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Context

Struct Context 

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pub struct Context {
    pub gfx: Graphics,
    pub audio: Option<Audio>,
    pub input: Input,
    pub assets: Assets,
    pub time: Time,
    pub rng: Rng,
    pub window: Arc<Window>,
    /* private fields */
}

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§gfx: Graphics§audio: Option<Audio>§input: Input§assets: Assets§time: Time§rng: Rng§window: Arc<Window>

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impl Context

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pub fn quit(&mut self)

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pub fn canvas_attached(&self) -> bool

Whether the game’s canvas is in the page, as of the last GameEvent::CanvasAttached. Always true natively.

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pub fn load_texture( &mut self, rel: impl AsRef<Path>, ) -> Result<TextureId, Error>

Load a PNG from the asset root. Works on every platform: natively it reads the file and registers it for hot-reload (game_toolkit_gfx::Graphics::refresh_textures); on the web it decodes the preloaded bytes.

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pub fn load_sound( &mut self, rel: impl AsRef<Path>, ) -> Result<Option<SoundId>, Error>

Load a sound (wav/ogg/flac/mp3) from the asset root. Ok(None) when audio is muted because the backend failed to initialize.

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pub fn start_audio_if_allowed(&mut self)

Start audio as soon as the browser allows it without another user gesture, e.g. when the host page tells the game the player is back after interacting with the page. The toolkit does this by itself at startup; call it again when a gesture may have happened on the page since (outside the canvas, so the toolkit didn’t see it).

On the web it asks the browser and, if the answer is yes, starts the audio right away or within about 1.5 s (Firefox and WebKit take a moment to say so). Otherwise audio keeps waiting for the first key press, click or touch on the canvas. Natively the device is open from the start and this does nothing.

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