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GameSession

Struct GameSession 

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pub struct GameSession {
    pub pause_on_error: bool,
    pub last_error: Option<ScriptError>,
    pub dirty_assets: HashSet<PathBuf>,
    /* private fields */
}

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§pause_on_error: bool§last_error: Option<ScriptError>§dirty_assets: HashSet<PathBuf>

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impl GameSession

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pub fn open(scene: &Path, no_reload: bool) -> Result<Self>

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pub fn host(&self) -> &Arc<ScriptHost> ⓘ

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pub fn set_pause_on_error(&mut self, pause: bool)

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pub fn take_last_error(&mut self) -> Option<ScriptError>

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pub fn resolve_path(&self, res_path: &str) -> PathBuf

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pub fn errors(&self) -> Vec<String>

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pub fn reload_script_path(&mut self, path: &Path) -> bool

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pub fn is_scene_affected(&self, path: &Path) -> bool

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pub fn tree_len(&self) -> usize

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pub fn script_count(&self) -> usize

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pub fn set_viewport(&mut self, w: u32, h: u32)

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pub fn design_size(&self) -> Option<(u32, u32)>

Project window size: explicit window_width/height when set, else the engine default. Doubles as the design resolution the game scales from and as the window’s restore size when maximized.

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pub fn effective_zoom(&self) -> f64

Camera zoom composed with the contain-fit scale, so content keeps the design aspect at any window size. button_at shares it, keeping clicks on what is drawn.

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pub fn camera_view(&self) -> ((f64, f64), f64)

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pub fn draw_into(&mut self, r: &mut dyn Renderer2D) -> Result<()>

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pub fn button_at(&self, screen: (f64, f64)) -> Option<String>

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pub fn poll_watch(&mut self) -> bool

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pub fn rebuild_physics(&mut self)

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pub fn update(&mut self, delta: f64)

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pub fn frame(&mut self, delta: f64)

One frame: pump watchers, run scripts, then retire edge input.

input_begin_frame() MUST come last. OS/window events arrive between frames, so clearing edges before update() wipes presses and releases scripts have not consumed yet (pite.pressed() would read false forever and buttons would never arm). Edges set since the previous frame stay visible for exactly one update().

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