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use std::time::Instant;
/// Used for single or repeated timed events, uses fractional seconds
///
/// # Usage
///
/// ```
///# use simple_game_utils::timing::Timer;
///# let delta = 0.1;
///let mut timer = Timer::new_with_delay(1.0, 1.0);
///loop {
/// if timer.update_secs(delta) {
/// break;
/// }
///}
/// ```
#[derive(Debug, Clone, PartialEq)]
pub struct Timer {
/// amount of time remaining
remaining: f64,
/// amount of time to reset to once `remaining` <= 0
reset: f64,
/// if the timer should automatically reset
looping: bool,
}
impl Timer {
/// Create a timer with the duration of `reset` that automatically resets after triggering
/// Will trigger after `after`
pub fn new_with_delay(after: f64, reset: f64) -> Self {
Self {
remaining: after,
reset,
looping: true,
}
}
/// Create a timer with the duration of `reset` that automatically resets after triggering
/// Will trigger immediately
pub fn new(reset: f64) -> Self {
Self {
remaining: 0.0,
reset,
looping: true,
}
}
/// Create a timer with the duration of `reset` that only triggers once
pub fn new_once(after: f64) -> Self {
Self {
remaining: after,
reset: after,
looping: false,
}
}
}
impl Timer {
/// Update timer, returns true if triggered
pub fn update(&mut self, timing: &Timing) -> bool {
self.update_secs(timing.fixed_time_step)
}
/// Update timer, returns true if triggered
/// `delta` is fractional seconds passed since last call
pub fn update_secs(&mut self, delta: f64) -> bool {
self.remaining -= delta;
let triggered = self.remaining <= 0.0;
if triggered && self.looping {
self.remaining = self.reset;
}
triggered
}
/// Set remaining to reset value (the number passed into the constructor)
/// One time loops can trigger again after calling this
pub fn reset(&mut self) {
self.remaining = self.reset;
}
/// If the timer has reached 0, this will always be false for looping timers (unless reset is <= 0.0)
pub fn has_triggered(&self) -> bool {
self.remaining <= 0.0
}
/// Set remaining to 0, triggering the timer
pub fn trigger(&mut self) {
self.remaining = 0.0;
}
/// Add `seconds` to remaining
pub fn delay(&mut self, seconds: f64) {
self.remaining += seconds;
}
}
/// Used to track time in games
#[derive(Debug)]
pub struct Timing {
/// amount of time that has passed since last
pub delta: f64,
/// when execution started
pub started_at: Instant,
/// time at start of frame
pub now: Instant,
/// time at start of last frame
pub last: Instant,
/// number of updates so far
pub updates: usize,
/// number of renders so far
pub renders: usize,
pub accumulated_time: f64,
max_render_time: f64,
/// an fps independent value used to update animations, etc
pub fixed_time_step: f64,
/// an fps independent value used to update animations, etc
pub fixed_time_step_f32: f32,
/// FPS
pub stats: Stats,
}
#[derive(Debug, Clone, Eq, PartialEq)]
pub struct Stats {
/// The number of frames shown in the last second
pub fps: usize,
/// Used to calculate fps
pub last_frame_count: usize,
/// Used to calculate fps
pub last_frame_check: Instant,
}
impl Timing {
pub fn new(speed: usize) -> Timing {
Timing {
delta: 0.0,
started_at: Instant::now(),
now: Instant::now(),
last: Instant::now(),
updates: 0,
renders: 0,
accumulated_time: 0.0,
max_render_time: 0.1,
fixed_time_step: 1.0 / (speed as f64),
fixed_time_step_f32: 1.0 / (speed as f32),
stats: Stats {
fps: 0,
last_frame_count: 0,
last_frame_check: Instant::now(),
},
}
}
pub fn update_fps(&mut self) {
if self
.now
.duration_since(self.stats.last_frame_check)
.as_secs_f32()
>= 1.0
{
self.stats.fps = self.renders - self.stats.last_frame_count;
self.stats.last_frame_check = self.now;
self.stats.last_frame_count = self.renders;
}
}
pub fn update(&mut self) {
self.now = Instant::now();
self.delta = self.now.duration_since(self.last).as_secs_f64();
self.accumulated_time += self.delta;
if self.delta > self.max_render_time {
self.delta = self.max_render_time;
}
}
}
#[cfg(test)]
mod test {
use crate::timing::Timer;
#[test]
fn basic_test_delayed() {
let mut timer = Timer::new_with_delay(1.0, 1.0);
assert!(!timer.update_secs(0.4));
assert!(!timer.update_secs(0.4));
assert!(timer.update_secs(0.4));
assert!(!timer.has_triggered());
}
#[test]
fn basic_test() {
let mut timer = Timer::new(0.5);
assert!(timer.has_triggered());
timer.reset();
assert!(!timer.has_triggered());
assert!(!timer.update_secs(0.4));
assert!(timer.update_secs(0.4));
assert!(!timer.has_triggered());
}
}