[][src]Struct game_loop::GameLoop

pub struct GameLoop<G, T: TimeTrait> {
    pub game: G,
    pub updates_per_second: u32,
    pub max_frame_time: f64,
    pub exit_next_iteration: bool,
    // some fields omitted
}

Fields

game: Gupdates_per_second: u32max_frame_time: f64exit_next_iteration: bool

Methods

impl<G, T: TimeTrait> GameLoop<G, T>[src]

pub fn new(game: G, updates_per_second: u32, max_frame_time: f64) -> Self[src]

pub fn next_frame<U, R>(&mut self, update: U, render: R) -> bool where
    U: FnMut(&mut GameLoop<G, T>),
    R: FnMut(&mut GameLoop<G, T>), 
[src]

pub fn exit(&mut self)[src]

pub fn fixed_time_step(&self) -> f64[src]

pub fn number_of_updates(&self) -> u32[src]

pub fn number_of_renders(&self) -> u32[src]

pub fn running_time(&self) -> f64[src]

pub fn accumulated_time(&self) -> f64[src]

pub fn blending_factor(&self) -> f64[src]

Auto Trait Implementations

impl<G, T> RefUnwindSafe for GameLoop<G, T> where
    G: RefUnwindSafe,
    T: RefUnwindSafe

impl<G, T> Send for GameLoop<G, T> where
    G: Send,
    T: Send

impl<G, T> Sync for GameLoop<G, T> where
    G: Sync,
    T: Sync

impl<G, T> Unpin for GameLoop<G, T> where
    G: Unpin,
    T: Unpin

impl<G, T> UnwindSafe for GameLoop<G, T> where
    G: UnwindSafe,
    T: UnwindSafe

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.