//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifdef _MSC_VER #pragma warning(disable : 4786) #endif #include "appTime.h" #include namespace DTS { // Default time...base pose AppTime AppTime::smDefaultTime(0,0); // equality tolerance for f64 component F64 AppTime::smTOL = 0.0001; // when converting to string, display int? display float? bool AppTime::smPrintInt = false; bool AppTime::smPrintFloat = true; const char * AppTime::getStr() const { if (!mBuffer) #ifdef __APPLE__ // mac doesn't like the cast to const char mBuffer = new char[64]; #else // non mac doesn't like the non-constant assignment const_cast(mBuffer) = new char[64]; #endif if (smPrintInt && smPrintFloat) sprintf(mBuffer,"%f:%i",F32(f64),u32); else if (smPrintInt) sprintf(mBuffer,"%i",u32); else if (smPrintFloat) sprintf(mBuffer,"%f",F32(f64)); else return ""; return mBuffer; } }; // namespace DTS