smrendererv3/SMCode/SM.Base/Utility/Deltatime.cs
Michel Fedde 03b3942732 Holidays 12.10. -> 25.10.2020
~ Moved code around in files.

SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.

~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.

SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings

~ Framebuffer Size is automaticly changed, when the window and scale is set.

SM2D:
+ Added easy shader drawing.
2020-10-24 15:10:36 +02:00

49 lines
No EOL
1.5 KiB
C#

namespace SM.Utility
{
/// <summary>
/// A assistant to control the delta time.
/// </summary>
public class Deltatime
{
/// <summary>
/// Scaling of the delta time.
/// <para>Default: 1</para>
/// </summary>
public float Scale;
/// <summary>
/// If true, it uses <see cref="RenderDelta" />, otherwise <see cref="UpdateDelta" />.
/// <para>Default: false</para>
/// </summary>
public bool UseRender;
/// <summary>
/// Creates a delta time assistant.
/// </summary>
/// <param name="scale">The start scale for the delta time. Default: 1</param>
/// <param name="useRender">
/// If true, it uses <see cref="RenderDelta" />, otherwise <see cref="UpdateDelta" />. Default:
/// false
/// </param>
public Deltatime(float scale = 1, bool useRender = false)
{
UseRender = useRender;
Scale = scale;
}
/// <summary>
/// The current update delta time.
/// </summary>
public static float UpdateDelta { get; internal set; }
/// <summary>
/// The current render delta time.
/// </summary>
public static float RenderDelta { get; internal set; }
/// <summary>
/// The calculated delta time.
/// </summary>
public float DeltaTime => (UseRender ? RenderDelta : UpdateDelta) * Scale;
}
}