//! Cross platform system time access and FPS counters.
use crateget_context;
/// Returns current FPS
/// Returns duration in seconds of the last frame drawn
/// Returns elapsed wall-clock time in seconds since start
///
/// Note that as real world time progresses during computation,
/// the value returned will change. Therefore if you want
/// your game logic update to happen at the same *in-game* time
/// for all game objects, you should call this function once
/// save the value and reuse it throughout your code.