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mirror of https://github.com/Halofreak1990/XFXFramework synced 2024-12-26 13:49:34 +01:00
Halofreak1990 8f089dc2ab Added the current XFX directory tree.
WARNING!!! This revision cannot compile correctly. It is updated to reflect the many changes within the XFX project.
2010-12-04 16:14:34 +00:00

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2.4 KiB
C++

// Copyright (C) 2010-2012, XFX Team
// All rights reserved.
//
// 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 copyright holder nor the names of any
//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)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
#include <GameTime.h>
namespace XFX
{
bool GameTime::IsRunningSlowly()
{
return _isRunningSlowly;
}
TimeSpan GameTime::TotalGameTime()
{
return _totalGameTime;
}
TimeSpan GameTime::TotalRealTime()
{
return _totalRealTime;
}
GameTime::GameTime()
{
}
GameTime::GameTime(TimeSpan totalRealTime, TimeSpan elapsedRealTime, TimeSpan totalGameTime, TimeSpan elapsedGameTime)
{
GameTime(totalRealTime, elapsedRealTime, totalGameTime, elapsedGameTime, false);
}
GameTime::GameTime(TimeSpan totalRealTime, TimeSpan elapsedRealTime, TimeSpan totalGameTime, TimeSpan elapsedGameTime, bool isRunningSlowly)
{
_totalRealTime = totalRealTime;
_elapsedRealTime = elapsedRealTime;
_totalGameTime = totalGameTime;
_elapsedGameTime = elapsedGameTime;
_isRunningSlowly = isRunningSlowly;
}
}