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authorAki <please@ignore.pl>2022-03-08 19:33:59 +0100
committerAki <please@ignore.pl>2022-03-08 19:33:59 +0100
commite472d9537ee7919630e5f6039f8425b06f6c4213 (patch)
treec146d59b532ec1ae248727faa182102cab6365e2 /Stars45/Game.h
parentb563a07d9fcaa58514eeb3ec78438db56ecf2e63 (diff)
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Replaced time funcs from Game with Clock equivalents
This excludes time compression stuff, as it will need some more attention due to casting. I don't quite like the long invocations that go through game instance first then get the clock. It looks bad. I'll need to rethink how modules are being made available in the codebase.
Diffstat (limited to 'Stars45/Game.h')
-rw-r--r--Stars45/Game.h6
1 files changed, 0 insertions, 6 deletions
diff --git a/Stars45/Game.h b/Stars45/Game.h
index d9054e9..7ecb198 100644
--- a/Stars45/Game.h
+++ b/Stars45/Game.h
@@ -77,17 +77,11 @@ public:
void SetMaxTexSize(int n);
Clock* GetClock();
- DWORD RealTime();
- DWORD GameTime();
DWORD TimeCompression();
void SetTimeCompression(DWORD comp);
DWORD Frame();
- void ResetGameTime();
- void SkipGameTime(double seconds);
double FrameRate();
- double FrameTime();
- double GUITime();
void SetMaxFrameLength(double seconds) { max_frame_length = seconds; }
double GetMaxFrameLength() { return max_frame_length; }