/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. // Description : IOverloadSceneManager interface declaration. #ifndef CRYINCLUDE_CRYCOMMON_IOVERLOADSCENEMANAGER_H #define CRYINCLUDE_CRYCOMMON_IOVERLOADSCENEMANAGER_H #pragma once //================================================================================================== // Name: COverloadSceneManager // Desc: Manages overload values (eg CPU,GPU etc) // 1.0="everything is ok" 0.0="very bad frame rate" // various systems can use this information and control what is currently in the scene // Author: James Chilvers //================================================================================================== struct IOverloadSceneManager { public: // virtual ~IOverloadSceneManager() {} virtual void Reset() = 0; virtual void Update() = 0; // Override auto-calculated scale to reach targetfps. // frameScale is clamped to internal min/max values, // dt is the length of time in seconds to transition virtual void OverrideScale(float frameScale, float dt) = 0; // Go back to auto-calculated scale from an overridden scale virtual void ResetScale(float dt) = 0; // };//------------------------------------------------------------------------------------------------ #endif // CRYINCLUDE_CRYCOMMON_IOVERLOADSCENEMANAGER_H