iVirtualClock Struct Reference
A virtual game clock. More...
#include <virtclk.h>
Inheritance diagram for iVirtualClock:

Public Methods | |
virtual void | Advance ()=0 |
Advance the engine's virtual-time clock. | |
virtual void | Suspend ()=0 |
Suspend the engine's virtual-time clock. | |
virtual void | Resume ()=0 |
Resume the engine's virtual-time clock. | |
virtual csTicks | GetElapsedTicks () const=0 |
Query the time elapsed between the two most recent invocations of Advance(). | |
virtual csTicks | GetCurrentTicks () const=0 |
Returns the absolute time of the last call to Advance(). |
Detailed Description
A virtual game clock.Normally, a single instance of iVirtualClock is placed in the shared object registry (iObjectRegistry).
Definition at line 32 of file virtclk.h.
Member Function Documentation
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Advance the engine's virtual-time clock.
Implemented in csVirtualClock. |
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Returns the absolute time of the last call to Advance(). For game logic you should always use this function instead of csGetTicks(). Implemented in csVirtualClock. |
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Query the time elapsed between the two most recent invocations of Advance().
Implemented in csVirtualClock. |
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Resume the engine's virtual-time clock.
Call this function when the client application begins invoking Advance() again after extended down-time. This function is the complement of Suspend(). Implemented in csVirtualClock. |
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Suspend the engine's virtual-time clock.
Call this function when the client application will fail to call Advance() for an extended period of time. Suspending the virtual-time clock prevents a temporal anomaly from occurring the next time GetElapsedTicks() is called after the application resumes invoking Advance(). Implemented in csVirtualClock. |
The documentation for this struct was generated from the following file:
- iutil/virtclk.h
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