add a threaded clock example

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Franz Dietrich 2025-10-19 09:13:52 +02:00
parent 284fcdcb6d
commit 9fda96e439

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//! Animated clock example using threading
//!
//! This example demonstrates how to use turtle command channels for animated updates.
//! A separate thread generates the clock drawing commands every second while the main
//! thread handles rendering via the Macroquad game loop.
use chrono::{Local, Timelike};
use macroquad::prelude::{clear_background, is_key_pressed, next_frame, KeyCode, WHITE};
use turtle_lib::{create_turtle_plan, vec2, DirectionalMovement, Turnable, TurtleApp};
#[macroquad::main("Clock (Threaded)")]
async fn main() {
const HOURS: i32 = 12;
const MINUTES: f32 = 60.0;
const SECONDS: f32 = 60.0;
const FULL_CIRCLE: f32 = 360.0;
let mut app = TurtleApp::new();
let turtle_tx = app.create_turtle_channel(10);
// Spawn a thread that generates clock commands every second
std::thread::spawn(move || {
let mut last_second = -1i32;
loop {
let now = Local::now();
let current_second = now.second() as i32;
// Only generate commands when the time changes
if current_second != last_second {
let mut turtle = create_turtle_plan();
turtle.reset().set_speed(1100).left(90.0);
// Draw the clock circle and hour markers
for i in 1..=HOURS {
turtle
.pen_up()
.go_to(vec2(0.0, 0.0))
.right(FULL_CIRCLE / HOURS as f32)
.forward(205.0);
let pen_size = if (i) % 3 == 0 { 7.0 } else { 2.0 };
turtle
.set_pen_width(pen_size)
.pen_down()
.forward(10.0)
.right(90.0)
.pen_up()
.backward(pen_size.max(4.0) + (i / 10) as f32 * 4.0)
.pen_down()
.write_text(format!("{i}"), 2 * pen_size as i32 + 14)
.pen_up()
.forward(pen_size.max(4.0) + (i / 10) as f32 * 4.0)
.pen_down()
.left(90.0);
}
// Draw the hour hand
turtle
.pen_up()
.go_to(vec2(0.0, 0.0))
.set_heading(90.0)
.right(FULL_CIRCLE / HOURS as f32 * (now.hour() % 12) as f32)
.set_pen_width(7.0)
.pen_down()
.forward(120.0);
// Draw the minute hand
turtle
.pen_up()
.go_to(vec2(0.0, 0.0))
.set_heading(90.0)
.right(FULL_CIRCLE / MINUTES * now.minute() as f32)
.set_pen_width(3.0)
.pen_down()
.forward(150.0);
// Draw the second hand
turtle
.pen_up()
.go_to(vec2(0.0, 0.0))
.set_heading(90.0)
.right(FULL_CIRCLE / SECONDS * now.second() as f32)
.set_pen_width(1.0)
.pen_down()
.forward(180.0);
// Send the command queue to the main thread
let _ = turtle_tx.send(turtle.build());
last_second = current_second;
}
// Sleep briefly to avoid busy-waiting (update ~10 times per second)
std::thread::sleep(std::time::Duration::from_millis(100));
}
});
// Main render loop
loop {
clear_background(WHITE);
// Process any pending commands from the worker thread
app.process_commands();
app.update();
app.render();
if is_key_pressed(KeyCode::Escape) || is_key_pressed(KeyCode::Q) {
break;
}
next_frame().await;
}
}