OGRE  1.10.12
Object-Oriented Graphics Rendering Engine
Ogre::FrameTimeControllerValue Class Reference

Predefined controller value for getting the latest frame time. More...

#include <OgrePredefinedControllers.h>

+ Inheritance diagram for Ogre::FrameTimeControllerValue:

Public Member Functions

 FrameTimeControllerValue ()
 
bool frameEnded (const FrameEvent &evt)
 Called just after a frame has been rendered. More...
 
virtual bool frameRenderingQueued (const FrameEvent &evt)
 Called after all render targets have had their rendering commands issued, but before render windows have been asked to flip their buffers over. More...
 
bool frameStarted (const FrameEvent &evt)
 Called when a frame is about to begin rendering. More...
 
Real getElapsedTime (void) const
 
Real getFrameDelay (void) const
 
Real getTimeFactor (void) const
 
Real getValue (void) const
 
void setElapsedTime (Real elapsedTime)
 
void setFrameDelay (Real fd)
 
void setTimeFactor (Real tf)
 
void setValue (Real value)
 

Detailed Description

Predefined controller value for getting the latest frame time.

Constructor & Destructor Documentation

◆ FrameTimeControllerValue()

Ogre::FrameTimeControllerValue::FrameTimeControllerValue ( )

Member Function Documentation

◆ frameEnded()

bool Ogre::FrameTimeControllerValue::frameEnded ( const FrameEvent evt)
virtual

Called just after a frame has been rendered.

Remarks
This event happens after all render targets have been fully updated and the buffers switched.
Returns
True to continue with the next frame, false to drop out of the rendering loop.

Reimplemented from Ogre::FrameListener.

◆ frameStarted()

bool Ogre::FrameTimeControllerValue::frameStarted ( const FrameEvent evt)
virtual

Called when a frame is about to begin rendering.

Remarks
This event happens before any render targets have begun updating.
Returns
True to go ahead, false to abort rendering and drop out of the rendering loop.

Reimplemented from Ogre::FrameListener.

◆ getValue()

Real Ogre::FrameTimeControllerValue::getValue ( void  ) const
virtual

◆ setValue()

void Ogre::FrameTimeControllerValue::setValue ( Real  value)
virtual

◆ getTimeFactor()

Real Ogre::FrameTimeControllerValue::getTimeFactor ( void  ) const

◆ setTimeFactor()

void Ogre::FrameTimeControllerValue::setTimeFactor ( Real  tf)

◆ getFrameDelay()

Real Ogre::FrameTimeControllerValue::getFrameDelay ( void  ) const

◆ setFrameDelay()

void Ogre::FrameTimeControllerValue::setFrameDelay ( Real  fd)

◆ getElapsedTime()

Real Ogre::FrameTimeControllerValue::getElapsedTime ( void  ) const

◆ setElapsedTime()

void Ogre::FrameTimeControllerValue::setElapsedTime ( Real  elapsedTime)

◆ frameRenderingQueued()

virtual bool Ogre::FrameListener::frameRenderingQueued ( const FrameEvent evt)
inlinevirtualinherited

Called after all render targets have had their rendering commands issued, but before render windows have been asked to flip their buffers over.

Remarks
The usefulness of this event comes from the fact that rendering commands are queued for the GPU to process. These can take a little while to finish, and so while that is happening the CPU can be doing useful things. Once the request to 'flip buffers' happens, the thread requesting it will block until the GPU is ready, which can waste CPU cycles. Therefore, it is often a good idea to use this callback to perform per-frame processing. Of course because the frame's rendering commands have already been issued, any changes you make will only take effect from the next frame, but in most cases that's not noticeable.
Returns
True to continue rendering, false to drop out of the rendering loop.

Reimplemented in OgreBites::ApplicationContext.


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