The engine's clock, independent of the platform.
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#include <deki/Time.h>
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| static void | Initialize () |
| | Call once at engine startup.
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| static uint32_t | GetTime () |
| | Milliseconds since Initialize().
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| static uint32_t | GetElapsed (uint32_t previousTime) |
| | Milliseconds since previousTime, a value from GetTime().
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| static void | Update (uint32_t deltaTime) |
| | Call once per frame with the frame's duration in milliseconds.
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| static uint32_t | GetDeltaTime () |
| | Duration of the last frame in milliseconds.
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| static float | GetDeltaTimeF () |
| | Duration of the last frame in milliseconds, with sub-millisecond precision.
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| static void | UpdateF (float deltaTimeMs) |
| | Update() with a float duration, for sub-millisecond precision (the editor's frame limiter).
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| static float | GetFPS () |
| static void | ResetFrameTime () |
| | Call after loading a scene, so the next frame's delta does not include the loading time.
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| static void | SetDelayFunction (std::function< void(uint32_t)> fn) |
| | Sets the platform's sleep function.
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| static void | Delay (uint32_t ms) |
| | Sleeps ms milliseconds through the delay function; does nothing when none is set.
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| static void | SetTimeProvider (std::unique_ptr< ITimeProvider > provider) |
| | Sets the platform's time provider and takes ownership of it.
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The engine's clock, independent of the platform.
All times are in milliseconds.
◆ Initialize()
| void Deki::Time::Initialize |
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Call once at engine startup.
◆ GetTime()
| uint32_t Deki::Time::GetTime |
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◆ GetElapsed()
| uint32_t Deki::Time::GetElapsed |
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uint32_t | previousTime | ) |
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Milliseconds since previousTime, a value from GetTime().
◆ Update()
| void Deki::Time::Update |
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uint32_t | deltaTime | ) |
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Call once per frame with the frame's duration in milliseconds.
◆ GetDeltaTime()
| uint32_t Deki::Time::GetDeltaTime |
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Duration of the last frame in milliseconds.
◆ GetDeltaTimeF()
| float Deki::Time::GetDeltaTimeF |
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Duration of the last frame in milliseconds, with sub-millisecond precision.
◆ UpdateF()
| void Deki::Time::UpdateF |
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float | deltaTimeMs | ) |
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Update() with a float duration, for sub-millisecond precision (the editor's frame limiter).
◆ GetFPS()
| float Deki::Time::GetFPS |
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◆ ResetFrameTime()
| void Deki::Time::ResetFrameTime |
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Call after loading a scene, so the next frame's delta does not include the loading time.
◆ SetDelayFunction()
| void Deki::Time::SetDelayFunction |
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std::function< void(uint32_t)> | fn | ) |
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Sets the platform's sleep function.
Platform init calls it before RunMainLoop starts.
◆ Delay()
| void Deki::Time::Delay |
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uint32_t | ms | ) |
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Sleeps ms milliseconds through the delay function; does nothing when none is set.
◆ SetTimeProvider()
| void Deki::Time::SetTimeProvider |
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std::unique_ptr< ITimeProvider > | provider | ) |
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Sets the platform's time provider and takes ownership of it.
Call it before Initialize().
The documentation for this class was generated from the following file:
- deki-engine/include/deki/Time.h