pub struct App {
pub mouse: Mouse,
pub keys: Keys,
pub duration: Time,
pub time: f32,
/* private fields */
}
Expand description
Each nannou application has a single App instance. This App represents the entire context of the application.
The App provides access to most application, windowing and “IO” related APIs. In other words, if you need access to windowing, the active wgpu devices, etc, the App will provide access to this.
The App owns and manages:
- The window and input event loop used to drive the application forward.
- All windows for graphics and user input. Windows can be referenced via their IDs.
- The sharing of wgpu devices between windows.
- A default Draw instance for ease of use.
- A map of channels for submitting user input updates to active Uis.
Fields§
§mouse: Mouse
The current state of the Mouse
.
keys: Keys
State of the keyboard keys.
mods
provides state of each of the modifier keys: shift
, ctrl
, alt
, logo
.
down
is the set of keys that are currently pressed.
NOTE: down
this is tracked by the nannou App
so issues might occur if e.g. a key is
pressed while the app is in focus and then released when out of focus. Eventually we should
change this to query the OS somehow, but I don’t think winit
provides a way to do this
yet.
duration: Time
Key time measurements tracked by the App.
duration.since_start
specifies the duration since the app started running.
duration.since_prev_update
specifies the duration since the previous update event.
time: f32
The time in seconds since the App
started running.
Primarily, this field is a convenience that removes the need to call
app.duration.since_start.secs()
. Normally we would try to avoid using such an ambiguous
field name, however due to the sheer amount of use that this value has we feel it is
beneficial to provide easier access.
This value is of the same type as the scalar value used for describing space in animations.
This makes it very easy to animate graphics and create changes over time without having to
cast values or repeatedly calculate it from a Duration
type. A small example might be
app.time.sin()
for simple oscillation behaviour.
Note: This is suitable for use in short sketches, however should be avoided in long
running installations. This is because the “resolution” of floating point values reduces as
the number becomes higher. Instead, we recommend using app.duration.since_start
or
app.duration.since_prev_update
to access a more precise form of app time.
Implementations§
source§impl App
impl App
pub const ASSETS_DIRECTORY_NAME: &'static str = "assets"
pub const DEFAULT_EXIT_ON_ESCAPE: bool = true
pub const DEFAULT_FULLSCREEN_ON_SHORTCUT: bool = true
sourcepub fn available_monitors(&self) -> Vec<MonitorHandle>
pub fn available_monitors(&self) -> Vec<MonitorHandle>
Returns the list of all the monitors available on the system.
sourcepub fn primary_monitor(&self) -> Option<MonitorHandle>
pub fn primary_monitor(&self) -> Option<MonitorHandle>
Returns the primary monitor of the system. May return None if none can be detected. For example, this can happen when running on Linux with Wayland.
sourcepub fn assets_path(&self) -> Result<PathBuf, Error>
pub fn assets_path(&self) -> Result<PathBuf, Error>
Find and return the absolute path to the project’s assets
directory.
This method looks for the assets directory in the following order:
- Checks the same directory as the executable.
- Recursively checks exe’s parent directories (to a max depth of 5).
- Recursively checks exe’s children directories (to a max depth of 3).
sourcepub fn project_path(&self) -> Result<PathBuf, Error>
pub fn project_path(&self) -> Result<PathBuf, Error>
The path to the current project directory.
The current project directory is considered to be the directory containing the cargo
manifest (aka the Cargo.toml
file).
Note: Be careful not to rely on this directory for apps or sketches that you wish to distribute! This directory is mostly useful for local sketches, experiments and testing.
sourcepub fn new_window(&self) -> Builder<'_>
pub fn new_window(&self) -> Builder<'_>
Begin building a new window.
sourcepub fn window_count(&self) -> usize
pub fn window_count(&self) -> usize
The number of windows currently in the application.
sourcepub fn window(&self, id: Id) -> Option<Ref<'_, Window>>
pub fn window(&self, id: Id) -> Option<Ref<'_, Window>>
A reference to the window with the given Id
.
sourcepub fn window_id(&self) -> Id
pub fn window_id(&self) -> Id
Return the Id of the currently focused window.
Panics if there are no windows or if no window is in focus.
sourcepub fn window_ids(&self) -> Vec<Id>
pub fn window_ids(&self) -> Vec<Id>
Return a Vec
containing a unique window::Id
for each currently open window managed by
the App
.
sourcepub fn window_rect(&self) -> Rect<f32>
pub fn window_rect(&self) -> Rect<f32>
Return the Rect for the currently focused window.
The Rect coords are described in “points” (pixels divided by the hidpi factor).
Panics if there are no windows or if no window is in focus.
sourcepub fn main_window(&self) -> Ref<'_, Window>
pub fn main_window(&self) -> Ref<'_, Window>
A reference to the window currently in focus.
Panics if their are no windows open in the App.
Uses the App::window method internally.
TODO: Currently this produces a reference to the focused window, but this behaviour should be changed to track the “main” window (the first window created?).
sourcepub fn instance(&self) -> &Instance
pub fn instance(&self) -> &Instance
Return the main wgpu Instance
in use.
This must be passed into the various methods on AdapterMap
.
sourcepub fn wgpu_adapters(&self) -> &AdapterMap
pub fn wgpu_adapters(&self) -> &AdapterMap
Access to the App’s inner map of wgpu adapters representing access to physical GPU devices.
By maintaining a map of active adapters and their established devices, nannou allows for
devices to be shared based on the desired RequestAdapterOptions
and DeviceDescriptor
s.
For example, when creating new windows with the same set of RequestAdapterOptions
and
DeviceDescriptor
s, nannou will automatically share devices between windows where
possible. This allows for sharing GPU resources like Textures and Buffers between
windows.
All methods on AdapterMap
that take a wgpu::Instance
must be passed the main instance
in use by the app, accessed via App::instance()
.
sourcepub fn exit_on_escape(&self) -> bool
pub fn exit_on_escape(&self) -> bool
Return whether or not the App
is currently set to exit when the Escape
key is pressed.
sourcepub fn set_exit_on_escape(&self, b: bool)
pub fn set_exit_on_escape(&self, b: bool)
Specify whether or not the app should close when the Escape
key is pressed.
By default this is true
.
sourcepub fn fullscreen_on_shortcut(&self) -> bool
pub fn fullscreen_on_shortcut(&self) -> bool
Returns whether or not the App
is currently allows the focused window to enter or exit
fullscreen via typical platform-specific shortcuts.
- Linux uses F11.
- macOS uses apple key + f.
- Windows uses windows key + f.
sourcepub fn set_fullscreen_on_shortcut(&self, b: bool)
pub fn set_fullscreen_on_shortcut(&self, b: bool)
Set whether or not the App
should allow the focused window to enter or exit fullscreen
via typical platform-specific shortcuts.
- Linux uses F11.
- macOS uses apple key + f.
- Windows uses windows key + f.
sourcepub fn loop_mode(&self) -> LoopMode
pub fn loop_mode(&self) -> LoopMode
Returns the App’s current LoopMode.
The default loop mode is LoopMode::RefreshSync
.
sourcepub fn set_loop_mode(&self, mode: LoopMode)
pub fn set_loop_mode(&self, mode: LoopMode)
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.
sourcepub fn create_proxy(&self) -> Proxy
pub fn create_proxy(&self) -> Proxy
A handle to the App that can be shared across threads.
This can be used to “wake up” the App’s inner event loop.
sourcepub fn draw(&self) -> Draw
pub fn draw(&self) -> Draw
Produce the App’s Draw API for drawing geometry and text with colors and textures.
Note: You can also create your own Draw instances via Draw::new()
! This method
makes it a tiny bit easier as the App stores the Draw instance for you and
automatically resets the state on each call to app.draw()
.
sourcepub fn elapsed_frames(&self) -> u64
pub fn elapsed_frames(&self) -> u64
The number of times the focused window’s view function has been called since the start of the program.
Trait Implementations§
source§impl<'a> WithDeviceQueuePair for &'a App
impl<'a> WithDeviceQueuePair for &'a App
Auto Trait Implementations§
impl !RefUnwindSafe for App
impl !Send for App
impl !Sync for App
impl Unpin for App
impl !UnwindSafe for App
Blanket Implementations§
source§impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S
impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S
source§fn adapt_into_using<M>(self, method: M) -> Dwhere
M: TransformMatrix<Swp, Dwp, T>,
fn adapt_into_using<M>(self, method: M) -> Dwhere
M: TransformMatrix<Swp, Dwp, T>,
source§fn adapt_into(self) -> D
fn adapt_into(self) -> D
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T, U> ConvertInto<U> for Twhere
U: ConvertFrom<T>,
impl<T, U> ConvertInto<U> for Twhere
U: ConvertFrom<T>,
source§fn convert_into(self) -> U
fn convert_into(self) -> U
source§fn convert_unclamped_into(self) -> U
fn convert_unclamped_into(self) -> U
source§fn try_convert_into(self) -> Result<U, OutOfBounds<U>>
fn try_convert_into(self) -> Result<U, OutOfBounds<U>>
OutOfBounds
error is returned which contains the unclamped color. Read more