Module ggez::event
[−]
[src]
The event
module contains traits and structs to actually run your game mainloop
and handle top-level state, as well as handle input events such as keyboard
and mouse.
If you don't want to do this, you can write your own mainloop and
get the necessary event machinery by calling
context.sdl_context.event_pump()
on your Context
. You can
then call whatever SDL event methods you want on that. This is
not particularly elegant and is not guaranteed to be stable across
different versions of ggez (for instance, we may someday get rid of SDL2),
but trying to wrap it
up more conveniently really ends up with the exact same interface.
See the eventloop
example for an implementation.
Structs
EventPollIterator |
An iterator that calls |
Events |
A handle to access the OS's event pump. |
Mod | |
MouseState |
Enums
Axis | |
Button | |
Event |
Different event types. |
Keycode | |
MouseButton |
Constants
CAPSMOD | |
LALTMOD | |
LCTRLMOD | |
LGUIMOD | |
LSHIFTMOD | |
MODEMOD | |
NOMOD | |
NUMMOD | |
RALTMOD | |
RCTRLMOD | |
RESERVEDMOD | |
RGUIMOD | |
RSHIFTMOD |
Traits
EventHandler |
A trait defining event callbacks; your primary interface with
|
Functions
run |
Runs the game's main loop, calling event callbacks on the given state object as events occur. |