GameWindowCoroutineDispatcher
class GameWindowCoroutineDispatcher(var nowProvider: () -> TimeSpan = { PerformanceCounter.reference }, var fast: Boolean = false) : CoroutineDispatcher, Delay, Closeable
Types
Properties
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Allows to configure how much time per frame is available to execute pending tasks, despite time available in the frame. When not set it uses the remaining available time in frame
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Functions
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun informTooManyCallbacksToHandleInThisFrame(elapsedTime: TimeSpan, availableTime: TimeSpan, processedTimedTasks: Int, processedTasks: Int)
Link copied to clipboard
Link copied to clipboard
open override fun invokeOnTimeout(timeMillis: Long, block: Runnable, context: CoroutineContext): DisposableHandle
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open override fun scheduleResumeAfterDelay(timeMillis: Long, continuation: CancellableContinuation<Unit>)