <value>The elapsed game time.</value>
+        public float ElapsedGameTime
+        {
+                       get { return m_ElapsedGameTime; }
+                       internal set { m_ElapsedGameTime = value; }
+        }
+
+               private float m_ElapsedRealTime;
+        /// <summary>
+        /// Gets the elapsed real time, in seconds.
+        /// </summary>
+        /// <value>The elapsed real time.</value>
+        public float ElapsedRealTime
+        {
+                       get { return m_ElapsedRealTime; }
+                       internal set { m_ElapsedRealTime = value; }
+        }
+
+               private float m_TotalGameTime;
+        /// <summary>
+        /// Gets the total game time, in seconds.
+        /// </summary>
+        /// <value>The total game time.</value>
+        public float TotalGameTime
+        {
+            get { return m_TotalGameTime; }
+            internal set { m_TotalGameTime = value; }
+        }
+
+        private float m_TotalRealTime;
+        /// <summary>
+        /// Gets the total real time, in seconds.
+        /// </summary>
+        /// <value>The total real time.</value>
+        public float TotalRealTime
+        {
+            get { return m_TotalRealTime; }
+            internal set { m_TotalRealTime = value; }
+        }
+
+        private bool m_IsRunningSlowly;
+        /// <summary>
+        /// Gets or sets a value indicating whether this instance is running slowly.
+        /// </summary>
+        /// <value>
+        /// <c>true</c> if this instance is running slowly; otherwise, <c>false</c>.
+        /// </value>
+        public bool IsRunningSlowly
+        {
+            get { return m_IsRunningSlowly; }
+            internal set { m_IsRunningSlowly = value; }
+        }
+
+        /// <summary>
+        /// Initializes a new instance of the <see cref="GameTime"/> class.
+        /// </summary>
+        public GameTime()
+        {
+        }
+
+        /// <summary>
+        /// Initializes a new instance of the <see cref="GameTime"/> class.
+        /// </summary>
+        /// <param name="totalRealTime">The total real time.</param>
+        /// <param name="elapsedRealTime">The elapsed real time.</param>
+        /// <param name="totalGameTime">The total game time.</param>
+        /// <param name="elapsedGameTime">The elapsed game time.</param>
+        public GameTime(float totalRealTime, float elapsedRealTime, float totalGameTime, float elapsedGameTime)
+        {
+            TotalRealTime = totalRealTime;
+            ElapsedRealTime = elapsedRealTime;
+            TotalGameTime = totalGameTime;
+            ElapsedGameTime = elapsedGameTime;
+        }
+    }
+}