/** * 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(); }