Nebula
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Classes | |
struct | State |
timemanager singleton state More... | |
struct | TimeSourceState |
This struct needs to be structured exactly like the TimeSource struct, just with different qualifiers. More... | |
Functions | |
TimeSource *const | CreateTimeSource (TimeSourceCreateInfo const &info) |
create a timesource. The global time manager handles the timesources. | |
TimeSource *const | GetTimeSource (uint32_t TIMESOURCE_HASH) |
get a time source by hash | |
void | SetGlobalTimeFactor (float factor) |
set global time scale. This should be used sparingly. You can usually set individual time sources time factor instead. | |
float | GetGlobalTimeFactor () |
get the global time scale | |
Variables | |
static State * | state = nullptr |
TimeSource *const Game::Time::CreateTimeSource | ( | TimeSourceCreateInfo const & | info | ) |
create a timesource. The global time manager handles the timesources.
float Game::Time::GetGlobalTimeFactor | ( | ) |
get the global time scale
TimeSource *const Game::Time::GetTimeSource | ( | uint32_t | TIMESOURCE_HASH | ) |
get a time source by hash
void Game::Time::SetGlobalTimeFactor | ( | float | factor | ) |
set global time scale. This should be used sparingly. You can usually set individual time sources time factor instead.
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