You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
IgnoreFrozenTime = 1<<0, // Ignore frozen time for the query
64
+
IgnoreHaltedGame = 1<<1, // Ignore halted game for the query
65
+
};
61
66
62
67
public:
63
68
@@ -76,13 +81,18 @@ class GameEngine : public SubsystemInterface
76
81
Real getUpdateTime(); ///< Get the last engine update delta time.
77
82
Real getUpdateFps(); ///< Get the last engine update fps.
78
83
84
+
static Bool isTimeFrozen(); ///< Returns true if a script has frozen time.
85
+
static Bool isGameHalted(); ///< Returns true if the game is paused or the network is stalling.
86
+
79
87
virtualvoidsetLogicTimeScaleFps( Int fps ); ///< Set the logic time scale fps and therefore scale the simulation time. Is capped by the max render fps and does not apply to network matches.
80
88
virtual Int getLogicTimeScaleFps(); ///< Get the raw logic time scale fps value.
81
89
virtualvoidenableLogicTimeScale( Bool enable ); ///< Enable the logic time scale setup. If disabled, the simulation time scale is bound to the render frame time or network update time.
82
90
virtual Bool isLogicTimeScaleEnabled(); ///< Check whether the logic time scale setup is enabled.
83
-
Int getActualLogicTimeScaleFps(); ///< Get the real logic time scale fps, depending on the max render fps, network state and enabled state.
84
-
Real getActualLogicTimeScaleRatio(); ///< Get the real logic time scale ratio, depending on the max render fps, network state and enabled state.
85
-
Real getActualLogicTimeScaleOverFpsRatio(); ///< Get the real logic time scale over render fps ratio, used to scale down steps in render updates to match logic updates.
91
+
Int getActualLogicTimeScaleFps(LogicTimeQueryFlags flags = 0); ///< Get the real logic time scale fps, depending on the max render fps, network state and enabled state.
92
+
Real getActualLogicTimeScaleRatio(LogicTimeQueryFlags flags = 0); ///< Get the real logic time scale ratio, depending on the max render fps, network state and enabled state.
93
+
Real getActualLogicTimeScaleOverFpsRatio(LogicTimeQueryFlags flags = 0); ///< Get the real logic time scale over render fps ratio, used to scale down steps in render updates to match logic updates.
94
+
Real getLogicTimeStepSeconds(LogicTimeQueryFlags flags = 0); ///< Get the logic time step in seconds
95
+
Real getLogicTimeStepMilliseconds(LogicTimeQueryFlags flags = 0); ///< Get the logic time step in milliseconds
86
96
87
97
virtualvoidsetQuitting( Bool quitting ); ///< set quitting status
88
98
virtual Bool getQuitting(void); ///< is app getting ready to quit.
@@ -97,6 +107,10 @@ class GameEngine : public SubsystemInterface
97
107
98
108
virtualvoidresetSubsystems( void );
99
109
110
+
Bool canUpdateGameLogic();
111
+
Bool canUpdateNetworkGameLogic();
112
+
Bool canUpdateRegularGameLogic();
113
+
100
114
virtual FileSystem *createFileSystem( void ); ///< Factory for FileSystem classes
0 commit comments