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//! # quicksilver
//! 
//! [![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
//! 
//! ## 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).
//! 
//! 
//! ## Building and Deploying a Quicksilver application
//! 
//! 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 the right 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`.
//! 
//! ### 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 problems, 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 the `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. 
//! 
//! ## 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 module [on docs.rs](https://docs.rs/quicksilver). If you have any question, feel free to hop onto Gitter or open an issue.
//! 
//! ## 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)),
//! immediate-mode GUIs (via [immi](https://github.com/tomaka/immi)),
//! 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. 

#![doc(html_root_url = "https://docs.rs/quicksilver/0.3.5/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;
#[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;