[][src]Struct crystal_engine::Window

pub struct Window<GAME: Game + 'static> { /* fields omitted */ }

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>[src]

pub fn new(width: f32, height: f32) -> Self[src]

Create a new instance of the window. This will immediately instantiate an instance of Game.

pub fn run(self)[src]

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

impl<GAME> !UnwindSafe for Window<GAME>

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> Content for T[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> SafeBorrow<T> for T[src]

impl<T> SetParameter for T

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.