raze/source/common/utility/i_time.h

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#pragma once
#include <stdint.h>
extern int GameTicRate;
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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();
// same, but using nanoseconds
uint64_t I_GetTimeNS();
// Called by Build games in lieu of totalclock, returns current time in tics at ticrate of 120.
int I_GetBuildTime();
double I_GetTimeFrac();
// like I_GetTime, except it waits for a new tic before returning
int I_WaitForTic(int);
// 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();
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// [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();