glxeveloop.timer module
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class glxeveloop.timer.Timer[source]
Bases: DebugProperty
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DEFAULT_BE_FAST_MULTIPLICATOR = 100
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MIN_BE_FAST_MULTIPLICATOR = 0
- Description:
The Timer object contain a self-correcting timing algorithms.
That self-correcting timing algorithms have associated property’s it permit to control the
Timer object.
The power saving happen that because the loop try to limit the number of mainloop cycle
The Timer object update value itself and can be requested, via internal method’s.
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SPEED_STEP_PERCENTAGE = 10
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property be_fast
Return the value set by Timer._set_be_fast() method.
You can set __be_fast property with
Timer._set_be_fast() method.
:return: __be_fast property
:rtype: bool
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property be_fast_multiplication
Return the be_fast_multiplication property value
- Returns:
be_fast_multiplication property
- Return type:
int
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property fps
The FPS object
- Returns:
fps property value. (in fps)
- Return type:
FPS
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property fps_accelerated
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property queue
Store the Timer Buffer object.
- Returns:
TimerBuffer instance
- Return type:
Memory
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tick()[source]
Return True or False “when necessary” , that mean according with all the self-correcting
timing algorithms and they configuration property’s
timer = Timer()
while True:
# Do stuff that might take significant time here
if timer.tick():
print('Hello World!')
- Returns:
True when it’s time or False if a adjustment job of fps property
should be done
- Return type:
bool
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property time
Time should be take as a serious thing, you should try to impose only one time source in you program, then the
Timer Class provide it own method for get the time by it self.
- Returns:
Unix time
- Return type:
int
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property time_departure
Return the value set by a Timer._set_departure_time()
- Returns:
return departure_time property.
- Return type:
Unix time
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