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# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling. |
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.. | ||
2d_shapes.rs | ||
mesh2d.rs | ||
mesh2d_manual.rs | ||
mesh2d_vertex_color_texture.rs | ||
move_sprite.rs | ||
rotation.rs | ||
sprite.rs | ||
sprite_flipping.rs | ||
sprite_sheet.rs | ||
text2d.rs | ||
texture_atlas.rs | ||
transparency_2d.rs |