[][src]Module ggez::event

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 check for events on your own, which is not particularly hard. This just tries to simplify the process a little. See the source code for this module, or the eventloop example example code to see how to do this.

TODO: UPDATE DOCS!

Re-exports

pub use crate::input::gamepad::GamepadId;
pub use crate::input::keyboard::KeyMods;

Modules

winit_event

winit events; nested in a module for re-export neatness.

Structs

EventsLoop

Provides a way to retrieve events from the system and from the windows that were registered to the events loop.

Enums

Axis

Gamepad's elements which state can be represented by value from -1.0 to 1.0.

Button

Gamepad's elements which state can be represented by value from 0.0 to 1.0.

KeyCode

Symbolic name for a keyboard key.

MouseButton

Describes a button of a mouse controller.

Traits

EventHandler

A trait defining event callbacks. This is your primary interface with ggez's event loop. Implement this trait for a type and override at least the update() and draw() methods, then pass it to event::run() to run the game's mainloop.

Functions

run

Runs the game's main loop, calling event callbacks on the given state object as events occur.