/*
* Copyright (c) 2007-2009 SlimDX Group
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
namespace SampleFramework
{
///
/// Contains the current timing state of the game.
///
public class GameTime
{
private float m_FramesPerSecond;
///
/// Gets the current frames-per-second measure.
///
/// The current frames-per-second measure.
public float FramesPerSecond
{
get { return m_FramesPerSecond; }
internal set { m_FramesPerSecond = value; }
}
private float m_ElapsedGameTime;
///
/// Gets the elapsed game time, in seconds.
///
/// The elapsed game time.
public float ElapsedGameTime
{
get { return m_ElapsedGameTime; }
internal set { m_ElapsedGameTime = value; }
}
private float m_ElapsedRealTime;
///
/// Gets the elapsed real time, in seconds.
///
/// The elapsed real time.
public float ElapsedRealTime
{
get { return m_ElapsedRealTime; }
internal set { m_ElapsedRealTime = value; }
}
private float m_TotalGameTime;
///
/// Gets the total game time, in seconds.
///
/// The total game time.
public float TotalGameTime
{
get { return m_TotalGameTime; }
internal set { m_TotalGameTime = value; }
}
private float m_TotalRealTime;
///
/// Gets the total real time, in seconds.
///
/// The total real time.
public float TotalRealTime
{
get { return m_TotalRealTime; }
internal set { m_TotalRealTime = value; }
}
private bool m_IsRunningSlowly;
///
/// Gets or sets a value indicating whether this instance is running slowly.
///
///
/// true if this instance is running slowly; otherwise, false.
///
public bool IsRunningSlowly
{
get { return m_IsRunningSlowly; }
internal set { m_IsRunningSlowly = value; }
}
///
/// Initializes a new instance of the class.
///
public GameTime()
{
}
///
/// Initializes a new instance of the class.
///
/// The total real time.
/// The elapsed real time.
/// The total game time.
/// The elapsed game time.
public GameTime(float totalRealTime, float elapsedRealTime, float totalGameTime, float elapsedGameTime)
{
TotalRealTime = totalRealTime;
ElapsedRealTime = elapsedRealTime;
TotalGameTime = totalGameTime;
ElapsedGameTime = elapsedGameTime;
}
}
}