/* Copyright (C) 2022 Wildfire Games. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef INCLUDED_FREQUENCY_FILTER #define INCLUDED_FREQUENCY_FILTER // calculate frequency of events (tuned for 100 Hz) struct IFrequencyFilter { virtual ~IFrequencyFilter() {} virtual void Update(double value) = 0; // smoothed but rapidly tracked frequency virtual double SmoothedFrequency() const = 0; // stable, non-fluctuating value for user display virtual int StableFrequency() const = 0; }; typedef std::shared_ptr PIFrequencyFilter; // expectedFrequency is a guess that hopefully speeds up convergence PIFrequencyFilter CreateFrequencyFilter(double resolution, double expectedFrequency); #endif // #ifndef INCLUDED_FREQUENCY_FILTER