我正在尝试使用 winit Rust 箱每隔一段时间更新一次应用程序。我认为我正确设置了控制流,但我似乎没有以 60 FPS 接收到任何事件。
我在 Windows 11 上使用 winit 0.30.5 运行 Cargo 1.79.0。
这是我的代码,基于 docs.rs 上找到的 winit 示例代码:
use std::time::{Duration, Instant};
use winit::application::ApplicationHandler;
use winit::event::WindowEvent;
use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
use winit::window::{Window, WindowId};
const NANOS_PER_SEC: u64 = 1_000_000_000;
#[derive(Default)]
struct App {
window: Option<Window>,
t: Option<std::time::Instant>,
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
self.window = Some(event_loop.create_window(Window::default_attributes()).unwrap());
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => {
println!("The close button was pressed; stopping");
event_loop.exit();
},
WindowEvent::RedrawRequested => {
// Redraw the application.
//
// It's preferable for applications that do not render continuously to render in
// this event rather than in AboutToWait, since rendering in here allows
// the program to gracefully handle redraws requested by the OS.
// Draw.
if let Some(t) = self.t {
println!("FPS: {:>6.2}", 1000.0 / t.elapsed().as_millis() as f64);
}
self.t = Some(std::time::Instant::now());
// Queue a RedrawRequested event.
//
// You only need to call this if you've determined that you need to redraw in
// applications which do not always need to. Applications that redraw continuously
// can render here instead.
self.window.as_ref().unwrap().request_redraw();
}
_ => ()
}
}
}
fn main() {
let event_loop = EventLoop::new().unwrap();
event_loop.set_control_flow(ControlFlow::WaitUntil(Instant::now() + Duration::from_nanos(NANOS_PER_SEC / 60)));
let mut app = App::default();
event_loop.run_app(&mut app).unwrap();
}
基本上,我需要向 ApplicationHandler 实现添加什么才能每秒运行某些代码 60 次?
找不到任何延迟请求重画功能,实现方法应该是不断排队重画请求并检查上次重画时间,看看是否到了重画时间
use winit::application::ApplicationHandler;
use winit::event::WindowEvent;
use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
use winit::window::{Window, WindowId};
const DT_FPS_60_NANO: u128 = 1_000_000_000 / 60;
struct App {
window: Option<Window>,
last_redraw: std::time::Instant,
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
self.window = Some(
event_loop
.create_window(Window::default_attributes())
.unwrap(),
);
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => {
println!("The close button was pressed; stopping");
event_loop.exit();
}
WindowEvent::RedrawRequested => {
// Queue another RedrawRequest
self.window.as_ref().unwrap().request_redraw();
// Check if should redraw
if self.last_redraw.elapsed().as_nanos() > DT_FPS_60_NANO {
// actually redraw
println!("FPS: {:>6.2}", 1000.0 / self.last_redraw.elapsed().as_millis() as f64);
// record the last redraw time
self.last_redraw = std::time::Instant::now();
}
}
_ => {}
}
}
}
fn main() {
let event_loop = EventLoop::new().unwrap();
let mut app = App {
window: None,
last_redraw: std::time::Instant::now(),
};
event_loop.set_control_flow(ControlFlow::Poll);
event_loop.run_app(&mut app).unwrap();
}