Struct piston_window::PistonWindow
[−]
[src]
pub struct PistonWindow<W: Window = GlutinWindow> { pub window: W, pub encoder: GfxEncoder, pub device: Device, pub output_color: RenderTargetView<Resources, Srgba8>, pub output_stencil: DepthStencilView<Resources, DepthStencil>, pub g2d: Gfx2d<Resources>, pub events: Events, pub factory: Factory, }
Contains everything required for controlling window, graphics, event loop.
Fields
window: W
The window.
encoder: GfxEncoder
GFX encoder.
device: Device
GFX device.
output_color: RenderTargetView<Resources, Srgba8>
Output frame buffer.
output_stencil: DepthStencilView<Resources, DepthStencil>
Output stencil buffer.
g2d: Gfx2d<Resources>
Gfx2d.
events: Events
Event loop state.
factory: Factory
The factory that was created along with the device.
Methods
impl<W> PistonWindow<W> where W: Window
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fn new(opengl: OpenGL, samples: u8, window: W) -> Self where W: OpenGLWindow
Creates a new piston window.
fn draw_2d<E, F, U>(&mut self, e: &E, f: F) -> Option<U> where W: OpenGLWindow, E: GenericEvent, F: FnOnce(Context, &mut G2d) -> U
Renders 2D graphics.
fn draw_3d<E, F, U>(&mut self, e: &E, f: F) -> Option<U> where W: OpenGLWindow, E: GenericEvent, F: FnOnce(&mut Self) -> U
Renders 3D graphics.
fn next(&mut self) -> Option<Input>
Returns next event. Cleans up after rendering and resizes frame buffers.
fn event(&mut self, event: &Input)
Let window handle new event. Cleans up after rendering and resizes frame buffers.
Trait Implementations
impl<W> BuildFromWindowSettings for PistonWindow<W> where W: Window + OpenGLWindow + BuildFromWindowSettings
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fn build_from_window_settings(settings: &WindowSettings)
-> Result<PistonWindow<W>, String>
-> Result<PistonWindow<W>, String>
Builds the window from a WindowSettings
object. Read more
impl<W> Window for PistonWindow<W> where W: Window
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fn should_close(&self) -> bool
Returns true if the window should close.
fn set_should_close(&mut self, value: bool)
Tells the window to close or stay open.
fn size(&self) -> Size
Gets the size of the window.
fn draw_size(&self) -> Size
Gets the draw size of the window. Read more
fn swap_buffers(&mut self)
Swaps render buffers. Read more
fn wait_event(&mut self) -> Input
Wait indefinitely for an input event to be available from the window.
fn wait_event_timeout(&mut self, timeout: Duration) -> Option<Input>
Wait for an input event to be available from the window or for the specified timeout to be reached. Read more
fn poll_event(&mut self) -> Option<Input>
Polls an input event from the window. Read more
impl<W> AdvancedWindow for PistonWindow<W> where W: AdvancedWindow
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fn get_title(&self) -> String
Gets a copy of the title of the window.
fn set_title(&mut self, title: String)
Sets the title of the window.
fn get_exit_on_esc(&self) -> bool
Gets whether to exit when pressing esc. Read more
fn set_exit_on_esc(&mut self, value: bool)
Sets whether to exit when pressing esc. Read more
fn set_capture_cursor(&mut self, value: bool)
Sets whether to capture/grab the cursor. Read more
fn show(&mut self)
Shows the window. Read more
fn hide(&mut self)
Hides the window. Read more
fn get_position(&self) -> Option<Position>
Gets the position of window. Read more
fn set_position<P: Into<Position>>(&mut self, pos: P)
Sets the position of window. Read more
fn title(self, value: String) -> Self
Sets title on window. Read more
fn exit_on_esc(self, value: bool) -> Self
Sets whether to exit when pressing the Esc button. Read more
fn capture_cursor(self, value: bool) -> Self
Sets whether to capture/grab the cursor. Read more
fn position<P>(self, val: P) -> Self where P: Into<Position>
Sets the position of window. Read more
impl<W> EventLoop for PistonWindow<W> where W: Window
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fn get_event_settings(&self) -> EventSettings
Returns event loop settings.
fn set_event_settings(&mut self, settings: EventSettings)
Sets event loop settings.
fn set_ups(&mut self, frames: u64)
The number of updates per second Read more
fn ups(self, frames: u64) -> Self
The number of updates per second Read more
fn set_ups_reset(&mut self, frames: u64)
The number of delayed updates before skipping them to catch up. When set to 0
, it will always try to catch up. Read more
fn ups_reset(self, frames: u64) -> Self
The number of delayed updates before skipping them to catch up. When set to 0
, it will always try to catch up. Read more
fn set_max_fps(&mut self, frames: u64)
The maximum number of frames per second Read more
fn max_fps(self, frames: u64) -> Self
The maximum number of frames per second Read more
fn set_swap_buffers(&mut self, enable: bool)
Enable or disable automatic swapping of buffers.
fn swap_buffers(self, enable: bool) -> Self
Enable or disable automatic swapping of buffers.
fn set_bench_mode(&mut self, enable: bool)
Enable or disable benchmark mode. When enabled, it will render and update without sleep and ignore input. Used to test performance by playing through as fast as possible. Requires lazy
to be set to false
. Read more
fn bench_mode(self, enable: bool) -> Self
Enable or disable benchmark mode. When enabled, it will render and update without sleep and ignore input. Used to test performance by playing through as fast as possible. Requires lazy
to be set to false
. Read more
fn set_lazy(&mut self, enable: bool)
Enable or disable rendering only when receiving input. When enabled, update events are disabled. Idle events are emitted while receiving input. Read more
fn lazy(self, enable: bool) -> Self
Enable or disable rendering only when receiving input. When enabled, update events are disabled. Idle events are emitted while receiving input. Read more