pub fn wait(&mut self) {
        use self::FrameRateLimitStrategy::*;
        match self.strategy {
            Unlimited => yield_now(),

            Yield => self.do_yield(),

            Sleep => self.do_sleep(ZERO),

            SleepAndYield(dur) => {
                self.do_sleep(dur);
                self.do_yield();
            }
        }
        self.last_call = Instant::now();
    }
/// Blocks the current thread until the allotted frame time has passed.
///
/// `wait` is used internally by [`Application`] to limit the frame rate of the game
/// to the configured rate. This should likely never be called directly by game logic.
///
/// [`Application`]: ../../amethyst/struct.Application.html
Blocks the current thread until the allotted frame time has passed.
`wait` is used internally by [`Application`] to limit the frame rate of the game
to the configured rate. This should likely never be called directly by game logic.


Blocks the current thread until the allotted frame time has passed . ` wait ` is used internally by [ ` Application ` ] to limit the frame rate of the game to the configured rate . This should likely never be called directly by game logic .
pub fn wait(&mut self) {
        use self::FrameRateLimitStrategy::*;
        match self.strategy {
            Unlimited => yield_now(),
            Yield => self.do_yield(),
            Sleep => self.do_sleep(ZERO),
            SleepAndYield(dur) => {
                self.do_sleep(dur);
                self.do_yield();
            }
        }
        self.last_call = Instant::now();
    }
pub fn wait ( & mut self ) { use self :: FrameRateLimitStrategy :: * ; match self . strategy { Unlimited => yield_now ( ) , Yield => self . do_yield ( ) , Sleep => self . do_sleep ( ZERO ) , SleepAndYield ( dur ) => { self . do_sleep ( dur ) ; self . do_yield ( ) ; } } self . last_call = Instant :: now ( ) ; }
Blocks the current thread until the allotted frame time has passed.
Blocks the current thread until the allotted frame time has passed .
&mut self
&mut self