Expand description
§Getting started
extern crate sdl3;
use sdl3::pixels::Color;
use sdl3::event::Event;
use sdl3::keyboard::Keycode;
use std::time::Duration;
pub fn main() {
let sdl_context = sdl3::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
let window = video_subsystem.window("rust-sdl3 demo", 800, 600)
.position_centered()
.build()
.unwrap();
let mut canvas = window.into_canvas();
canvas.set_draw_color(Color::RGB(0, 255, 255));
canvas.clear();
canvas.present();
let mut event_pump = sdl_context.event_pump().unwrap();
let mut i = 0;
'running: loop {
i = (i + 1) % 255;
canvas.set_draw_color(Color::RGB(i, 64, 255 - i));
canvas.clear();
for event in event_pump.poll_iter() {
match event {
Event::Quit {..} |
Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
break 'running
},
_ => {}
}
}
// The rest of the game loop goes here...
canvas.present();
::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60));
}
}
§Feature Flags
§Linking to libsdl3
This crate requires the SDL3 library to link and run.
By default without any of these features enabled, it will try to link a system SDL3 library as a dynamic/shared library using the default library search paths.
If you don’t have libsdl3
installed on your system and just want it to work, we recommend using build-from-source
.
Also see the different build configurations that sdl3-sys
provides: https://github.com/maia-s/sdl3-sys-rs/tree/main/sdl3-sys#usage
Name | Description |
---|---|
build-from-source | Fetch and build the library from source |
build-from-source-static | Fetch and build the library from source and link it statically |
build-from-source-unix-console | TODO |
use-pkg-config | Use pkg-config to find the library |
use-vcpkg | Use vcpkg to find the library |
static-link | Link the library statically |
link-framework | Link the library as a framework on macOS |
§Optional Features
Note that since sdl3
is still in the progress of migrating to and integrating the new
features of libsdl3
, some features might be not yet, or only partially implemented.
Name | Description | Implementation Status |
---|---|---|
ash | Use Vulkan types from the ash crate | Implemented |
unsafe_textures | TODO | TODO |
gfx | TODO | TODO |
mixer | TODO | Not Implemented? |
image | TODO | TODO |
ttf | TODO | TODO |
hidapi | Use hidapi support in SDL | TODO |
test-mode | Allows SDL to be initialised from a thread that is not the main thread | Implemented |
raw-window-handle | Enables integrations with the wgpu crate | Implemented |
Re-exports§
Modules§
- audio
- Audio Functions
- clipboard
- cpuinfo
- dialog
- event
- Event Handling
- filesystem
- gamepad
- gpu
- haptic
- Haptic Functions
- hint
- iostream
- joystick
- keyboard
- log
- messagebox
- mouse
- pixels
- properties
- raw_
window_ handle - rect
- Rectangles and points.
- render
- 2D accelerated rendering
- surface
- timer
- touch
- url
- Opening URLs in default system handlers
- version
- Querying SDL Version
- video
Structs§
- Audio
Subsystem - Camera
Subsystem - Error
- Event
Pump - A thread-safe type that encapsulates SDL event-pumping functions.
- Event
Subsystem - Gamepad
Subsystem - Haptic
Subsystem - Joystick
Subsystem - Sdl
- The SDL context type. Initialize with
sdl3::init()
. - Sensor
Subsystem - Video
Subsystem
Enums§
- Integer
OrSdl Error - A given integer was so big that its representation as a C integer would be negative.
Functions§
- clear_
error - get_
error - get_
platform - Get platform name
- init
- Initializes the SDL library. This must be called before using any other SDL function.
- set_
error