Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Fiea::Engine::GameTime Struct Referencefinal

A simple struct which can provide indirect access to a snapshot of the clock information, as well as elapsed frame time. More...

#include <GameClock.h>

Public Types

using Millis = long long

Public Member Functions

Millis Get () const
 Milliseconds since epoch.
Millis Game () const
 Milliseconds since start.
Millis Frame () const
 Milliseconds since last frame.

Public Attributes

friend GameClock

Detailed Description

A simple struct which can provide indirect access to a snapshot of the clock information, as well as elapsed frame time.

Member Typedef Documentation

◆ Millis

using Fiea::Engine::GameTime::Millis = long long

Member Function Documentation

◆ Frame()

Millis Fiea::Engine::GameTime::Frame ( ) const
inline

Milliseconds since last frame.

Returns
milliseconds since last frame

◆ Game()

Millis Fiea::Engine::GameTime::Game ( ) const
inline

Milliseconds since start.

Returns
milliseconds since start
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◆ Get()

Millis Fiea::Engine::GameTime::Get ( ) const
inline

Milliseconds since epoch.

Returns
milliseconds since epoch

Member Data Documentation

◆ GameClock

friend Fiea::Engine::GameTime::GameClock

The documentation for this struct was generated from the following file: