Module ggez::timer
[−]
[src]
Timing and measurement functions.
ggez does not try to do any framerate limitation by default. If
you want to run at anything other than full-bore max speed all the
time, calling sleep()
with a duration of 0 will yield to the OS
so it has a chance to breathe before continuing with your game,
which will prevent it from using 100% CPU unless it really needs
to. Enabling vsync by setting vsync
in your Conf
object is
generally the best way to cap your displayed framerate.
For a more detailed tutorial in how to handle frame timings in games, see http://gafferongames.com/game-physics/fix-your-timestep/
Structs
TimeContext |
A structure that contains our time-tracking state. |
Functions
check_update_time |
This function will return true if the time since the
last |
duration_to_f64 |
A convenience function to convert a Rust |
f64_to_duration |
A convenience function to create a Rust |
get_average_delta |
Gets the average time of a frame, averaged over the last 200 frames. |
get_delta |
Get the time between the start of the last frame and the current one; in other words, the length of the last frame. |
get_fps |
Gets the FPS of the game, averaged over the last 200 frames. |
get_time_since_start |
Returns the time since the game was initialized. |
sleep |
Pauses the current thread for the target duration.
Just calls |
sleep_until_next_frame |
This function will attempt to sleep the current thread until the beginning of the next frame should occur, to reach the desired FPS. |