Engine²
Open-source game engine written in C++.
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Engine::Scheduler::RelativeTimeUpdate Member List

This is the complete list of members for Engine::Scheduler::RelativeTimeUpdate, including all inherited members.

_bufferedTimeEngine::Scheduler::RelativeTimeUpdateprivate
_coreEngine::Scheduler::ASchedulerprotected
_deltaTimeEngine::Scheduler::RelativeTimeUpdateprivate
_disabledSystemsListEngine::Scheduler::ASchedulerprivate
_enabledSystemsListEngine::Scheduler::ASchedulerprivate
_errorPolicyEngine::Scheduler::ASchedulerprivate
_shouldRunNextSchedulerEngine::Scheduler::ASchedulerprivate
_shouldRunSystemsEngine::Scheduler::ASchedulerprivate
_tickRateEngine::Scheduler::RelativeTimeUpdateprivate
AddSystems(TSystems... systems)Engine::Scheduler::ASchedulerinline
AScheduler(Core &core)Engine::Scheduler::ASchedulerinlineexplicit
DEFAULT_TARGET_TICK_RATEEngine::Scheduler::RelativeTimeUpdateinlineprivatestatic
Disable(FunctionUtils::FunctionID id)Engine::Scheduler::AScheduler
Enable(FunctionUtils::FunctionID id)Engine::Scheduler::AScheduler
GetCurrentDeltaTime() constEngine::Scheduler::RelativeTimeUpdateinline
GetErrorPolicy() const overrideEngine::Scheduler::ASchedulerinlinevirtual
GetSystems()Engine::Scheduler::ASchedulerinline
GetTargetTickRate() constEngine::Scheduler::RelativeTimeUpdateinline
RelativeTimeUpdate(Core &core, float tickRate=DEFAULT_TARGET_TICK_RATE)Engine::Scheduler::RelativeTimeUpdateinline
REMAINDER_THRESHOLDEngine::Scheduler::RelativeTimeUpdateinlineprivatestatic
Remove(FunctionUtils::FunctionID id)Engine::Scheduler::AScheduler
RunSystem(const SystemBase *system, Core &core)Engine::Scheduler::AScheduler
RunSystems() overrideEngine::Scheduler::RelativeTimeUpdatevirtual
SetErrorPolicy(SchedulerErrorPolicy errorPolicy) overrideEngine::Scheduler::ASchedulerinlinevirtual
SetTargetTickRate(float tickRate)Engine::Scheduler::RelativeTimeUpdateinline
ShouldRunNextScheduler() constEngine::Scheduler::ASchedulerinline
~IScheduler()=defaultEngine::Scheduler::ISchedulervirtual