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d98a567597
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly. With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
43 lines
1.1 KiB
C
43 lines
1.1 KiB
C
#pragma once
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#include <stdint.h>
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extern int GameTicRate;
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extern double TimeScale;
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// Called by D_DoomLoop, sets the time for the current frame
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void I_SetFrameTime();
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// Called by D_DoomLoop, returns current time in tics.
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int I_GetTime();
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// same, but using nanoseconds
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uint64_t I_GetTimeNS();
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// Called by Build games in lieu of totalclock, returns current time in tics at ticrate of 120.
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int I_GetBuildTime();
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double I_GetTimeFrac();
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// like I_GetTime, except it waits for a new tic before returning
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int I_WaitForTic(int);
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// Freezes tic counting temporarily. While frozen, calls to I_GetTime()
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// will always return the same value.
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// You must also not call I_WaitForTic() while freezing time, since the
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// tic will never arrive (unless it's the current one).
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void I_FreezeTime(bool frozen);
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// [RH] Returns millisecond-accurate time
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uint64_t I_msTime();
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// [RH] Returns nanosecond-accurate time in milliseconds
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double I_msTimeF(void);
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// [SP] Returns millisecond-accurate time from start
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uint64_t I_msTimeFS();
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// Nanosecond-accurate time
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uint64_t I_nsTime();
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// Reset the timer after a lengthy operation
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void I_ResetFrameTime();
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