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WindowContext

Struct WindowContext 

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pub struct WindowContext { /* private fields */ }
Expand description

Manages a wgpu Surface and its configuration for a single window.

Handles surface creation, reconfiguration on resize, and frame acquisition. Most users should interact with RenderWindow instead, which wraps this type and adds convenience methods.

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impl WindowContext

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pub fn new( window: Window, context: Arc<GraphicsContext>, descriptor: WindowContextDescriptor, ) -> Result<Self, GraphicsError>

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pub fn resized(&mut self, new_size: LogicalSize<u32>)

Handle window resize event (logical size).

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pub fn resized_physical(&mut self, new_size: PhysicalSize<u32>)

Handle window resize event (physical size).

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pub fn window(&self) -> &Window

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pub fn graphics_context(&self) -> &GraphicsContext

Examples found in repository?
examples/sprite_sheet.rs (line 422)
404    fn update(
405        &mut self,
406        _ctx: &mut astrelis_winit::app::AppCtx,
407        _time: &astrelis_winit::FrameTime,
408    ) {
409        let now = Instant::now();
410        let dt = now.duration_since(self.last_update).as_secs_f32();
411        self.last_update = now;
412
413        // Update animation
414        if self.animation.update(dt) {
415            // Frame changed - update vertex buffer with new UVs
416            let frame = self.animation.current_frame();
417            let uv = self.sprite_sheet.sprite_uv(frame);
418            let vertices = create_quad_vertices(uv.u_min, uv.v_min, uv.u_max, uv.v_max);
419
420            // Get context from first window
421            if let Some(window) = self.windows.values().next() {
422                window.context().graphics_context().queue().write_buffer(
423                    &self.vertex_buffer,
424                    0,
425                    bytemuck::cast_slice(&vertices),
426                );
427            }
428        }
429    }
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pub fn surface(&self) -> &Surface<'static>

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pub fn surface_config(&self) -> &SurfaceConfiguration

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pub fn surface_format(&self) -> TextureFormat

Get the surface texture format.

This is the format that render pipelines must use when rendering to this window’s surface. Pass this to renderer constructors like LineRenderer::new.

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pub fn logical_size(&self) -> LogicalSize<u32>

Get the logical size of the window.

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pub fn physical_size(&self) -> PhysicalSize<u32>

Get the physical size of the window.

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pub fn logical_size_f32(&self) -> LogicalSize<f32>

Get the logical size as f32.

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pub fn physical_size_f32(&self) -> PhysicalSize<f32>

Get the physical size as f32.

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pub fn reconfigure_surface(&mut self, config: SurfaceConfiguration)

Reconfigure the surface with a new configuration.

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pub fn has_depth(&self) -> bool

Check if this window has a depth texture.

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pub fn depth_view(&self) -> Option<Arc<TextureView>>

Get the depth texture view if available.

Returns an Arc-wrapped view for cheap, lifetime-free sharing.

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pub fn depth_format(&self) -> Option<TextureFormat>

Get the depth texture format, if depth is enabled.

Returns the format used for the depth texture, or None if depth is not enabled. Use this to configure renderers that need to match the depth format.

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pub fn ensure_depth(&mut self, format: TextureFormat)

Ensure a depth texture exists for this window.

If no depth texture exists, creates one with the given format. If a depth texture already exists, this is a no-op.

Trait Implementations§

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impl AsWgpu for WindowContext

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type WgpuType = Surface<'static>

The underlying wgpu type.
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fn as_wgpu(&self) -> &Self::WgpuType

Get a reference to the underlying wgpu type.

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