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use std::time::{SystemTime, Duration};
use sdl2::ttf;
use sdl2::render::{Texture, TextureCreator};
use sdl2::pixels::Color;
#[derive(PartialEq)]
pub enum State {
Idle,
Active,
Inactive,
}
pub struct Timer {
pub state: State,
time: SystemTime,
result: Duration,
}
impl Timer {
pub fn new() -> Timer {
Timer {
state: State::Inactive,
time: SystemTime::now(),
result: Duration::new(0, 0),
}
}
pub fn start(&mut self) {
self.time = SystemTime::now();
self.state = State::Active;
}
pub fn stop(&mut self) {
self.result = self.time.elapsed().unwrap();
self.state = State::Inactive;
}
pub fn idle(&mut self) {
self.state = State::Idle;
}
pub fn to_texture<'a, T>(
&'a self,
font: &ttf::Font,
tex_creator: &'a TextureCreator<T>,
bg: &Color
) -> Texture
{
let current = if self.state == State::Active {
self.time.elapsed().unwrap()
} else {
self.result
}.as_millis();
let s = format!("{}.{}", current / 1000, current % 1000);
let surface = font.render(&s).shaded(Color::RGB(255, 255, 255), *bg).unwrap();
tex_creator.create_texture_from_surface(&surface).unwrap()
}
}
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