refactor: move timer out of engine into separate module
This commit is contained in:
parent
e86f83fff1
commit
5e310b87e3
10 changed files with 6 additions and 121 deletions
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@ -1,4 +1,5 @@
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add_subdirectory(./base)
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add_subdirectory(./base)
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add_subdirectory(./time)
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add_subdirectory(./logger)
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add_subdirectory(./logger)
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add_subdirectory(./debug)
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add_subdirectory(./debug)
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@ -3,14 +3,12 @@ if(NOT WIN32)
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core/application.cpp
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core/application.cpp
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layer/layer.cpp
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layer/layer.cpp
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layer/layer_stack.cpp
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layer/layer_stack.cpp
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time/timer.cpp
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)
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)
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else()
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else()
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add_library_module(engine
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add_library_module(engine
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core/application.cpp
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core/application.cpp
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layer/layer.cpp
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layer/layer.cpp
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layer/layer_stack.cpp
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layer/layer_stack.cpp
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time/timer.cpp
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)
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)
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endif()
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endif()
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@ -25,6 +23,7 @@ PUBLIC
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ecs
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ecs
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window
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window
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glad
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glad
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time
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opengl::opengl
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opengl::opengl
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EnTT::EnTT
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EnTT::EnTT
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)
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)
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include <engine/time/timer.hpp>
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#include <time/timer.hpp>
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namespace lt {
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namespace lt {
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@ -3,8 +3,6 @@
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#include <engine/core/application.hpp>
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#include <engine/core/application.hpp>
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#include <engine/layer/layer.hpp>
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#include <engine/layer/layer.hpp>
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#include <engine/layer/layer_stack.hpp>
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#include <engine/layer/layer_stack.hpp>
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#include <engine/time/timer.hpp>
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#include <imgui.h>
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#include <logger/logger.hpp>
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#include <logger/logger.hpp>
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#include <renderer/framebuffer.hpp>
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#include <renderer/framebuffer.hpp>
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#include <renderer/graphics_context.hpp>
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#include <renderer/graphics_context.hpp>
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@ -1,113 +0,0 @@
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import re
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import pathlib
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import sys
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import argparse
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from collections import defaultdict
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# Convert PascalCase to snake_case
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import re
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def to_snake_case(name):
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# Skip if ALL CAPS (macros)
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if name.isupper():
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return name.lower() # or just return name if you want to keep macros fully uppercase
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# Step 1: Split acronyms followed by normal PascalCase words (APIClient → API_Client)
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name = re.sub(r'([A-Z]+)([A-Z][a-z])', r'\1_\2', name)
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# Step 2: Split lowercase/digit to uppercase (fooBar → foo_Bar)
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name = re.sub(r'(?<=[a-z0-9])(?=[A-Z])', '_', name)
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# Step 3: Split letter-digit transitions only if digit is followed by uppercase letter
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name = re.sub(r'(?<=[a-zA-Z])(?=[0-9][A-Z])', '_', name)
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# Step 4: Split digit-letter transitions (RGBA32Float → RGBA_32_Float)
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name = re.sub(r'(?<=[0-9])(?=[a-zA-Z])', '_', name)
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# Step 5: Fix accidental splits like '_2_D' → '_2d'
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name = re.sub(r'_(\d+)_([a-z])', r'_\1\2', name, flags=re.IGNORECASE)
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return name.lower()
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# Get all .cpp/.h/.hpp/.c files in the project (excluding vendor/third-party folders)
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def get_source_files(root_dir):
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skip_dirs = {"vendor", "external", "third_party", "Dependencies", "build"}
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for path in pathlib.Path(root_dir).rglob("*"):
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if path.suffix.lower() in {".cpp", ".h", ".hpp", ".c"}:
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if not any(part in skip_dirs for part in path.parts):
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yield path
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# Extract PascalCase function names from definitions
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def extract_pascal_functions(code):
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# Collect all class/struct names
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class_names = set(re.findall(r'\b(class|struct)\s+([A-Za-z_][A-Za-z0-9_]*)', code))
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class_names = {name for _, name in class_names}
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# Match PascalCase function names, not prefixed with ~
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candidates = re.findall(r'\b(?:[A-Za-z_][\w:<>]*)\s+([A-Z][A-Za-z0-9_]*)\s*\(', code)
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valid_funcs = set()
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for name in candidates:
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if name.startswith("~"):
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continue # Skip destructors
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if name in class_names:
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continue # Skip constructors
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valid_funcs.add(name)
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return valid_funcs
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# Rename function names in content
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def rename_usages(content, rename_map):
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for original, replacement in rename_map.items():
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# Word-boundary replace: only full function names (not part of other identifiers)
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content = re.sub(rf'\b{original}\b', replacement, content)
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return content
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def main():
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parser = argparse.ArgumentParser(description="Rename project-defined PascalCase functions to snake_case")
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parser.add_argument("project_dir", help="Path to project root")
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parser.add_argument("--apply", action="store_true", help="Actually modify files")
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args = parser.parse_args()
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project_dir = args.project_dir
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defined_functions = set()
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print("[+] Scanning for function definitions...")
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# First pass: collect function definitions
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for file_path in get_source_files(project_dir):
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try:
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text = file_path.read_text(encoding='utf-8')
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matches = extract_pascal_functions(text)
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for name in matches:
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if name.isidentifier() and not name.startswith("ImGui"): # crude 3rd-party filter
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defined_functions.add(name)
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except Exception as e:
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print(f"[!] Error reading {file_path}: {e}")
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if not defined_functions:
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print("[-] No PascalCase function definitions found.")
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return
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rename_map = {name: to_snake_case(name) for name in defined_functions if name != to_snake_case(name)}
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print(f"[+] Found {len(rename_map)} functions to rename:")
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for orig, snake in rename_map.items():
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print(f" {orig} → {snake}")
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if not args.apply:
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print("\n[DRY RUN] No files will be modified. Use --apply to perform renaming.\n")
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# Second pass: apply renaming
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for file_path in get_source_files(project_dir):
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try:
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content = file_path.read_text(encoding='utf-8')
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new_content = rename_usages(content, rename_map)
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if new_content != content:
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print(f"[~] Updating {file_path}")
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if args.apply:
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file_path.write_text(new_content, encoding='utf-8')
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except Exception as e:
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print(f"[!] Error processing {file_path}: {e}")
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if __name__ == "__main__":
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main()
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#include <engine/core/application.hpp>
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#include <engine/core/application.hpp>
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#include <engine/layer/layer.hpp>
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#include <engine/layer/layer.hpp>
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#include <engine/layer/layer_stack.hpp>
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#include <engine/layer/layer_stack.hpp>
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#include <engine/time/timer.hpp>
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#include <input/events/event.hpp>
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#include <input/events/event.hpp>
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#include <input/events/keyboard.hpp>
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#include <input/events/keyboard.hpp>
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#include <input/events/window.hpp>
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#include <input/events/window.hpp>
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#include <engine/engine.hpp>
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#include <engine/engine.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <imgui.h>
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#include <mirror/panel/asset_browser.hpp>
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#include <mirror/panel/asset_browser.hpp>
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#include <mirror/panel/properties.hpp>
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#include <mirror/panel/properties.hpp>
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#include <mirror/panel/scene_hierarchy.hpp>
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#include <mirror/panel/scene_hierarchy.hpp>
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1
modules/time/CMakeLists.txt
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1
modules/time/CMakeLists.txt
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add_library_module(time timer.cpp)
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#include <chrono>
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#include <chrono>
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namespace lt {
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namespace lt {
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class Timer
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class Timer
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#include <engine/time/timer.hpp>
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#include <time/timer.hpp>
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namespace lt {
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namespace lt {
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