[][src]Module ggez::event

The event module contains traits and structs to actually run your game mainloop and handle top-level state, as well as handle input events such as keyboard and mouse.

If you don't want to use ggez's built in event loop, you can write your own mainloop and check for events on your own. This is not particularly hard, there's nothing special about the EventHandler trait. It just tries to simplify the process a little. For examples of how to write your own main loop, see the source code for this module, or the eventloop example.

Re-exports

pub use crate::input::gamepad::GamepadId;
pub use crate::input::keyboard::KeyMods;

Modules

winit_event

winit events; nested in a module for re-export neatness.

Structs

EventsLoop

Provides a way to retrieve events from the system and from the windows that were registered to the events loop.

Enums

Axis

Gamepad's elements which state can be represented by value from -1.0 to 1.0.

Button

Gamepad's elements which state can be represented by value from 0.0 to 1.0.

KeyCode

Symbolic name for a keyboard key.

MouseButton

Describes a button of a mouse controller.

Traits

EventHandler

A trait defining event callbacks. This is your primary interface with ggez's event loop. Implement this trait for a type and override at least the update() and draw() methods, then pass it to event::run() to run the game's mainloop.

Functions

quit

Terminates the ggez::event::run() loop by setting Context.continuing to false.

run

Runs the game's main loop, calling event callbacks on the given state object as events occur.