pub struct Time {
pub elapsed: Duration,
pub delta: Duration,
pub frame: u64,
pub fps: f32,
pub alpha: f32,
/* private fields */
}Expand description
Frame timing, as ctx.time.
Fields§
§elapsed: DurationTime since startup.
delta: DurationReal time since the previous frame, uncapped. The dt passed to Game::update is
this capped at AppConfig::max_frame_time (or the
fixed step, with AppConfig::fixed_timestep).
frame: u64Frames since startup.
fps: f32Smoothed frames per second.
alpha: f32With a fixed timestep: how far this frame is into the next step, in 0.0..1.0. Draw
previous + (current - previous) * alpha in render for motion that’s smooth at
display rates above the step rate. Always 0.0 without a fixed timestep.
Implementations§
Trait Implementations§
Auto Trait Implementations§
impl Forget for Time
impl Freeze for Time
impl RefUnwindSafe for Time
impl Send for Time
impl Sync for Time
impl Unpin for Time
impl UnsafeUnpin for Time
impl UnwindSafe for Time
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