elikar 0.1.9

A rust asynchronous ECS game engine
fn main() {
    let game = elikar::init().unwrap();
    let world = game.elikar_world();
    let system_info = world.system_info();
    let platform = system_info.platform();
    let cpu = system_info.cpu();
    let video = system_info.video();
    println!("Platform:{}", platform.name());
    println!("System Ram:{}", platform.system_ram());

    println!("CPU Cache Line Size:{}", cpu.cpu_cache_line_size());
    println!("CPU count:{}", cpu.cpu_count());
    println!("Has 3DNow:{}", cpu.has_3d_now());
    println!("Has AVX:{}", cpu.has_avx());
    println!("Has AVX2:{}", cpu.has_avx2());
    println!("Has AltiVec:{}", cpu.has_alti_vec());
    println!("Has MMX:{}", cpu.has_mmx());
    println!("Has RDTSC:{}", cpu.has_rdtsc());
    println!("Has SSE:{}", cpu.has_sse());
    println!("Has SSE2:{}", cpu.has_sse2());
    println!("Has SSE3:{}", cpu.has_sse3());
    println!("Has SSE41:{}", cpu.has_sse41());
    println!("Has SSE42:{}", cpu.has_sse42());

    println!("video drivers:{:?}", video.all_drivers_name().unwrap());
    println!("current video drivers:{}", video.current_drivers_name());
    for screen in video.screens().unwrap() {
        println!("{}", screen);
    }
}