Struct Kernel

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pub struct Kernel<GameLogic>
where GameLogic: IGameLogic<EventInput = <XformInput as IUi>::EventInputFiltered, EventRender = <Renderer as IRenderer>::EventRender>, <GameLogic as IGameLogic>::RenderObj: Into<Vec<<GameLogic as IGameLogic>::EventRender>>,
{ pub _windowing: WinGlutin, pub _input: XformInput, pub _game_logic: GameLogic, pub _renderer: Renderer, }

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§_windowing: WinGlutin§_input: XformInput§_game_logic: GameLogic§_renderer: Renderer

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impl<GameLogic> AsMut<GameLogic> for Kernel<GameLogic>
where GameLogic: IGameLogic<EventInput = <XformInput as IUi>::EventInputFiltered, EventRender = <Renderer as IRenderer>::EventRender>, <GameLogic as IGameLogic>::RenderObj: Into<Vec<<GameLogic as IGameLogic>::EventRender>>,

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fn as_mut(&mut self) -> &mut GameLogic

Converts this type into a mutable reference of the (usually inferred) input type.
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impl<GameLogic> AsMut<Renderer> for Kernel<GameLogic>
where GameLogic: IGameLogic<EventInput = <XformInput as IUi>::EventInputFiltered, EventRender = <Renderer as IRenderer>::EventRender>, <GameLogic as IGameLogic>::RenderObj: Into<Vec<<GameLogic as IGameLogic>::EventRender>>,

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fn as_mut(&mut self) -> &mut Renderer

Converts this type into a mutable reference of the (usually inferred) input type.
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impl<GameLogic> AsMut<WinGlutin> for Kernel<GameLogic>
where GameLogic: IGameLogic<EventInput = <XformInput as IUi>::EventInputFiltered, EventRender = <Renderer as IRenderer>::EventRender>, <GameLogic as IGameLogic>::RenderObj: Into<Vec<<GameLogic as IGameLogic>::EventRender>>,

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fn as_mut(&mut self) -> &mut WinGlutin

Converts this type into a mutable reference of the (usually inferred) input type.
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impl<GameLogic> AsMut<XformInput> for Kernel<GameLogic>
where GameLogic: IGameLogic<EventInput = <XformInput as IUi>::EventInputFiltered, EventRender = <Renderer as IRenderer>::EventRender>, <GameLogic as IGameLogic>::RenderObj: Into<Vec<<GameLogic as IGameLogic>::EventRender>>,

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fn as_mut(&mut self) -> &mut XformInput

Converts this type into a mutable reference of the (usually inferred) input type.
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impl<GameLogic> IKernel<WinGlutin, XformInput, GameLogic, Renderer> for Kernel<GameLogic>
where GameLogic: IGameLogic<EventInput = <XformInput as IUi>::EventInputFiltered, EventRender = <Renderer as IRenderer>::EventRender>, <GameLogic as IGameLogic>::RenderObj: Into<Vec<<GameLogic as IGameLogic>::EventRender>>,

use default implementation for run method

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fn new() -> Result<Self, &'static str>
where Self: Sized,

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fn init_hook(&mut self) -> Result<(), &'static str>

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fn deinit_hook(&mut self) -> Result<(), &'static str>

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fn new_with<F>(f: F) -> Result<Self, &'static str>
where F: FnOnce() -> Result<Self, &'static str>, Self: Sized,

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fn run(&mut self) -> Result<(), &'static str>

default implementation of the main control flow

Auto Trait Implementations§

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impl<GameLogic> !Freeze for Kernel<GameLogic>

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impl<GameLogic> !RefUnwindSafe for Kernel<GameLogic>

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impl<GameLogic> !Send for Kernel<GameLogic>

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impl<GameLogic> !Sync for Kernel<GameLogic>

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impl<GameLogic> Unpin for Kernel<GameLogic>
where <GameLogic as IGameLogic>::RenderObj: Sized, GameLogic: Unpin,

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impl<GameLogic> !UnwindSafe for Kernel<GameLogic>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T> SetParameter for T

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fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result
where T: Parameter<Self>,

Sets value as a parameter of self.
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.