Struct nannou::app::App[][src]

pub struct App {
    pub mouse: Mouse,
    pub keys: Keys,
    pub duration: Time,
    pub time: f32,
    // some fields omitted
}
Expand description

Each nannou application has a single App instance. This App represents the entire context of the application.

The App provides access to most application, windowing and “IO” related APIs. In other words, if you need access to windowing, the active wgpu devices, etc, the App will provide access to this.

The App owns and manages:

  • The window and input event loop used to drive the application forward.
  • All windows for graphics and user input. Windows can be referenced via their IDs.
  • The sharing of wgpu devices between windows.
  • A default Draw instance for ease of use.
  • A map of channels for submitting user input updates to active Uis.

Fields

mouse: Mouse

The current state of the Mouse.

keys: Keys

State of the keyboard keys.

mods provides state of each of the modifier keys: shift, ctrl, alt, logo.

down is the set of keys that are currently pressed.

NOTE: down this is tracked by the nannou App so issues might occur if e.g. a key is pressed while the app is in focus and then released when out of focus. Eventually we should change this to query the OS somehow, but I don’t think winit provides a way to do this yet.

duration: Time

Key time measurements tracked by the App.

duration.since_start specifies the duration since the app started running.

duration.since_prev_update specifies the duration since the previous update event.

time: f32

The time in seconds since the App started running.

Primarily, this field is a convenience that removes the need to call app.duration.since_start.secs(). Normally we would try to avoid using such an ambiguous field name, however due to the sheer amount of use that this value has we feel it is beneficial to provide easier access.

This value is of the same type as the scalar value used for describing space in animations. This makes it very easy to animate graphics and create changes over time without having to cast values or repeatedly calculate it from a Duration type. A small example might be app.time.sin() for simple oscillation behaviour.

Note: This is suitable for use in short sketches, however should be avoided in long running installations. This is because the “resolution” of floating point values reduces as the number becomes higher. Instead, we recommend using app.duration.since_start or app.duration.since_prev_update to access a more precise form of app time.

Implementations

Returns the list of all the monitors available on the system.

Returns the primary monitor of the system. May return None if none can be detected. For example, this can happen when running on Linux with Wayland.

Find and return the absolute path to the project’s assets directory.

This method looks for the assets directory in the following order:

  1. Checks the same directory as the executable.
  2. Recursively checks exe’s parent directories (to a max depth of 5).
  3. Recursively checks exe’s children directories (to a max depth of 3).

The path to the current project directory.

The current project directory is considered to be the directory containing the cargo manifest (aka the Cargo.toml file).

Note: Be careful not to rely on this directory for apps or sketches that you wish to distribute! This directory is mostly useful for local sketches, experiments and testing.

Begin building a new window.

The number of windows currently in the application.

A reference to the window with the given Id.

Return the Id of the currently focused window.

Panics if there are no windows or if no window is in focus.

Return a Vec containing a unique window::Id for each currently open window managed by the App.

Return the Rect for the currently focused window.

The Rect coords are described in “points” (pixels divided by the hidpi factor).

Panics if there are no windows or if no window is in focus.

A reference to the window currently in focus.

Panics if their are no windows open in the App.

Uses the App::window method internally.

TODO: Currently this produces a reference to the focused window, but this behaviour should be changed to track the “main” window (the first window created?).

Return the wgpu Backends in use.

Return the main wgpu Instance in use.

This must be passed into the various methods on AdapterMap.

Access to the App’s inner map of wgpu adapters representing access to physical GPU devices.

By maintaining a map of active adapters and their established devices, nannou allows for devices to be shared based on the desired RequestAdapterOptions and DeviceDescriptors.

For example, when creating new windows with the same set of RequestAdapterOptions and DeviceDescriptors, nannou will automatically share devices between windows where possible. This allows for sharing GPU resources like Textures and Buffers between windows.

All methods on AdapterMap that take a wgpu::Instance must be passed the main instance in use by the app, accessed via App::instance().

Return whether or not the App is currently set to exit when the Escape key is pressed.

Specify whether or not the app should close when the Escape key is pressed.

By default this is true.

Returns whether or not the App is currently allows the focused window to enter or exit fullscreen via typical platform-specific shortcuts.

  • Linux uses F11.
  • macOS uses apple key + f.
  • Windows uses windows key + f.

Set whether or not the App should allow the focused window to enter or exit fullscreen via typical platform-specific shortcuts.

  • Linux uses F11.
  • macOS uses apple key + f.
  • Windows uses windows key + f.

Returns the App’s current LoopMode.

The default loop mode is LoopMode::RefreshSync.

Sets the loop mode of the App.

Note: Setting the loop mode will not affect anything until the end of the current loop iteration. The behaviour of a single loop iteration is described under each of the LoopMode variants.

A handle to the App that can be shared across threads.

This can be used to “wake up” the App’s inner event loop.

Produce the App’s Draw API for drawing geometry and text with colors and textures.

Note: You can also create your own Draw instances via Draw::new()! This method makes it a tiny bit easier as the App stores the Draw instance for you and automatically resets the state on each call to app.draw().

The number of times the focused window’s view function has been called since the start of the program.

The number of frames that can currently be displayed a second

The name of the nannou executable that is currently running.

Quits the currently running application.

Trait Implementations

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