Window and event management for Astrelis engine.
This crate provides the App trait for game loop implementation,
window creation/management, and event batching for efficient processing.
Quick Start
use ;
;
App Lifecycle
Methods are called in this order each frame:
App::on_start()- Once at startupApp::begin_frame()- Start of each frameApp::update()- Game logic updateApp::fixed_update()- Physics/fixed timestep (repeated as needed)App::render()- Per-window rendering (called for each window)App::end_frame()- End of each frameApp::on_exit()- Once at shutdown
Event Batching
Events are collected and batched per-window using EventBatch. Access events
in the render() method to handle input for each window separately.
Features
- Window creation and management via [
window::WindowBackend] - Event loop integration with winit
- Frame timing and fixed timestep support via [
FrameTime] - Window resizing, focus, and lifecycle events