Struct nannou::app::App [] [src]

pub struct App {
    pub audio: Audio,
    // some fields omitted
}

An App represents the entire context of your application.

The App owns and manages:

  • the event loop (used to drive the application forward)
  • all OpenGL windows (for graphics and user input, can be referenced via IDs).

Fields

Audio-related functionality.

Methods

impl App
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ASSETS_DIRECTORY_NAME: &'static str = "assets"

DEFAULT_EXIT_ON_ESCAPE: bool = true

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Find and return the absolute path to the project's assets directory.

This method looks for the assets directory in the following order:

  1. Checks the same directory as the executable.
  2. Recursively checks exe's parent directories (to a max depth of 5).
  3. Recursively checks exe's children directories (to a max depth of 3).

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Begin building a new OpenGL window.

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The number of windows currently in the application.

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A reference to the window with the given Id.

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Return whether or not the App is currently set to exit when the Escape key is pressed.

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Specify whether or not the app should close when the Escape key is pressed.

By default this is true.

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Returns the App's current LoopMode.

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Sets the loop mode of the App.

Note: Setting the loop mode will not affect anything until the end of the current loop iteration. The behaviour of a single loop iteration is described under each of the LoopMode variants.

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A handle to the App that can be shared across threads.

This can be used to "wake up" the App's inner event loop.

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Create a new Ui for the window with the given Id.

Returns None if there is no window for the given window_id.