how does it work
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@ -37,6 +37,8 @@ pub struct MouseInterpolator{
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session_timeline:std::collections::VecDeque<TimedInterpolatorInstruction>,
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session_timeline:std::collections::VecDeque<TimedInterpolatorInstruction>,
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physics_timeline:std::collections::VecDeque<TimedPhysicsInstruction>,
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physics_timeline:std::collections::VecDeque<TimedPhysicsInstruction>,
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}
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}
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// Maybe MouseInterpolator manipulation is better expressed using impls
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// and called from Instruction trait impls in session
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impl InstructionConsumer<Instruction> for MouseInterpolator{
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impl InstructionConsumer<Instruction> for MouseInterpolator{
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type TimeInner=SessionTimeInner;
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type TimeInner=SessionTimeInner;
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fn process_instruction(&mut self,ins:TimedInterpolatorInstruction){
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fn process_instruction(&mut self,ins:TimedInterpolatorInstruction){
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@ -66,7 +68,8 @@ impl MouseInterpolator{
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// new input
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// new input
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}
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}
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pub fn drop_output<'a>(&mut self,ins:TimedInstruction<DropInstruction<'a>,SessionTimeInner>){
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pub fn drop_output<'a>(&mut self,ins:TimedInstruction<DropInstruction<'a>,SessionTimeInner>){
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//
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// so the idea is that Session gets in the middle of MouseInterpolator instruction processing
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// and injects its own side effects, notably running physics
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}
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}
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pub fn next_output(&self,time_limit:SessionTime)->Option<TimedInstruction<DropInstruction<'_>,SessionTimeInner>>{
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pub fn next_output(&self,time_limit:SessionTime)->Option<TimedInstruction<DropInstruction<'_>,SessionTimeInner>>{
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None
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None
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