Struct tetra::Context[][src]

pub struct Context { /* fields omitted */ }
Expand description

A struct containing all of the ‘global’ state within the framework.

Implementations

Runs the game.

The init parameter takes a function or closure that creates a State implementation. A common pattern is to use method references to pass in your state’s constructor directly - see the example below for how this works.

The error type returned by your init closure currently must match the error type returned by your State methods. This limitation may be lifted in the future.

Errors

If the State returns an error from update, draw or event, the game will stop running and this method will return the error.

Examples
use tetra::{Context, ContextBuilder, State};

struct GameState;

impl GameState {
    fn new(ctx: &mut Context) -> tetra::Result<GameState> {
        Ok(GameState)
    }
}

impl State for GameState { }

fn main() -> tetra::Result {
    // Because GameState::new takes `&mut Context` and returns a `State` implementation
    // wrapped in a `Result`, you can use it without a closure wrapper:
    ContextBuilder::new("Hello, world!", 1280, 720)
        .build()?
        .run(GameState::new)
}

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.