Struct FastTimer

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pub struct FastTimer {
    pub notice: Notice,
    callback: RefCell<Box<dyn Fn() + 'static>>,
    cancel_latest: RefCell<Arc<AtomicBool>>,
    interval_config: Cell<Option<(Duration, Instant)>>,
}
Expand description

An alternative to [nwg::AnimationTimer] that has less CPU usage.

Note: this is a [nwg::PartialUi] instead of a control because it needs to listen to events.

§Examples

extern crate native_windows_derive as nwd;
extern crate native_windows_gui as nwg;

use virtual_desktop_manager::nwg_ext::{FastTimer, ParentCapture};
use std::time::Duration;

#[derive(nwd::NwgPartial, Default)]
struct MyUi {
    /// Captures the parent that this partial UI is instantiated with.
    #[nwg_control]
    capture: ParentCapture,

    #[nwg_partial(parent: capture)]
    #[nwg_events((notice, OnNotice): [Self::on_tick])]
    my_timer: FastTimer,
}
impl MyUi {
    pub fn start_interval(&self) {
        self.my_timer.start_interval(Duration::from_millis(100));
    }
    pub fn on_tick(&self) {
        // Do something every 100 milliseconds...
    }
}

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§notice: Notice§callback: RefCell<Box<dyn Fn() + 'static>>§cancel_latest: RefCell<Arc<AtomicBool>>§interval_config: Cell<Option<(Duration, Instant)>>

Some if an interval is configured in which case the duration between ticks is stored as well as when the next tick was scheduled.

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impl FastTimer

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pub fn set_callback(&self, callback: impl Fn() + 'static)

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pub fn cancel_last(&self)

This will cancel any queued timeout or interval.

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pub fn notify_after(&self, duration: Duration)

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pub fn notify_at(&self, time_to_notify_at: Instant)

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pub fn start_interval(&self, between_ticks: Duration)

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fn on_notice(&self)

Trait Implementations§

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impl Default for FastTimer

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Drop for FastTimer

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fn drop(&mut self)

Executes the destructor for this type. Read more
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impl PartialUi for FastTimer

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fn build_partial<W: Into<ControlHandle>>( data: &mut Self, _parent: Option<W>, ) -> Result<(), NwgError>

Should initialize the GUI components. Similar to NativeUi::build_ui except it doesn’t handle event binding. Read more
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fn process_event<'a>( &self, _evt: Event, _evt_data: &EventData, _handle: ControlHandle, )

Should process the events of the partial. This method will probably be called from an event handler bound in the parent GUI structure. Read more
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fn handles(&self) -> Vec<&ControlHandle>

Should return the handles of the top level parent controls (such as Windows). Those handle should be used to bind the default events handler.

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Create a temporary default value of the current type and provide it in a closure. The callback’s first argument is self and the second argument is the new temporary default value. The callback can then modify the value as needed.
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Set self to a new default value and inspect the previous value as the second argument to the callback.
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fn build_partial_dyn( &mut self, parent: Option<ControlHandle>, ) -> Result<(), NwgError>

Forwards calls to [nwg::PartialUi::build_partial].
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fn process_event_dyn( &self, evt: Event, evt_data: &EventData, handle: ControlHandle, )

Forwards calls to [nwg::PartialUi::process_event].
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fn handles_dyn(&self) -> Vec<&ControlHandle>

Forwards calls to [nwg::PartialUi::handles].
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