Enum GraphicsContext

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pub enum GraphicsContext {
    Initialized(InitializedGraphicsContext),
    Uninitialized(GraphicsContextParams),
}
Expand description

Graphics context of the engine, it could be in two main states:

By default, when you creating an engine, there’s no graphics context initialized. It must be initialized manually (if you need it) on Event::Resumed. On most operating systems, it is possible to initialize graphics context right after the engine was created. However Android won’t allow you to do this, also on some versions of macOS immediate initialization could lead to panic.

You can switch between these states whenever you need, for example if your application does not need a window and a renderer at all you can just not create graphics context. This could be useful for game servers or background applications. When you destroy a graphics context, the engine will remember the options with which it was created and some of the main window parameters (position, size, etc.) and will re-use these parameters on a next initialization attempt.

Variants§

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Initialized(InitializedGraphicsContext)

Fully initialized graphics context. See InitializedGraphicsContext docs for more info.

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Uninitialized(GraphicsContextParams)

Uninitialized (suspended) graphics context. See GraphicsContextParams docs for more info.

Implementations§

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impl GraphicsContext

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pub fn as_initialized_ref(&self) -> &InitializedGraphicsContext

Attempts to cast a graphics context to its initialized version. The method will panic if the context is not initialized.

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pub fn as_initialized_mut(&mut self) -> &mut InitializedGraphicsContext

Attempts to cast a graphics context to its initialized version. The method will panic if the context is not initialized.

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