Struct quicksilver::graphics::Window[][src]

pub struct Window { /* fields omitted */ }

The window currently in use

Methods

impl Window
[src]

Transition temporary input states (Pressed, Released) into sustained ones (Held, NotPressed)

Get the view from the window

Set the view the window uses

Get the resize strategy used by the window

Switch the strategy the window uses to display content when the available area changes

Get the screen size

Get the unprojection matrix according to the View

Get the projection matrix according to the View

Get a reference to the keyboard

Get an instance of a mouse, projected into the current View

Set the title of the Window

Clear the screen to a given color

The blend mode is also automatically reset, and any un-flushed draw calls are dropped.

Flush changes and also present the changes to the window

Flush the current buffered draw calls

Until Window::present is called they won't be visible, but the items will be behind all future items drawn.

Generally it's a bad idea to call this manually; as a general rule, the fewer times your application needs to flush the faster it will run.

Set the blend mode for the window

This will flush all of the drawn items to the screen and switch to the new blend mode.

Reset the blend mode for the window to the default alpha blending

This will flush all of the drawn items to the screen

Draw a single object to the screen

It will not appear until Window::flush is called

Add vertices directly to the list without using a Drawable

Each vertex has a position in terms of the current view. The indices of the given GPU triangles are specific to these vertices, so that the index must be at least 0 and at most the number of vertices. Other index values will have undefined behavior

Important traits for Vec<u8>

Get a reference to the connected gamepads

Auto Trait Implementations

impl !Send for Window

impl !Sync for Window