use crate::*;
pub struct GameLoop<G, T: TimeTrait, W> {
pub game: G,
pub updates_per_second: u32,
pub max_frame_time: f64,
pub exit_next_iteration: bool,
pub window: W,
pub window_occluded: bool,
fixed_time_step: f64,
number_of_updates: u64,
number_of_renders: u64,
last_frame_time: f64,
running_time: f64,
accumulated_time: f64,
blending_factor: f64,
previous_instant: T,
current_instant: T,
}
impl<G, T: TimeTrait, W> GameLoop<G, T, W> {
pub fn new(game: G, updates_per_second: u32, max_frame_time: f64, window: W) -> Self {
Self {
game,
updates_per_second,
max_frame_time,
window,
window_occluded: false,
exit_next_iteration: false,
fixed_time_step: 1.0 / updates_per_second as f64,
number_of_updates: 0,
number_of_renders: 0,
running_time: 0.0,
accumulated_time: 0.0,
blending_factor: 0.0,
previous_instant: T::now(),
current_instant: T::now(),
last_frame_time: 0.0,
}
}
pub fn next_frame<U, R>(&mut self, mut update: U, mut render: R) -> bool
where U: FnMut(&mut GameLoop<G, T, W>),
R: FnMut(&mut GameLoop<G, T, W>),
{
let g = self;
if g.exit_next_iteration { return false; }
g.current_instant = T::now();
let mut elapsed = g.current_instant.sub(&g.previous_instant);
if elapsed > g.max_frame_time { elapsed = g.max_frame_time; }
g.last_frame_time = elapsed;
g.running_time += elapsed;
g.accumulated_time += elapsed;
while g.accumulated_time >= g.fixed_time_step {
update(g);
g.accumulated_time -= g.fixed_time_step;
g.number_of_updates += 1;
}
g.blending_factor = g.accumulated_time / g.fixed_time_step;
if g.window_occluded && T::supports_sleep() {
T::sleep(g.fixed_time_step);
} else {
render(g);
g.number_of_renders += 1;
}
g.previous_instant = g.current_instant;
true
}
pub fn re_accumulate(&mut self) {
let g = self;
g.current_instant = T::now();
let prev_elapsed = g.last_frame_time;
let new_elapsed = g.current_instant.sub(&g.previous_instant);
let delta = new_elapsed - prev_elapsed;
g.running_time += delta;
g.accumulated_time += delta;
g.blending_factor = g.accumulated_time / g.fixed_time_step;
}
pub fn exit(&mut self) {
self.exit_next_iteration = true;
}
pub fn set_updates_per_second(&mut self, new_updates_per_second: u32) {
self.updates_per_second = new_updates_per_second;
self.fixed_time_step = 1.0 / new_updates_per_second as f64;
}
pub fn fixed_time_step(&self) -> f64 {
self.fixed_time_step
}
pub fn number_of_updates(&self) -> u64 {
self.number_of_updates
}
pub fn number_of_renders(&self) -> u64 {
self.number_of_renders
}
pub fn last_frame_time(&self) -> f64 {
self.last_frame_time
}
pub fn running_time(&self) -> f64 {
self.running_time
}
pub fn accumulated_time(&self) -> f64 {
self.accumulated_time
}
pub fn blending_factor(&self) -> f64 {
self.blending_factor
}
pub fn previous_instant(&self) -> T {
self.previous_instant
}
pub fn current_instant(&self) -> T {
self.current_instant
}
}