2019-12-22 23:49:51 +01:00
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// Copyright 2019 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/uuid.h"
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#include "core/hle/service/time/clock_types.h"
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namespace Core {
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class System;
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}
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namespace Service::Time::Clock {
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class SteadyClockCore {
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public:
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SteadyClockCore() = default;
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2020-04-18 01:57:48 +02:00
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virtual ~SteadyClockCore() = default;
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2019-12-22 23:49:51 +01:00
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const Common::UUID& GetClockSourceId() const {
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return clock_source_id;
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}
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void SetClockSourceId(const Common::UUID& value) {
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clock_source_id = value;
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}
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virtual TimeSpanType GetInternalOffset() const = 0;
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virtual void SetInternalOffset(TimeSpanType internal_offset) = 0;
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virtual SteadyClockTimePoint GetTimePoint(Core::System& system) = 0;
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virtual TimeSpanType GetCurrentRawTimePoint(Core::System& system) = 0;
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SteadyClockTimePoint GetCurrentTimePoint(Core::System& system) {
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SteadyClockTimePoint result{GetTimePoint(system)};
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result.time_point += GetInternalOffset().ToSeconds();
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return result;
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}
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bool IsInitialized() const {
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return is_initialized;
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}
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void MarkAsInitialized() {
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is_initialized = true;
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}
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private:
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Common::UUID clock_source_id{Common::UUID::Generate()};
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bool is_initialized{};
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};
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} // namespace Service::Time::Clock
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