Get an estimated FPS based on one-second average.
Get the ingame time.
Whether or not the game is (supposed to be) frozen.
The only callback while sleeping is draw, and
calling this outside of draw will always return
false -- except if you have a custom runtime.
Freeze the whole game for a time. Audio will keep playing, but update functions won't be called and events won't fire.
Get
dt(from the update loop) anywhere. AKA the time since the last frame.