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Nebula
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Classes | |
| struct | Game::TimeSourceCreateInfo |
| Used to create a timesource. More... | |
| struct | Game::TimeSource |
| An object that keeps track of running time and frame time (delta time). More... | |
| class | Game::TimeManager |
| Singleton object which manages all Game::TimeSource objects. More... | |
Namespaces | |
| namespace | Game |
| Game::EditorState. | |
| namespace | Time |
| These are the standard time source objects provided by Application layer: | |
| namespace | Game::Time |
Macros | |
| #define | TIMESOURCE_GAMEPLAY uint32_t('GPTS') |
| #define | TIMESOURCE_INPUT uint32_t('IPTS') |
| #define | TIMESOURCE_SYSTEM uint32_t('SYTS') |
Functions | |
| TimeSource *const | Game::Time::CreateTimeSource (TimeSourceCreateInfo const &info) |
| create a timesource. The global time manager handles the timesources. | |
| 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. | |
| float | Game::Time::GetGlobalTimeFactor () |
| get the global time scale | |
| #define TIMESOURCE_GAMEPLAY uint32_t('GPTS') |
| #define TIMESOURCE_INPUT uint32_t('IPTS') |
| #define TIMESOURCE_SYSTEM uint32_t('SYTS') |