[−][src]Struct quicksilver::prelude::Window
The window currently in use
Methods
impl Window
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pub fn clear_temporary_states(&mut self)
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Transition temporary input states (Pressed, Released) into sustained ones (Held, NotPressed)
pub fn view(&self) -> View
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Get the view from the window
pub fn set_view(&mut self, view: View)
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Set the view the window uses
pub fn resize_strategy(&self) -> ResizeStrategy
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Get the resize strategy used by the window
pub fn set_resize_strategy(&mut self, resize: ResizeStrategy)
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Switch the strategy the window uses to display content when the available area changes
pub fn screen_size(&self) -> Vector
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Get the screen size
pub fn unproject(&self) -> Transform
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Get the unprojection matrix according to the View
pub fn project(&self) -> Transform
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Get the projection matrix according to the View
pub fn keyboard(&self) -> &Keyboard
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Get a reference to the keyboard
pub fn mouse(&self) -> Mouse
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Get an instance of a mouse, projected into the current View
pub fn clear(&mut self, color: Color) -> Result<()>
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Clear the screen to a given color
The blend mode is also automatically reset, and any un-flushed draw calls are dropped.
pub fn clear_letterbox_color(
&mut self,
color: Color,
letterbox: Color
) -> Result<()>
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&mut self,
color: Color,
letterbox: Color
) -> Result<()>
Clear the screen to a given color, with a given letterbox color
The blend mode is also automatically reset, and any un-flushed draw calls are dropped.
pub fn flush(&mut self) -> Result<()>
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Flush the current buffered draw calls
Attributes like z-ordering will be reset: all items drawn after a flush will always draw over all items drawn before a flush.
Note that calling this can be an expensive operation
pub fn set_blend_mode(&mut self, blend: BlendMode) -> Result<()>
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Set the blend mode for the window
This will flush all of the drawn items to the screen and switch to the new blend mode.
pub fn reset_blend_mode(&mut self) -> Result<()>
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Reset the blend mode for the window to the default alpha blending
This will flush all of the drawn items to the screen
pub fn gamepads(&self) -> &Vec<Gamepad>
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Get a reference to the connected gamepads
pub fn draw<'a>(
&'a mut self,
draw: &impl Drawable,
bkg: impl Into<Background<'a>>
)
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&'a mut self,
draw: &impl Drawable,
bkg: impl Into<Background<'a>>
)
Draw a Drawable to the window, which will be finalized on the next flush
pub fn draw_ex<'a>(
&'a mut self,
draw: &impl Drawable,
bkg: impl Into<Background<'a>>,
trans: Transform,
z: impl Scalar
)
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&'a mut self,
draw: &impl Drawable,
bkg: impl Into<Background<'a>>,
trans: Transform,
z: impl Scalar
)
Draw a Drawable to the window with more options provided (draw exhaustive)
pub fn mesh(&mut self) -> &mut Mesh
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The mesh the window uses to draw
pub fn update_rate(&self) -> f64
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The ideal delay between two calls to update in milliseconds
pub fn set_update_rate(&mut self, update_rate: f64)
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Set the desired time between two calls to update in milliseconds
pub fn draw_rate(&self) -> f64
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The ideal delay between two calls to draw in milliseconds
pub fn set_draw_rate(&mut self, draw_rate: f64)
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Set the desired time between two calls to draw in milliseconds
pub fn current_fps(&self) -> f64
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Get the delay between the last two draw frames
pub fn average_fps(&self) -> f64
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Get the average framerate over the history of the app
pub fn max_updates(&self) -> u32
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Get the maximum number of updates that are allowed to run in a frame
0 means no limitation
pub fn set_max_updates(&mut self, max_updates: u32)
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Set the maximum number of updates that are allowed to run in a frame
0 means no limitation
pub fn set_show_cursor(&mut self, show_cursor: bool)
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please use set_cursor
instead
Set if the cursor should be visible when over the application
pub fn set_cursor(&mut self, cursor: MouseCursor)
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Set current cursor
pub fn set_title(&mut self, title: &str)
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Set the title of the window (or tab on mobile)
pub fn get_fullscreen(&self) -> bool
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Get if the application is currently fullscreen
pub fn set_fullscreen(&mut self, fullscreen: bool)
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Set if the application is currently fullscreen
pub fn set_size(&mut self, size: impl Into<Vector>)
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Resize the window to the given size
pub fn close(&mut self)
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Close the application without triggering the onclose handler
On desktop, this closes the window, and on the web it removes the canvas from the page
pub fn screenshot(&mut self, format: PixelFormat) -> DynamicImage
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Create a screenshot as an image
If a surface is active, an image of that surface is generated. If no surface is activated,
an image of what has been drawn to the window is generated. Taking a screenshot in the
midst of a draw
call may have unexpected results.
Auto Trait Implementations
impl !Send for Window
impl !Sync for Window
impl Unpin for Window
impl !UnwindSafe for Window
impl !RefUnwindSafe for Window
Blanket Implementations
impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> From<T> for T
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
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fn is_in_subset(&self) -> bool
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unsafe fn to_subset_unchecked(&self) -> SS
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fn from_subset(element: &SS) -> SP
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,
fn vzip(self) -> V
impl<T> Downcast for T where
T: Any,
T: Any,