using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
namespace BansheeEngine
{
///
/// Manages all time related functionality.
///
public static class Time
{
///
/// Gets the time elapsed since application start, in seconds. Only gets updated once per frame.
///
public static float Elapsed
{
get { return Internal_GetElapsed(); }
}
///
/// Gets the time since last frame was executed, in seconds. Only gets updated once per frame.
///
public static float FrameDelta
{
get { return Internal_GetFrameDelta(); }
}
///
/// Returns the sequential index of the current frame. First frame is 0.
///
public static UInt64 FrameIdx
{
get { return Internal_GetFrameNumber(); }
}
///
/// Returns the precise time since application start, in microseconds. Unlike other time methods this is
/// not only updated every frame, but will return exact time at the moment it is called.
///
public static UInt64 Precise
{
get { return Internal_GetPrecise(); }
}
///
/// Multiply to convert microseconds to seconds.
///
public const float MicroToSecond = 1.0f/1000000.0f;
///
/// Multiply to convert seconds to microseconds.
///
public const float SecondToMicro = 1000000.0f;
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_GetElapsed();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_GetFrameDelta();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern UInt64 Internal_GetFrameNumber();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern UInt64 Internal_GetPrecise();
}
}