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Context

Struct Context 

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pub struct Context<A: GameAction> {
Show 20 fields pub input: InputState<A>, pub delta_time: f32, pub screen_width: f32, pub screen_height: f32, pub camera_offset_x: f32, pub camera_offset_y: f32, pub fps: f32, pub frame_time_ms: f32, pub fixed_tick_rate: u32, pub target_fps: u32, pub interpolation_alpha: f32, pub freeze_frames: u16, pub pending_shakes: Vec<(f32, f32)>, pub request_exit: bool, pub fullscreen_enabled: bool, pub request_fullscreen: Option<bool>, pub hdr_enabled: bool, pub request_hdr: Option<bool>, pub audio: AudioManager, pub pending_ui_audio: Vec<UiAudioEvent>, /* private fields */
}

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§input: InputState<A>§delta_time: f32§screen_width: f32§screen_height: f32§camera_offset_x: f32§camera_offset_y: f32§fps: f32§frame_time_ms: f32§fixed_tick_rate: u32§target_fps: u32§interpolation_alpha: f32§freeze_frames: u16§pending_shakes: Vec<(f32, f32)>§request_exit: bool§fullscreen_enabled: bool§request_fullscreen: Option<bool>§hdr_enabled: bool§request_hdr: Option<bool>§audio: AudioManager§pending_ui_audio: Vec<UiAudioEvent>

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impl<A: GameAction> Context<A>

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pub fn new(screen_width: f32, screen_height: f32) -> Self

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pub fn load_texture(&mut self, bytes: &'static [u8], label: &str) -> usize

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pub fn trigger_freeze(&mut self, frames: u16)

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pub fn trigger_shake(&mut self, intensity: f32, duration: f32)

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pub fn draw_sprite( &mut self, position: Vec2, size: Vec2, color: [f32; 4], flip_x: bool, )

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pub fn draw_rect(&mut self, position: Vec2, size: Vec2, color: [f32; 4])

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pub fn draw_sprite_from_sheet( &mut self, position: Vec2, size: Vec2, color: [f32; 4], source_rect: Rect, flip_x: bool, texture_id: usize, )

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pub fn draw_sprite_from_sheet_additive( &mut self, position: Vec2, size: Vec2, color: [f32; 4], source_rect: Rect, flip_x: bool, texture_id: usize, )

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pub fn screen_center(&self) -> Vec2

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pub fn set_fullscreen_enabled(&mut self, enabled: bool)

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pub fn set_hdr_enabled(&mut self, enabled: bool)

Auto Trait Implementations§

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impl<A> !Freeze for Context<A>

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impl<A> !RefUnwindSafe for Context<A>

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impl<A> Send for Context<A>
where A: Send,

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impl<A> !Sync for Context<A>

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impl<A> Unpin for Context<A>
where A: Unpin,

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impl<A> UnsafeUnpin for Context<A>

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impl<A> !UnwindSafe for Context<A>

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

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where T: ?Sized,

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