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App

Struct App 

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pub struct App<State = ()>
where State: 'static,
{ pub world: World, pub schedule: Schedule, pub input: Input, pub record_mode: bool, pub playback_file: Option<String>, /* private fields */ }

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§world: World§schedule: Schedule§input: Input§record_mode: bool§playback_file: Option<String>

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impl<State> App<State>
where State: 'static,

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pub fn new(title: &str, width: u32, height: u32) -> App<State>

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pub fn set_runner<F>(self, f: F) -> App<State>
where F: FnOnce(App<State>) + 'static,

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pub fn set_runner_mut<F>(&mut self, f: F)
where F: FnOnce(App<State>) + 'static,

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pub fn start_recording(self) -> App<State>

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pub fn start_playback(self, path: &str) -> App<State>

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pub fn add_event<T>(self) -> App<State>
where T: 'static + Send + Sync,

Sisteme yeni bir Olay (Event) türü kaydeder. Bu işlem sayesinde her kare bitişinde çift-buffer update() otomatik çalışır.

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pub fn with_icon(self, icon_bytes: &'static [u8]) -> App<State>

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pub fn add_plugin<P>(self, plugin: P) -> App<State>
where P: Plugin<State>,

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pub fn add_embedded_asset( self, path: &str, data: Cow<'static, [u8]>, ) -> App<State>

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pub fn set_setup<F>(self, f: F) -> App<State>
where F: FnOnce(&mut World, &Renderer) -> State + 'static,

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pub fn set_update<F>(self, f: F) -> App<State>
where F: FnMut(&mut World, &mut State, f32, &Input) + 'static,

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pub fn set_render<F>(self, f: F) -> App<State>
where F: FnMut(&mut World, &State, &mut CommandEncoder, &TextureView, &mut Renderer, f32) + 'static,

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pub fn set_simple_render<F>(self, f: F) -> App<State>
where F: for<'a> FnMut(&mut World, &State, &mut RenderContext<'a>) + 'static,

Yeni, basit Render fonksiyonunu (RenderContext) ekler

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pub fn set_input<F>(self, f: F) -> App<State>
where F: FnMut(&mut World, &mut State, &Event<()>) -> bool + 'static,

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pub fn set_ui<F>(self, f: F) -> App<State>
where F: FnMut(&mut World, &mut State, &Context) + 'static,

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pub fn add_system<Params, S>(self, system: S) -> App<State>
where S: IntoSystemConfig<Params>,

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pub fn configure_set(self, config: SetConfig) -> App<State>

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pub fn load_scene(self, path: &str) -> App<State>

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pub fn run(self)

Trait Implementations§

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impl SimpleAppExt for App<SimpleSceneState>

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fn with_simple_scene<F>(self, setup_fn: F) -> Self
where F: FnOnce(&mut SceneBuilder<'_>, &mut SimpleSceneState) + 'static,

Auto Trait Implementations§

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impl<State> Freeze for App<State>

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impl<State = ()> !RefUnwindSafe for App<State>

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impl<State = ()> !Send for App<State>

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impl<State = ()> !Sync for App<State>

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impl<State> Unpin for App<State>

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impl<State> UnsafeUnpin for App<State>

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impl<State = ()> !UnwindSafe for App<State>

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impl<T> Any for T
where T: 'static + ?Sized,

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impl<T> Borrow<T> for T
where T: ?Sized,

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where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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