CrystalSpace

Public API Reference

Main Page   Modules   Class Hierarchy   Alphabetical List   Compound List   File List   Compound Members   File Members   Related Pages  

iVirtualClock Struct Reference

A virtual game clock. More...

#include <virtclk.h>

Inheritance diagram for iVirtualClock:

iBase csVirtualClock List of all members.

Public Methods

virtual void Advance ()=0
 Advance the engine's virtual-time clock. More...

virtual void Suspend ()=0
 Suspend the engine's virtual-time clock. More...

virtual void Resume ()=0
 Resume the engine's virtual-time clock. More...

virtual csTicks GetElapsedTicks () const=0
 Query the time elapsed between the two most recent invocations of Advance(). More...

virtual csTicks GetCurrentTicks () const=0
 Returns the absolute time of the last call to Advance(). More...


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 iutil/virtclk.h.


Member Function Documentation

virtual void iVirtualClock::Advance   [pure virtual]
 

Advance the engine's virtual-time clock.

Implemented in csVirtualClock.

virtual csTicks iVirtualClock::GetCurrentTicks   const [pure virtual]
 

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.

virtual csTicks iVirtualClock::GetElapsedTicks   const [pure virtual]
 

Query the time elapsed between the two most recent invocations of Advance().

Implemented in csVirtualClock.

virtual void iVirtualClock::Resume   [pure virtual]
 

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.

virtual void iVirtualClock::Suspend   [pure virtual]
 

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:
Generated for Crystal Space by doxygen 1.2.14