Class: Gdk::FrameClock
- Inherits:
-
Object
- Object
- Gdk::FrameClock
- Defined in:
- (unknown)
Instance Method Summary collapse
-
#begin_updating ⇒ nil
Starts updates for an animation.
-
#current_timings ⇒ Gdk::FrameTimings
Gets the frame timings for the current frame.
-
#end_updating ⇒ nil
Stops updates for an animation.
-
#fps ⇒ Float
Calculates the current frames-per-second, based on the frame timings of frame_clock.
-
#frame_counter ⇒ Integer
GdkFrameClockmaintains a 64-bit counter that increments for each frame drawn. -
#frame_time ⇒ Integer
Gets the time that should currently be used for animations.
-
#get_refresh_info(base_time, refresh_interval_return, presentation_time_return) ⇒ nil
Predicts a presentation time, based on history.
-
#get_timings(frame_counter) ⇒ Gdk::FrameTimings
Retrieves a
GdkFrameTimingsobject holding timing information for the current frame or a recent frame. -
#history_start ⇒ Integer
Returns the frame counter for the oldest frame available in history.
-
#request_phase(phase) ⇒ nil
Asks the frame clock to run a particular phase.
Instance Method Details
#begin_updating ⇒ nil
Starts updates for an animation.
Until a matching call to [methodGdk.FrameClock.end_updating] is made, the frame clock will continually request a new frame with the %GDK_FRAME_CLOCK_PHASE_UPDATE phase. This function may be called multiple times and frames will be requested until gdk_frame_clock_end_updating() is called the same number of times.
#current_timings ⇒ Gdk::FrameTimings
Gets the frame timings for the current frame.
#end_updating ⇒ nil
Stops updates for an animation.
See the documentation for [methodGdk.FrameClock.begin_updating].
#fps ⇒ Float
Calculates the current frames-per-second, based on the frame timings of frame_clock.
#frame_counter ⇒ Integer
GdkFrameClock maintains a 64-bit counter that increments for
each frame drawn.
#frame_time ⇒ Integer
Gets the time that should currently be used for animations.
Inside the processing of a frame, it’s the time used to compute the animation position of everything in a frame. Outside of a frame, it's the time of the conceptual “previous frame,” which may be either the actual previous frame time, or if that’s too old, an updated time.
#get_refresh_info(base_time, refresh_interval_return, presentation_time_return) ⇒ nil
Predicts a presentation time, based on history.
Using the frame history stored in the frame clock, finds the last known presentation time and refresh interval, and assuming that presentation times are separated by the refresh interval, predicts a presentation time that is a multiple of the refresh interval after the last presentation time, and later than base_time.
#get_timings(frame_counter) ⇒ Gdk::FrameTimings
Retrieves a GdkFrameTimings object holding timing information
for the current frame or a recent frame.
The GdkFrameTimings object may not yet be complete: see
[methodGdk.FrameTimings.get_complete] and
[methodGdk.FrameClock.get_history_start].
#history_start ⇒ Integer
Returns the frame counter for the oldest frame available in history.
GdkFrameClock internally keeps a history of GdkFrameTimings
objects for recent frames that can be retrieved with
[methodGdk.FrameClock.get_timings]. The set of stored frames
is the set from the counter values given by
[methodGdk.FrameClock.get_history_start] and
[methodGdk.FrameClock.get_frame_counter], inclusive.
#request_phase(phase) ⇒ nil
Asks the frame clock to run a particular phase.
The signal corresponding the requested phase will be emitted the next time the frame clock processes. Multiple calls to gdk_frame_clock_request_phase() will be combined together and only one frame processed. If you are displaying animated content and want to continually request the %GDK_FRAME_CLOCK_PHASE_UPDATE phase for a period of time, you should use [methodGdk.FrameClock.begin_updating] instead, since this allows GTK to adjust system parameters to get maximally smooth animations.