use ;
/// Sleep for `1 / fps` seconds, accounting for elapsed time to maintain the desired FPS.
///
/// Returns a `bool` indicating whether the frame took longer to render than the intended fps wait, meaning the frame overall took too long to process to maintain the desired FPS.
/// ## Example
/// ```no_run
/// use gemini_engine::gameloop;
/// use std::time::Instant;
///
/// let mut frame_skip = false;
/// const FPS: f32 = 60.0;
/// loop {
/// let now = Instant::now();
///
/// // all code here will run at 60 FPS
///
/// if !frame_skip {
/// // calculations and rendering. will not be run if the previous frame was too slow to maintain 60 FPS
/// }
///
/// frame_skip = gameloop::sleep_fps(FPS, Some(now.elapsed()));
/// }
/// ```