Struct ggez::Context [] [src]

pub struct Context {
    pub conf: Conf,
    pub sdl_context: Sdl,
    pub filesystem: Filesystem,
    pub event_context: EventSubsystem,
    pub timer_context: TimeContext,
    pub audio_context: AudioContext,
    pub gamepad_context: GamepadContext,
    pub default_font: Font,
    // some fields omitted
}

A Context is an object that holds on to global resources. It basically tracks hardware state such as the screen, audio system, timers, and so on. Generally this type is not thread- safe and only one Context can exist at a time. Trying to create another one will fail.

Most functions that interact with the hardware, for instance drawing things, playing sounds, or loading resources (which then need to be transformed into a format the hardware likes) will need to access the Context.

Fields

The Conf object the Context was created with

SDL context

Filesystem state

Event context

Timer state

Audio context

Gamepad context

Default font

Methods

impl Context
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Tries to create a new Context by loading a config file from its default path, using the given Conf object as a default if none is found.

The game_id and author are game-specific strings that are used to locate the default storage locations for the platform it looks in, as documented in the filesystem module. You can also always debug-print the Context::filesystem field to see what paths it is searching.

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Prints out information on the resources subsystem.

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Triggers a Quit event.

Trait Implementations

impl Debug for Context
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Formats the value using the given formatter.