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EngineHandle

Struct EngineHandle 

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

A handle to a running or initialized engine instance.

Holds the engine configuration, an optional Canvas 2D renderer, an optional WebGPU renderer, and the optional scheduler handle once the game loop has started. Use Engine::new_handle to construct one, then call init_canvas or init_webgpu (matching the backend chosen in RenderConfig) and finally start to begin the game loop.

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impl EngineHandle

Implements lifecycle management for EngineHandle.

All getter methods (get_config, get_canvas_renderer, get_webgpu_renderer) are generated by the Data derive on the struct definition; this impl only contributes lifecycle and accessor behavior that is not expressible as a plain getter.

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pub fn init_canvas(&mut self) -> bool

Initializes the Canvas 2D rendering backend.

On success, populates canvas_renderer and clears webgpu_renderer. On failure, both renderer fields remain None.

§Returns
  • bool - true if the renderer was created successfully.
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pub async fn init_webgpu(&mut self) -> Result<WebGpuRenderer, WebGpuInitError>

Initializes the WebGPU rendering backend.

On success, populates webgpu_renderer and clears canvas_renderer. On failure, both renderer fields remain None and the typed error is returned so the caller can decide how to surface it (typically via Console::error).

§Returns
  • Result<WebGpuRenderer, WebGpuInitError> - The initialized renderer, or a typed error describing the specific failure.
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pub fn init_webgl(&mut self) -> Result<WebGlRenderer, WebGlInitError>

Initializes the WebGL 2 rendering backend.

On success, populates webgl_renderer and clears the other renderer fields. On failure, all renderer fields remain None and the typed error is returned so the caller can decide how to surface it.

§Returns
  • Result<WebGlRenderer, WebGlInitError> - The initialized renderer, or a typed error describing the specific failure.
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pub fn register_input(&mut self) -> Option<InputStateCell>

Attaches DOM input listeners and stores the shared input state.

Resolves the canvas element from the render configuration’s canvas_selector and routes DOM events into a shared InputState: keyboard events bind to window, mouse and touch events bind to the canvas. This works for both the Canvas 2D and WebGPU backends because either way the same <canvas> element receives the pointer events.

Returns None (and stores nothing) if the canvas selector does not resolve at call time - for example when called before the canvas element is mounted into the DOM.

The registered listeners stay alive for the lifetime of the document (mount-only convention; there is no matching unregister_input).

§Returns
  • Option<InputStateCell> - The shared input state cell, or None if the canvas element was not found.
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pub fn start(&mut self, handler: TickHandlerRc)

Starts the game loop with the given tick handler.

The scheduler configuration from EngineConfig controls the fixed timestep and maximum frame time. The scheduler handle is stored internally and can be stopped via stop.

§Arguments
  • TickHandlerRc - The tick handler receiving update and render callbacks.
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pub fn stop(&self)

Stops the game loop and cancels any pending animation frame request.

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pub fn is_running(&self) -> bool

Returns whether the game loop is currently running.

§Returns
  • bool - true if the scheduler is running.
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impl EngineHandle

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pub fn get_config(&self) -> &EngineConfig

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pub fn get_mut_config(&mut self) -> &mut EngineConfig

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pub fn set_config(&mut self, val: EngineConfig) -> &mut Self

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pub fn get_canvas_renderer(&self) -> CanvasRenderer

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pub fn try_get_canvas_renderer(&self) -> &Option<CanvasRenderer>

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pub fn get_mut_canvas_renderer(&mut self) -> &mut Option<CanvasRenderer>

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pub fn set_canvas_renderer(&mut self, val: Option<CanvasRenderer>) -> &mut Self

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pub fn get_webgpu_renderer(&self) -> WebGpuRenderer

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pub fn try_get_webgpu_renderer(&self) -> &Option<WebGpuRenderer>

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pub fn get_mut_webgpu_renderer(&mut self) -> &mut Option<WebGpuRenderer>

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pub fn set_webgpu_renderer(&mut self, val: Option<WebGpuRenderer>) -> &mut Self

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pub fn get_webgl_renderer(&self) -> WebGlRenderer

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pub fn try_get_webgl_renderer(&self) -> &Option<WebGlRenderer>

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pub fn get_mut_webgl_renderer(&mut self) -> &mut Option<WebGlRenderer>

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pub fn set_webgl_renderer(&mut self, val: Option<WebGlRenderer>) -> &mut Self

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pub fn get_input_cell(&self) -> InputStateCell

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pub fn try_get_input_cell(&self) -> &Option<InputStateCell>

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pub fn get_mut_input_cell(&mut self) -> &mut Option<InputStateCell>

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pub fn set_input_cell(&mut self, val: Option<InputStateCell>) -> &mut Self

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pub fn get_scheduler_handle(&self) -> SchedulerHandle

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pub fn try_get_scheduler_handle(&self) -> &Option<SchedulerHandle>

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pub fn get_mut_scheduler_handle(&mut self) -> &mut Option<SchedulerHandle>

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pub fn set_scheduler_handle( &mut self, val: Option<SchedulerHandle>, ) -> &mut Self

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impl EngineHandle

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pub fn new( config: EngineConfig, canvas_renderer: Option<CanvasRenderer>, webgpu_renderer: Option<WebGpuRenderer>, webgl_renderer: Option<WebGlRenderer>, scheduler_handle: Option<SchedulerHandle>, ) -> Self

Trait Implementations§

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impl Clone for EngineHandle

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fn clone(&self) -> EngineHandle

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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