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e491d15ff9
* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
46 lines
1.3 KiB
C
46 lines
1.3 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(double const ticrate = GameTicRate);
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// same, but using nanoseconds
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uint64_t I_GetTimeNS();
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double I_GetTimeFrac(double const ticrate = GameTicRate);
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// like I_GetTime, except it waits for a new tic before returning
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int I_WaitForTic(int prevtic, double const ticrate = GameTicRate);
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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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// Return a decimal fraction to scale input operations at framerate
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double I_GetInputFrac(bool const synchronised, double const ticrate = GameTicRate);
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// Reset the last input check to after a lengthy operation
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void I_ResetInputTime();
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