/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* Neither the name of the 'Xith3D Project Group' nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.loop;
import org.xith3d.loop.UpdatingThread.TimingMode;
/**
* An instance of this interface simply provides access to the
* current game-time.
*
* @author Marvin Froehlich (aka Qudus)
*/
public interface GameTimeHost
{
/**
* Sets the timing mode for the <b>frameTime</b>.
*
* @param mode
*/
public void setTimingMode( TimingMode mode );
/**
* @return the timing mode for the <b>frameTime</b>.
*/
public TimingMode getTimingMode();
/**
* @return the time, the game is running. This number depends on the current {@link TimingMode}.
*
* @see #getTimingMode()
*/
public long getGameTime();
/**
* @return the number of nanoseconds the game is running.
*/
public long getGameNanoTime();
/**
* @return the number of microseconds the game is running.
*/
public long getGameMicroTime();
/**
* @return the number of milliseconds the game is running.
*/
public long getGameMilliTime();
/**
* @return the number of time-slices (depending on the {@link TimingMode}) the last frame took.
*/
public long getLastFrameTime();
/**
* @return the number of nanoseconds the last frame took.
*/
public long getLastNanoFrameTime();
}