[−][src]Struct crystal_engine::Window
A handle to the window and the game state. This will be your main entrypoint of the game.
Implementations
impl<GAME: Game + 'static> Window<GAME>
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pub fn new(width: f32, height: f32) -> Self
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Create a new instance of the window. This will immediately instantiate an instance of Game.
pub fn run(self)
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Take control of the main loop and run the game. Periodically Game::update will be called, allowing you to modify the game world.
Auto Trait Implementations
impl<GAME> !RefUnwindSafe for Window<GAME>
impl<GAME> !Send for Window<GAME>
impl<GAME> !Sync for Window<GAME>
impl<GAME> Unpin for Window<GAME> where
GAME: Unpin,
GAME: Unpin,
impl<GAME> !UnwindSafe for Window<GAME>
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Content for T
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fn ref_from_ptr(ptr: *mut c_void, size: usize) -> Option<*mut T>
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fn is_size_suitable(size: usize) -> bool
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fn indiv_size() -> usize
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SafeBorrow<T> for T
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,