-- Library for working with time. Type `Time` represents some number of milliseconds. module Time where import Native.Time as T type Time = Float -- Units of time, making it easier to specify things like a -- half-second `(second / 2)`. ms : Time ms = 1 second : Time second = 1000 * ms minute : Time minute = 60 * second hour : Time hour = 60 * minute inMss : Time -> Float inMss t = t inSeconds : Time -> Float inSeconds t = t / second inMinutes : Time -> Float inMinutes t = t / minute inHours : Time -> Float inHours t = t / hour -- Takes desired number of frames per second (fps). The resulting signal -- gives a sequence of time deltas as quickly as possible until it reaches -- the desired FPS. A time delta is the time between the last frame and the -- current frame. fps : Number a -> Signal Time -- Same as the fps function, but you can turn it on and off. Allows you -- to do brief animations based on user input without major ineffeciencies. -- The first time delta after a pause is always zero, no matter how long -- the pause was. This way summing the deltas will actually give the amount -- of time that the output signal has been running. fpsWhen : Number a -> Signal Bool -> Signal Time -- Takes a time interval t. The resulting signal is the current time, -- updated every t. every : Time -> Signal Time -- Takes a time `t` and any signal. The resulting boolean signal -- is true for time `t` after every event on the input signal. -- So ``(second `since` Mouse.clicks)`` would result in a signal -- that is true for one second after each mouse click and false -- otherwise. since : Time -> Signal a -> Signal Bool {-- TODO: Only found in docs , ("timeOf", "Signal a -> Signal Time", [markdown| Same as `timestamp` but it throws out the incoming value. So `(timeOf == lift fst . timestamp)`.|]) --}