added more debug info related to time of day increment
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@ -1086,6 +1086,7 @@ void Game::render2d(){
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str+= "Update FPS: "+intToStr(lastUpdateFps)+"\n";
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str+= "GameCamera pos: "+floatToStr(gameCamera.getPos().x)+","+floatToStr(gameCamera.getPos().y)+","+floatToStr(gameCamera.getPos().z)+"\n";
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str+= "Time: "+floatToStr(world.getTimeFlow()->getTime())+"\n";
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str+= "Time Increment: "+floatToStr(world.getTimeFlow()->getTimeInc())+"\n";
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str+= "Triangle count: "+intToStr(renderer.getTriangleCount())+"\n";
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str+= "Vertex count: "+intToStr(renderer.getPointCount())+"\n";
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str+= "Frame count:"+intToStr(world.getFrameCount())+"\n";
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59
source/glest_game/world/time_flow.h
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59
source/glest_game/world/time_flow.h
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@ -0,0 +1,59 @@
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_TIMEFLOW_H_
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#define _GLEST_GAME_TIMEFLOW_H_
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#include "tileset.h"
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#include "sound.h"
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namespace Glest{ namespace Game{
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using Shared::Sound::StrSound;
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using Shared::Sound::StrSound;
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using Shared::Sound::StaticSound;
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// =====================================================
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// class TimeFlow
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//
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/// Raises time related events (day/night cycle)
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// =====================================================
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class TimeFlow{
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public:
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static const float dusk;
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static const float dawn;
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private:
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bool firstTime;
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Tileset *tileset;
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float time;
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float lastTime;
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float timeInc;
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public:
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void init(Tileset *tileset);
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float getTime() const {return time;}
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bool isDay() const {return time>dawn && time<dusk;}
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bool isNight() const {return !isDay();}
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bool isTotalNight() const {return time<dawn+1.f || time>dusk-1.f;}
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float getTimeInc() const {return timeInc;}
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void update();
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private:
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bool isAproxTime(float time);
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};
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}} //end namespace
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#endif
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