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#![feature(arc_new_cyclic)]
#![deny(clippy::all)]

//! Riddle crate supporting some basic game-centric time functionality.
//!
//! The most significant of which is keeping track of framerate, and providing
//! a centralized place to access a consistent delta_t when running game logic.
//!
//! # Riddle Example
//!
//! The **recommended** way to use this crate is through the main `riddle` crate.
//! Riddle exposes this crate through `riddle::time`.
//!
//! ```no_run
//! use riddle::*;
//! use std::sync::{Arc, atomic::{AtomicBool, Ordering}};
//!
//! fn main() -> Result<(), RiddleError> {
//!     let rdl =  RiddleLib::new()?;
//!
//!     let quit_flag = Arc::new(AtomicBool::new(false));
//!     rdl.state().time().register_timer(std::time::Duration::from_millis(200), {
//!         let quit_flag = quit_flag.clone();
//!         move || { quit_flag.store(true, Ordering::Relaxed); }
//!     });
//!
//!     rdl.run(move |rdl| {
//!         if quit_flag.load(Ordering::Relaxed) {
//!             rdl.quit();
//!         }
//!
//!         if let Event::ProcessFrame = rdl.event() {
//!             // FPS: rdl.time().fps()
//!         }
//!     })
//! }
//! ```
//!
//! # Direct Example
//!
//! If you don't want to depend on `riddle`, you can use this crate directly.
//!
//! ```
//! use riddle_time::{ext::*, *};
//! use std::sync::{Arc, atomic::{AtomicBool, Ordering}};
//!
//! let time = TimeSystem::new_shared();
//!
//! let quit_flag = Arc::new(AtomicBool::new(false));
//! time.register_timer(std::time::Duration::from_millis(200), {
//!     let quit_flag = quit_flag.clone();
//!     move || { quit_flag.store(true, Ordering::Relaxed); }
//! });
//!
//! while !quit_flag.load(Ordering::Relaxed) {
//!     std::thread::sleep(std::time::Duration::from_millis(100));
//!     time.process_frame();
//!     // FPS: time.fps()
//! }
//! ```

mod time_system;
mod timer;

pub mod ext;

#[doc(hidden)]
pub mod doctest;

pub use time_system::*;
pub use timer::*;