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iVirtualClock Struct Reference

A virtual game clock. More...

#include <virtclk.h>

Inheritance diagram for iVirtualClock:

iBase csVirtualClock List of all members.

Public Methods

virtual void Advance ()=0
 Advance the engine's virtual-time clock.

virtual void Suspend ()=0
 Suspend the engine's virtual-time clock.<. More...

virtual void Resume ()=0
 Resume the engine's virtual-time clock.<. More...

virtual csTicks GetElapsedTicks () const=0
 Query the time elapsed between the two most recent invocations of Advance().

virtual csTicks GetCurrentTicks () const=0
 Returns the absolute time of the last call to Advance().


Detailed Description

A virtual game clock.

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


Member Function Documentation

void iVirtualClock::Resume ( ) [pure virtual]
 

Resume the engine's virtual-time clock.<.

p> Call this function when the client application begins invoking Advance() again after extended down-time. This function is the complement of SuspendVirtualTimeClock().

Reimplemented in csVirtualClock.

void iVirtualClock::Suspend ( ) [pure virtual]
 

Suspend the engine's virtual-time clock.<.

p> 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().

Reimplemented in csVirtualClock.


The documentation for this struct was generated from the following file:
Generated for Crystal Space by doxygen 1.2.5 written by Dimitri van Heesch, ©1997-2000