void moTimelineRuler::OnTimer( wxTimerEvent &event) { m_play_value = moGetTicks(); Refresh(); }
int moEffect::luaGetTicks(moLuaVirtualMachine& vm) { lua_State *luastate = (lua_State *) vm; lua_pushnumber(luastate, (lua_Number) moGetTicks() ); return 1; }
void moEventPacket::ClearPacket() { for(int i=0;i<maxEventNum;i++) buffer_events[i] = empty_event; num_events = 0; packet_full = false; time0 = moGetTicks() / 1000.0; }
bool moEventPacket::ReadyToSend() { float time1 = moGetTicks() / 1000.0; return (sendInterval <= time1 - time0) || packet_full; }
void moPostEffectDebug::Draw( moTempo* tempogral,moEffectState* parentstate) { //calculamos ticks y frames x seg moTextArray TextArray; MOulong timecodeticks; int w; int h; BeginDraw( tempogral, parentstate); if (m_pResourceManager) { w = m_pResourceManager->GetRenderMan()->ScreenWidth(); h = m_pResourceManager->GetRenderMan()->ScreenHeight(); } ticksprevious = ticks; ticks = moGetTicksAbsolute(); tickselapsed = ticks - ticksprevious; fps_current = 1000.0 / tickselapsed; fps_mean += fps_current; fps_count++; if (fps_count % 10 == 0) { fps_mean /= 10; fps_text = moText("FPS = ") + (moText)FloatToStr(fps_mean); fps_mean = 0; fps_count = 0; } TextArray.Add(fps_text); /* for(int g=560;g>=80 ;g-=20) { //glPrint(0,g,MODebug2->Pop(),0,1.0,1.0); //glPrint(0,g,moText("test"),0,1.0,1.0); } */ /* moText state_datos; moText state_luminosidad; moText state_colorido; moText state_magnitude; state_datos+= "SINC: "; state_datos+= IntToStr(state.synchronized); state_datos+= " FAC: "; state_datos+= FloatToStr(m_EffectState.tempo.factor,4); state_datos+= " SYNCRO: "; state_datos+= FloatToStr(m_EffectState.tempo.syncro,4); state_luminosidad+="ALPHA:"; state_luminosidad+= FloatToStr(state.alpha,4); state_luminosidad+="LUM:"; state_luminosidad+= FloatToStr(state.tint,4); state_colorido+="ALPHA:"; state_colorido+= FloatToStr(state.tintc,4); state_colorido+="SAT:"; state_colorido+= FloatToStr(state.tints,4); state_magnitude+="DELTA:"; state_magnitude+= FloatToStr(m_EffectState.tempo.delta,4); state_magnitude+="AMP:"; state_magnitude+= FloatToStr(state.amplitude,4); MODebug2->Push(state_datos); MODebug2->Push(state_luminosidad); MODebug2->Push(state_colorido); MODebug2->Push(state_magnitude); */ moFont mFont = m_Config.Font( moR(DEBUG_FONT) ); PreDraw( tempogral, parentstate); // Cambiar la proyeccion para una vista ortogonal // glDisable(GL_DEPTH_TEST); // Disables Depth Testing glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glOrtho(0,w,0,h,-1,1); // Set Up An Ortho Screen glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The View glEnable(GL_BLEND); //color SetColor( m_Config[moR(DEBUG_COLOR)], m_Config[moR(DEBUG_ALPHA)], m_EffectState ); moText Texto = moText(""); int minutes; int seconds; int frames; //if (mFont) { /* pFont->Draw( 0.0, 0.0, Texto, m_Config[moR(DEBUG_FONT)][MO_SELECTED][2].Int(), 0 ); */ Texto+= fps_text; timecodeticks = moGetTicks(); minutes = timecodeticks / (1000*60); seconds = (timecodeticks - minutes*1000*60) / 1000; frames = (timecodeticks - minutes*1000*60 - seconds*1000 ) * 25 / 1000; Texto+= moText(" ticks: ") + (moText)IntToStr(timecodeticks,10) + moText(" ang: ") + (moText)FloatToStr((float)tempogral->ang) + moText(" timecode: ") + (moText)IntToStr(minutes, 2) + moText(":") + (moText)IntToStr(seconds,2) + moText(":") + (moText)IntToStr(frames,2); //glTranslatef( 0.0, 2.0, 0.0 ); mFont.Draw( 0.0, 0.0, Texto, m_Config[moR(DEBUG_FONT)][MO_SELECTED][2].Int(), 0 ); moText Final; int cint = 0; //Final = moText("Debug "); //for( int i=0; i<MODebug2->Count(); i++ ) { // cint++; //Final = MODebug2->GetMessages().Get(i); //} cint = MODebug2->Count(); //Final = Final + moText("(")+IntToStr( cint ) + moText("):"); //if (cint>0) Final = Final + (moText)MODebug2->GetLast(); /* for( int i=0; i<(cint-1); i++ ) { Final = MODebug2->Pop(); } */ mFont.Draw( 0.0, 48.0, Final ); //moText infod = moText("screen width:")+IntToStr(w)+moText(" screen height:")+IntToStr(h); //pFont->Draw( 0, 0, infod, m_Config[moR(TEXT_FONT)][MO_SELECTED][2].Int(), 0, 2.0, 2.0, 0.0); //} glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPopMatrix(); // Restore The Old Projection Matrix glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPopMatrix(); // Restore The Old Projection Matrix }