//! Beat timing as rendering sees it.
useserde::{Deserialize, Serialize};/// Beat timing used to render one frame.
#[derive(Debug, Clone, Copy, Default, PartialEq, Serialize, Deserialize)]pubstructBeatState{/// Beats since an arbitrary start, never negative.
pubbeat_progression:f32,
pubbeats_per_minute:f32,
/// Frames per second of the renderer that uses this state.
pubframerate:f32,
}