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Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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How long the parts of a frame took, in milliseconds of the engine's clock: update (input, lifecycle, update callbacks), render and present. More...
#include <deki/Engine.h>
Public Attributes | |
| uint32_t | update = 0 |
| uint32_t | render = 0 |
| uint32_t | present = 0 |
How long the parts of a frame took, in milliseconds of the engine's clock: update (input, lifecycle, update callbacks), render and present.
For a frame-rate readout; average over many frames, as each is whole milliseconds.
| uint32_t Deki::Engine::FrameTimings::update = 0 |
| uint32_t Deki::Engine::FrameTimings::render = 0 |
| uint32_t Deki::Engine::FrameTimings::present = 0 |