Nebula
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Game::Time Namespace Reference

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 Statestate = nullptr
 

Function Documentation

◆ CreateTimeSource()

TimeSource *const Game::Time::CreateTimeSource ( TimeSourceCreateInfo const & info)

create a timesource. The global time manager handles the timesources.

◆ GetGlobalTimeFactor()

float Game::Time::GetGlobalTimeFactor ( )

get the global time scale

◆ GetTimeSource()

TimeSource *const Game::Time::GetTimeSource ( uint32_t TIMESOURCE_HASH)

get a time source by hash

◆ SetGlobalTimeFactor()

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.

Variable Documentation

◆ state

State* Game::Time::state = nullptr
static