◆ getElapsedSeconds()
| float GameTimer::getElapsedSeconds |
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Returns the elapsed time in seconds since the last call (or since init() on the first call). On non-Windows, spins until at least 1/MAX_FPS seconds have elapsed to enforce the frame rate cap — callers should expect this to block for up to ~33 ms per frame.
◆ getFPS()
| float GameTimer::getFPS |
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Returns the frame rate measured during the last getElapsedSeconds() call. On non-Windows, only valid after at least one getElapsedSeconds() call; returns 0.0f before that. On Windows, computes independently from its own timing query.
The documentation for this class was generated from the following files: