sdl3 0.18.0

Bindings to SDL3, a cross-platform library to abstract the platform-specific details for building applications.
Documentation
use sdl3::event::Event;
use sdl3::keyboard::Keycode;
use sdl3::pixels::Color;

pub fn main() -> Result<(), Box<dyn std::error::Error>> {
    let sdl_context = sdl3::init()?;
    let video_subsystem = sdl_context.video()?;

    let window = video_subsystem
        .window("rust-sdl3 demo: Window", 800, 600)
        .resizable()
        .build()
        .map_err(|e| e.to_string())?;

    let mut canvas = window.into_canvas();
    //let mut canvas = window
    //    .into_canvas()
    //    .present_vsync()
    //    .build()
    //    .map_err(|e| e.to_string())?;

    let mut tick = 0;

    let mut event_pump = sdl_context.event_pump().map_err(|e| e.to_string())?;

    'running: loop {
        for event in event_pump.poll_iter() {
            match event {
                Event::Quit { .. }
                | Event::KeyDown {
                    keycode: Some(Keycode::Escape),
                    ..
                } => break 'running,
                _ => {}
            }
        }

        {
            // Update the window title.
            let window = canvas.window_mut();

            let position = window.position();
            let size = window.size();
            let title = format!(
                "Window - pos({}x{}), size({}x{}): {}",
                position.0, position.1, size.0, size.1, tick
            );
            window.set_title(&title).map_err(|e| e.to_string())?;

            tick += 1;
        }

        canvas.set_draw_color(Color::RGB(0, 0, 0));
        canvas.clear();
        canvas.present();
    }

    Ok(())
}