Manages the freezing and single frame stepping of the game time.
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#include <FreezeTime.h>
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bool | HackedKeyRelease (AZUL_KEY k) |
| Checks if a key has been released (private implementation).
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void | TestForFreezeKeys () |
| Tests for freeze keys and handles their input (private implementation).
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DWORD | GetRefreshRate () |
| Retrieves the refresh rate of the monitor.
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const float | DEFAULT_FRAME_TIME |
| Default frame time, adjusted to monitor's refresh rate.
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float | totalFrozenTime |
| Total time the game has been frozen.
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bool | freeze_mode_active |
| Indicates if freeze mode is active.
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static const AZUL_KEY | FREEZE_KEY = AZUL_KEY::KEY_F10 |
| Key to toggle freeze mode.
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static const AZUL_KEY | SINGLE_FRAME_KEY = AZUL_KEY::KEY_F9 |
| Key to advance a single frame in freeze mode.
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static const float | DEAD_TIME_THRESHOLD = 0.1f |
| Threshold for dead time.
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Manages the freezing and single frame stepping of the game time.
The FreezeTime class is responsible for managing the freezing and single frame stepping of the game time. It provides methods to compute the game time, handle key inputs for freezing, and manage the frozen time.
◆ ComputeGameTime()
float FreezeTime::ComputeGameTime |
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float | prev_time | ) |
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Computes the game time, taking into account any frozen time.
- Parameters
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prev_time | The previous game time. |
- Returns
- The computed game time.
◆ GetRefreshRate()
DWORD FreezeTime::GetRefreshRate |
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private |
Retrieves the refresh rate of the monitor.
- Returns
- The refresh rate in Hz.
◆ HackedKeyRelease()
bool FreezeTime::HackedKeyRelease |
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AZUL_KEY | k | ) |
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private |
Checks if a key has been released (private implementation).
- Parameters
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- Returns
- True if the key has been released, false otherwise.
The documentation for this class was generated from the following files: