raze-gles/source/common/utility/i_time.h
Mitchell Richters 4a70f6efd0 - Allow ticrate to be specified to timer code, while still defaulting to GameTicRate. Move out I_GetBuildTime() from common code to gamefuncs.h as part of this.
* Allow specification of floating point ticrates as it's possible Blood's QAVs could have a fractional ticrate.
2021-08-05 14:52:55 +10:00

40 lines
1.1 KiB
C

#pragma once
#include <stdint.h>
extern int GameTicRate;
extern double TimeScale;
// Called by D_DoomLoop, sets the time for the current frame
void I_SetFrameTime();
// Called by D_DoomLoop, returns current time in tics.
int I_GetTime(double const ticrate = GameTicRate);
// same, but using nanoseconds
uint64_t I_GetTimeNS();
double I_GetTimeFrac(double const ticrate = GameTicRate);
// like I_GetTime, except it waits for a new tic before returning
int I_WaitForTic(int prevtic, double const ticrate = GameTicRate);
// Freezes tic counting temporarily. While frozen, calls to I_GetTime()
// will always return the same value.
// You must also not call I_WaitForTic() while freezing time, since the
// tic will never arrive (unless it's the current one).
void I_FreezeTime(bool frozen);
// [RH] Returns millisecond-accurate time
uint64_t I_msTime();
// [RH] Returns nanosecond-accurate time in milliseconds
double I_msTimeF(void);
// [SP] Returns millisecond-accurate time from start
uint64_t I_msTimeFS();
// Nanosecond-accurate time
uint64_t I_nsTime();
// Reset the timer after a lengthy operation
void I_ResetFrameTime();