1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
//! # quicksilver
//! ![Quicksilver Logo](https://raw.github.com/ryanisaacg/quicksilver/master/logo.svg?sanitize=true)
//! 
//! [![Build Status](https://travis-ci.org/ryanisaacg/quicksilver.svg)](https://travis-ci.org/ryanisaacg/quicksilver)
//! [![Crates.io](https://img.shields.io/crates/v/quicksilver.svg)](https://crates.io/crates/quicksilver)
//! [![Docs Status](https://docs.rs/quicksilver/badge.svg)](https://docs.rs/quicksilver)
//! [![dependency status](https://deps.rs/repo/github/ryanisaacg/quicksilver/status.svg)](https://deps.rs/repo/github/ryanisaacg/quicksilver)
//! [![Gitter chat](https://badges.gitter.im/quicksilver-rs/Lobby.svg)](https://gitter.im/quicksilver-rs/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
//! 
//! A 2D game framework written in pure Rust, for both the Web and Desktop
//! 
//! ## A quick example
//! 
//! Create a rust project and add this line to your `Cargo.toml` file under `[dependencies]`:
//! ```text
//!     quicksilver = "*"
//! ```
//! Then replace `src/main.rs` with the following (the contents of quicksilver's
//! `examples/draw-geometry.rs`):
//! 
//! ```no_run
//! // Draw some multi-colored geometry to the screen
//! extern crate quicksilver;
//! 
//! use quicksilver::{
//!     Result,
//!     geom::{Circle, Line, Rectangle, Transform, Triangle, Vector},
//!     graphics::{Background::Col, Color},
//!     lifecycle::{Settings, State, Window, run},
//! };
//! 
//! struct DrawGeometry;
//! 
//! impl State for DrawGeometry {
//!     fn new() -> Result<DrawGeometry> {
//!         Ok(DrawGeometry)
//!     }
//! 
//!     fn draw(&mut self, window: &mut Window) -> Result<()> {
//!         window.clear(Color::WHITE)?;
//!         window.draw(&Rectangle::new((100, 100), (32, 32)), Col(Color::BLUE));
//!         window.draw_ex(&Rectangle::new((400, 300), (32, 32)), Col(Color::BLUE), Transform::rotate(45), 10);
//!         window.draw(&Circle::new((400, 300), 100), Col(Color::GREEN));
//!         window.draw_ex(
//!             &Line::new((50, 80),(600, 450)).with_thickness(2.0),
//!             Col(Color::RED),
//!             Transform::IDENTITY,
//!             5
//!         );
//!         window.draw_ex(
//!             &Triangle::new((500, 50), (450, 100), (650, 150)),
//!             Col(Color::RED),
//!             Transform::rotate(45) * Transform::scale((0.5, 0.5)),
//!             0
//!         );
//!         Ok(())
//!     }
//! }
//! 
//! fn main() {
//!     run::<DrawGeometry>("Draw Geometry", Vector::new(800, 600), Settings::default());
//! }
//! ```
//! 
//! Run this with `cargo run` or, if you have the wasm32 toolchain installed, you can build for the
//! web (instructions below).
//! 
//! ## Learning Quicksilver
//! 
//! A good way to get started with Quicksilver is to
//! [read and run the examples](https://github.com/ryanisaacg/quicksilver/tree/master/examples)
//! and go through the tutorial modules [on docs.rs](https://docs.rs/quicksilver). If you have any
//! questions, feel free to hop onto Gitter or open an issue.
//! 
//! ## Building and Deploying a Quicksilver application
//! 
//! Quicksilver should always compile and run on the latest stable version of Rust, for both web and
//! desktop.
//! 
//! Make sure to put all your assets in a top-level folder of your crate called `static/`. *All*
//! Quicksilver file loading-APIs will expect paths that originate in the static folder, so
//! `static/image.png` should be referenced as `image.png`.
//! 
//! ### Linux dependencies
//! 
//! On Windows and Mac, all you'll need to build Quicksilver is a recent stable version of `rustc`
//! and `cargo`. A few of Quicksilver's dependencies require Linux packages to build, namely
//! `libudev`, `zlib`, and `alsa`. To install these on Ubuntu or Debian, run the command
//! `sudo apt install libudev-dev zlib1g-dev alsa libasound2-dev`.
//!
//! ### Deploying for desktop
//! 
//! If you're deploying for desktop platforms, build in release mode (`cargo build --release`) 
//! and copy the executable file produced (found at "target/release/") and any assets you used
//! (image files, etc.) and create an archive (on Windows a zip file, on Unix a tar file). You
//! should be able to distribute this archive with no problems; if there are any, please open an
//! issue.
//! 
//! ### Deploying for the web
//! 
//! If you're deploying for the web, first make sure you've
//! [installed the cargo web tool](https://github.com/koute/cargo-web). Then use `cargo web deploy`
//! to build your application for distribution (located at `target/deploy`).
//! 
//! If you want to test your application locally, use `cargo web start` and open your favorite
//! browser to the port it provides.
//! 
//! ## Optional Features
//! 
//! Quicksilver by default tries to provide all features a 2D application may need, but not all
//! applications need these features.
//!
//! The optional features available are 
//! collision support (via [ncollide2d](https://github.com/sebcrozet/ncollide)), 
//! font support (via [rusttype](https://github.com/redox-os/rusttype)), 
//! gamepad support (via [gilrs](https://gitlab.com/gilrs-project/gilrs)), 
//! saving (via [serde_json](https://github.com/serde-rs/json)),
//! complex shape / svg rendering (via [lyon](https://github.com/nical/lyon)),
//! and sounds (via [rodio](https://github.com/tomaka/rodio)). 
//! 
//! Each are enabled by default, but you can
//! [specify which features](https://doc.rust-lang.org/cargo/reference/specifying-dependencies.html#choosing-features)
//! you actually want to use.
//! 
//! ## Supported Platforms
//! 
//! The engine is supported on Windows, macOS, Linux, and the web via WebAssembly. 
//! The web is only supported via the `wasm32-unknown-unknown` Rust target, not through emscripten.
//! It might work with emscripten but this is not an ongoing guarantee.
//! 
//! Mobile support would be a future possibility, but likely only through external contributions.

#![doc(html_root_url = "https://docs.rs/quicksilver/0.3.20/quicksilver")]
#![deny(
    bare_trait_objects,
    missing_docs,
    unused_extern_crates,
    unused_import_braces,
    unused_qualifications
)]

#[macro_use]
extern crate serde_derive;
#[cfg(target_arch = "wasm32")]
#[macro_use]
extern crate stdweb;

mod backend;
mod error;
mod file;
pub mod geom;
pub mod graphics;
pub mod input;
pub mod lifecycle;
pub mod prelude;
#[cfg(feature = "saving")]
pub mod saving;
#[cfg(feature = "sounds")]
pub mod sound;
pub use crate::error::QuicksilverError as Error;
pub use crate::file::load_file;

#[cfg(feature = "lyon")]
pub use lyon;

pub mod tutorials;

/// A Result that returns either success or a Quicksilver Error
pub type Result<T> = ::std::result::Result<T, Error>;
/// Types that represents a "future" computation, used to load assets
pub use futures::Future;
/// Helpers that allow chaining computations together in a single Future
///
/// This allows one Asset object that contains all of the various resources
/// an application needs to load.
pub use futures::future as combinators;