--- /dev/null
+/*
+* Copyright (c) 2007-2009 SlimDX Group
+*
+* Permission is hereby granted, free of charge, to any person obtaining a copy
+* of this software and associated documentation files (the "Software"), to deal
+* in the Software without restriction, including without limitation the rights
+* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+* copies of the Software, and to permit persons to whom the Software is
+* furnished to do so, subject to the following conditions:
+*
+* The above copyright notice and this permission notice shall be included in
+* all copies or substantial portions of the Software.
+*
+* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+* THE SOFTWARE.
+*/
+
+namespace SampleFramework
+{
+ /// <summary>
+ /// Contains the current timing state of the game.
+ /// </summary>
+ public class GameTime
+ {
+ private float m_FramesPerSecond;
+ /// <summary>
+ /// Gets the current frames-per-second measure.
+ /// </summary>
+ /// <value>The current frames-per-second measure.</value>
+ public float FramesPerSecond
+ {
+ get { return m_FramesPerSecond; }
+ internal set { m_FramesPerSecond = value; }
+ }
+
+ private float m_ElapsedGameTime;
+ /// <summary>
+ /// Gets the elapsed game time, in seconds.
+ /// </summary>
+ /// <value>The elapsed game time.</value>
+ public float ElapsedGameTime
+ {
+ get { return m_ElapsedGameTime; }
+ internal set { m_ElapsedGameTime = value; }
+ }
+
+ private float m_ElapsedRealTime;
+ /// <summary>
+ /// Gets the elapsed real time, in seconds.
+ /// </summary>
+ /// <value>The elapsed real time.</value>
+ public float ElapsedRealTime
+ {
+ get { return m_ElapsedRealTime; }
+ internal set { m_ElapsedRealTime = value; }
+ }
+
+ private float m_TotalGameTime;
+ /// <summary>
+ /// Gets the total game time, in seconds.
+ /// </summary>
+ /// <value>The total game time.</value>
+ public float TotalGameTime
+ {
+ get { return m_TotalGameTime; }
+ internal set { m_TotalGameTime = value; }
+ }
+
+ private float m_TotalRealTime;
+ /// <summary>
+ /// Gets the total real time, in seconds.
+ /// </summary>
+ /// <value>The total real time.</value>
+ public float TotalRealTime
+ {
+ get { return m_TotalRealTime; }
+ internal set { m_TotalRealTime = value; }
+ }
+
+ private bool m_IsRunningSlowly;
+ /// <summary>
+ /// Gets or sets a value indicating whether this instance is running slowly.
+ /// </summary>
+ /// <value>
+ /// <c>true</c> if this instance is running slowly; otherwise, <c>false</c>.
+ /// </value>
+ public bool IsRunningSlowly
+ {
+ get { return m_IsRunningSlowly; }
+ internal set { m_IsRunningSlowly = value; }
+ }
+
+ /// <summary>
+ /// Initializes a new instance of the <see cref="GameTime"/> class.
+ /// </summary>
+ public GameTime()
+ {
+ }
+
+ /// <summary>
+ /// Initializes a new instance of the <see cref="GameTime"/> class.
+ /// </summary>
+ /// <param name="totalRealTime">The total real time.</param>
+ /// <param name="elapsedRealTime">The elapsed real time.</param>
+ /// <param name="totalGameTime">The total game time.</param>
+ /// <param name="elapsedGameTime">The elapsed game time.</param>
+ public GameTime(float totalRealTime, float elapsedRealTime, float totalGameTime, float elapsedGameTime)
+ {
+ TotalRealTime = totalRealTime;
+ ElapsedRealTime = elapsedRealTime;
+ TotalGameTime = totalGameTime;
+ ElapsedGameTime = elapsedGameTime;
+ }
+ }
+}