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//! # What is this? //! //! ggez is a Rust library to create a Good Game Easily. //! //! More specifically, ggez is a lightweight game framework for making //! 2D games with minimum friction. It aims to implement an API based //! on (a Rustified version of) the [LÖVE](https://love2d.org/) game //! framework. This means it contains basic and portable 2D //! drawing, sound, resource loading and event handling. //! //! For a fuller outline, see the [README.md](https://github.com/ggez/ggez/) //! //! ## Usage //! //! ggez consists of three main parts: A [`Context`](struct.Context.html) object //! which contains all the state required to interface with the computer's //! hardware, an [`EventHandler`](event/trait.EventHandler.html) trait that the //! user implements to register callbacks for events, and various sub-modules such as //! [`graphics`](graphics/index.html) and [`audio`](audio/index.html) that provide //! the functionality to actually get stuff done. //! //! The general pattern is to create a struct holding your game's data which implements //! the `EventHandler` trait. Create a [`ContextBuilder`](struct.ContextBuilder.html) //! object with configuration settings, use it to create a new `Context` object, //! and then call [`event::run()`](event/fn.run.html) with the `Context` and an instance of //! your `EventHandler` to run your game's main loop. //! //! ## Basic Project Template //! //! ```rust,no_run //! use ggez::{Context, ContextBuilder, GameResult}; //! use ggez::event::{self, EventHandler}; //! use ggez::graphics; //! //! fn main() { //! // Make a Context and an EventLoop. //! let (mut ctx, mut event_loop) = //! ContextBuilder::new("game_name", "author_name") //! .build() //! .unwrap(); //! //! // Create an instance of your event handler. //! // Usually, you should provide it with the Context object //! // so it can load resources like images during setup. //! let mut my_game = MyGame::new(&mut ctx); //! //! // Run! //! match event::run(&mut ctx, &mut event_loop, &mut my_game) { //! Ok(_) => println!("Exited cleanly."), //! Err(e) => println!("Error occured: {}", e) //! } //! } //! //! struct MyGame { //! // Your state here... //! } //! //! impl MyGame { //! pub fn new(_ctx: &mut Context) -> MyGame { //! // Load/create resources here: images, fonts, sounds, etc. //! MyGame { } //! } //! } //! //! impl EventHandler for MyGame { //! fn update(&mut self, _ctx: &mut Context) -> GameResult<()> { //! // Update code here... //! # Ok(()) //! } //! //! fn draw(&mut self, ctx: &mut Context) -> GameResult<()> { //! graphics::clear(ctx, graphics::WHITE); //! //! // Draw code here... //! //! graphics::present(ctx) //! } //! } //! //! ``` #![deny(missing_docs)] #![deny(missing_debug_implementations)] #![deny(unused_results)] // This is not as strong a constraint as `#![forbid(unsafe_code)]` but is good enough. // It means the only place we use unsafe is then in the modules noted as allowing it. #![deny(unsafe_code)] #![warn(bare_trait_objects)] #![warn(missing_copy_implementations)] #[macro_use] extern crate bitflags; #[macro_use] extern crate gfx; #[macro_use] extern crate log; #[macro_use] extern crate serde_derive; #[macro_use] extern crate smart_default; pub extern crate mint; pub extern crate nalgebra; pub mod audio; pub mod conf; mod context; pub mod error; pub mod event; pub mod filesystem; pub mod graphics; pub mod input; pub mod timer; mod vfs; #[cfg(test)] pub mod tests; pub use crate::context::{Context, ContextBuilder}; pub use crate::error::*;