#include <LoopTimingData.h>
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| PROPERTY_R (U64, appCurrentTimeUS, 0ULL) |
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| PROPERTY_R (U64, gameCurrentTimeUS, 0ULL) |
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| PROPERTY_R (U64, appTimeDeltaUS, 0ULL) |
| Real app delta time between frames. Can't be paused (e.g. used by editor)
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| PROPERTY_R (U64, gameTimeDeltaUS, 0ULL) |
| Simulated app delta time between frames. Can be paused. (e.g. used by physics)
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| PROPERTY_RW (U64, accumulator, 0ULL) |
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| PROPERTY_RW (U8, updateLoops, 0u) |
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| PROPERTY_RW (bool, freezeGameTime, true) |
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F32 | alpha () const noexcept |
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void | update (U64 elapsedTimeUSApp, U64 fixedGameTickDurationUS) noexcept |
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Definition at line 43 of file LoopTimingData.h.
◆ alpha()
F32 Divide::LoopTimingData::alpha |
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const |
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noexcept |
◆ PROPERTY_R() [1/4]
Divide::LoopTimingData::PROPERTY_R |
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U64 |
, |
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appCurrentTimeUS |
, |
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0ULL |
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) |
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◆ PROPERTY_R() [2/4]
Divide::LoopTimingData::PROPERTY_R |
( |
U64 |
, |
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appTimeDeltaUS |
, |
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0ULL |
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) |
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Real app delta time between frames. Can't be paused (e.g. used by editor)
◆ PROPERTY_R() [3/4]
Divide::LoopTimingData::PROPERTY_R |
( |
U64 |
, |
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gameCurrentTimeUS |
, |
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0ULL |
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) |
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◆ PROPERTY_R() [4/4]
Divide::LoopTimingData::PROPERTY_R |
( |
U64 |
, |
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gameTimeDeltaUS |
, |
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0ULL |
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) |
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Simulated app delta time between frames. Can be paused. (e.g. used by physics)
◆ PROPERTY_RW() [1/3]
Divide::LoopTimingData::PROPERTY_RW |
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bool |
, |
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freezeGameTime |
, |
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true |
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) |
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◆ PROPERTY_RW() [2/3]
Divide::LoopTimingData::PROPERTY_RW |
( |
U64 |
, |
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accumulator |
, |
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0ULL |
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) |
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◆ PROPERTY_RW() [3/3]
Divide::LoopTimingData::PROPERTY_RW |
( |
U8 |
, |
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updateLoops |
, |
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0u |
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) |
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◆ update()
void Divide::LoopTimingData::update |
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U64 |
elapsedTimeUSApp, |
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U64 |
fixedGameTickDurationUS |
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) |
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noexcept |
The documentation for this struct was generated from the following files: