Struct amethyst_core::timing::Time
[−]
[src]
pub struct Time { pub last_fixed_update: Instant, // some fields omitted }
Frame timing values.
Fields
last_fixed_update: Instant
Time at which State::fixed_update
was last called.
Methods
impl Time
[src]
pub fn delta_seconds(&self) -> f32
[src]
Gets the time difference between frames in seconds.
pub fn delta_time(&self) -> Duration
[src]
Gets the time difference between frames.
pub fn delta_real_seconds(&self) -> f32
[src]
Gets the time difference between frames in seconds ignoring the time speed multiplier.
pub fn delta_real_time(&self) -> Duration
[src]
Gets the time difference between frames ignoring the time speed multiplier.
pub fn fixed_seconds(&self) -> f32
[src]
Gets the fixed time step in seconds.
pub fn fixed_time(&self) -> Duration
[src]
Gets the fixed time step.
pub fn frame_number(&self) -> u64
[src]
Gets the current frame number. This increments by 1 every frame. There is no frame 0.
pub fn last_fixed_update(&self) -> Instant
[src]
Gets the time at which the last fixed update was called.
pub fn absolute_time(&self) -> Duration
[src]
Gets the time since the start of the game, taking into account the speed multiplier.
pub fn absolute_time_seconds(&self) -> f64
[src]
Gets the time since the start of the game as seconds, taking into account the speed multiplier.
pub fn absolute_real_time(&self) -> Duration
[src]
Gets the time since the start of the game, ignoring the speed multiplier.
pub fn absolute_real_time_seconds(&self) -> f64
[src]
Gets the time since the start of the game as seconds, ignoring the speed multiplier.
pub fn time_scale(&self) -> f32
[src]
Gets the current time speed multiplier.
pub fn set_delta_seconds(&mut self, secs: f32)
[src]
Gets the total number of frames that have been played in this session.
Sets both delta_seconds
and delta_time
based on the seconds given.
This should only be called by the engine. Bad things might happen if you call this in your game.
pub fn set_delta_time(&mut self, time: Duration)
[src]
Sets both delta_time
and delta_seconds
based on the duration given.
This should only be called by the engine. Bad things might happen if you call this in your game.
pub fn set_fixed_seconds(&mut self, secs: f32)
[src]
Sets both fixed_seconds
and fixed_time
based on the seconds given.
pub fn set_fixed_time(&mut self, time: Duration)
[src]
Sets both fixed_time
and fixed_seconds
based on the duration given.
pub fn increment_frame_number(&mut self)
[src]
Increments the current frame number by 1.
This should only be called by the engine. Bad things might happen if you call this in your game.
pub fn set_time_scale(&mut self, multiplier: f32)
[src]
Sets the time multiplier that affects how time values are computed, effectively slowing or speeding up your game.
Panics
This will panic if multiplier is NaN, Infinity, or less than 0.
pub fn finish_fixed_update(&mut self)
[src]
Indicates a fixed update just finished.
This should only be called by the engine. Bad things might happen if you call this in your game.
Trait Implementations
impl Clone for Time
[src]
fn clone(&self) -> Time
[src]
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0[src]
Performs copy-assignment from source
. Read more
impl Copy for Time
[src]
impl Debug for Time
[src]
fn fmt(&self, __arg_0: &mut Formatter) -> Result
[src]
Formats the value using the given formatter. Read more
impl PartialEq for Time
[src]
fn eq(&self, __arg_0: &Time) -> bool
[src]
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, __arg_0: &Time) -> bool
[src]
This method tests for !=
.