CrystalSpace

Public API Reference

iVirtualClock Struct Reference

A virtual game clock. More...

#include <iutil/virtclk.h>

Inheritance diagram for iVirtualClock:

Inheritance graph
[legend]
List of all members.

Public Member Functions

virtual void Advance ()=0
 Advance the engine's virtual-time clock.
virtual csTicks GetCurrentTicks () const =0
 Returns the absolute time of the last call to Advance().
virtual csTicks GetElapsedTicks () const =0
 Query the time elapsed between the two most recent invocations of Advance().
virtual void Resume ()=0
 Resume the engine's virtual-time clock.
virtual void Suspend ()=0
 Suspend the engine's virtual-time clock.

Detailed Description

A virtual game clock.

Normally, a single instance of iVirtualClock is placed in the shared object registry (iObjectRegistry).

Main creators of instances implementing this interface:

Main ways to get pointers to this interface:

Definition at line 38 of file 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:
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