SDEngine
Game Engine
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sd::PerformanceLayer Struct Reference

#include <PerformanceLayer.hpp>

+ Inheritance diagram for sd::PerformanceLayer:
+ Collaboration diagram for sd::PerformanceLayer:

Public Member Functions

void on_update (float dt)
 
void begin_sleep ()
 
void end_sleep ()
 

Public Attributes

U32 m_frame_count = 0
 
float m_time_accumulator = 0.0f
 
U64 m_cycle_accumulator = 0
 
U64 m_last_cycles = 0
 
float m_sleep_time_accumulator = 0
 
U64 m_sleep_cycle_accumulator = 0
 
U64 m_sleep_start_cycles = 0
 
std::chrono::time_point< std::chrono::high_resolution_clock > m_sleep_start_time
 
- Public Attributes inherited from sd::Layer
bool is_active = true
 
const chardebug_name = nullptr
 
Scenescene = nullptr
 
Applicationapp = nullptr
 
int stage_id = 0
 
ViewId view_id = ViewId{0}
 
Viewview = nullptr
 

Member Function Documentation

◆ begin_sleep()

void sd::PerformanceLayer::begin_sleep ( )
inline

◆ end_sleep()

void sd::PerformanceLayer::end_sleep ( )
inline

◆ on_update()

void sd::PerformanceLayer::on_update ( float  dt)
inline

Member Data Documentation

◆ m_cycle_accumulator

U64 sd::PerformanceLayer::m_cycle_accumulator = 0

◆ m_frame_count

U32 sd::PerformanceLayer::m_frame_count = 0

◆ m_last_cycles

U64 sd::PerformanceLayer::m_last_cycles = 0

◆ m_sleep_cycle_accumulator

U64 sd::PerformanceLayer::m_sleep_cycle_accumulator = 0

◆ m_sleep_start_cycles

U64 sd::PerformanceLayer::m_sleep_start_cycles = 0

◆ m_sleep_start_time

std::chrono::time_point<std::chrono::high_resolution_clock> sd::PerformanceLayer::m_sleep_start_time

◆ m_sleep_time_accumulator

float sd::PerformanceLayer::m_sleep_time_accumulator = 0

◆ m_time_accumulator

float sd::PerformanceLayer::m_time_accumulator = 0.0f

The documentation for this struct was generated from the following file: