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Game

Struct Game 

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pub struct Game {
    pub renderer: GPU,
    pub camera: Camera,
    pub events: Events,
    pub time: Time,
    pub window: Window,
    /* private fields */
}
Expand description

The primary game object — aggregates the renderer, camera, window, events, timing, gamepad, and user-provided Runtime.

Create via Game::new and start via Game::run. All fields are public so that Runtime methods can access them directly.

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§renderer: GPU§camera: Camera§events: Events§time: Time§window: Window

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impl Game

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pub fn new<R: Runtime + 'static>(runtime: R) -> OpticResult<Game>

Creates a new game with a 500×500 window and a crimson background.

Initialises:

  • A GPU with VSync enabled and the given background colour
  • A perspective Camera
  • Gamepad input via gilrs
  • The user’s Runtime implementation
§Errors

Returns an error if the window, EGL/GLX surface, or gamepad cannot be initialised.

let game = Game::new(MyRuntime)?;
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pub fn run<R: Runtime + 'static>(runtime: R)

Convenience entry point: creates a Game and runs the event loop.

On success exits with SUCCESS; on failure logs and exits with ERROR.

This is the simplest way to start an Optic application:

Game::run(MyRuntime);
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pub fn exit(&mut self)

Signals the game loop to exit gracefully on the next frame.

After calling this, Runtime::end will be invoked and the process will exit with SUCCESS.

// In your runtime:
fn update(&mut self, game: &mut Game) {
    if game.events.key_down(VirtualKeyCode::Escape) {
        game.exit();
    }
}

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impl ApplicationHandler for Game

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fn resumed(&mut self, _el: &ActiveEventLoop)

Emitted when the application has been resumed. Read more
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fn window_event( &mut self, _el: &ActiveEventLoop, id: WindowId, event: WindowEvent, )

Emitted when the OS sends an event to a winit window.
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fn about_to_wait(&mut self, el: &ActiveEventLoop)

Emitted when the event loop is about to block and wait for new events. Read more
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fn new_events(&mut self, event_loop: &ActiveEventLoop, cause: StartCause)

Emitted when new events arrive from the OS to be processed. Read more
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fn user_event(&mut self, event_loop: &ActiveEventLoop, event: T)

Emitted when an event is sent from EventLoopProxy::send_event.
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fn device_event( &mut self, event_loop: &ActiveEventLoop, device_id: DeviceId, event: DeviceEvent, )

Emitted when the OS sends an event to a device.
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fn suspended(&mut self, event_loop: &ActiveEventLoop)

Emitted when the application has been suspended. Read more
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fn exiting(&mut self, event_loop: &ActiveEventLoop)

Emitted when the event loop is being shut down. Read more
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fn memory_warning(&mut self, event_loop: &ActiveEventLoop)

Emitted when the application has received a memory warning. Read more

Auto Trait Implementations§

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impl !Freeze for Game

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impl !RefUnwindSafe for Game

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impl !Send for Game

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impl !Sync for Game

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impl !UnwindSafe for Game

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impl Unpin for Game

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impl UnsafeUnpin for Game

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

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Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
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impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
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impl<T> Downcast for T
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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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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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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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type Init = T

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