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mod engine; pub use engine::Engine; pub mod input; use std::error::Error; pub use sdl2::{ pixels::Color, rect::{Point, Rect}, render::WindowCanvas, }; /// The return type of `Application::on_update()` pub type ApplicationResult = Result<bool, Box<dyn Error>>; /// An application using this framework. pub trait Application { /// Called once at the start of the program. /// # Parameters /// * `canvas`: A draw target representing the visible window. /// * `input`: a struct containing info about the state of input devices, such as the keyboard /// and mouse. fn on_create( &mut self, _canvas: &mut WindowCanvas, _input: &input::InputState, ) -> ApplicationResult { Ok(true) } /// Called once per frame. /// # Parameters /// * `canvas`: A draw target representing the visible window. /// * `input`: a struct containing info about the state of input devices, such as the keyboard /// and mouse. /// * `elapsed_time`: Duration (in seconds) since the last frame. This can be used to keep /// time-sensative routines, such as animation, running at a constant speed. fn on_update( &mut self, _canvas: &mut WindowCanvas, _input: &input::InputState, _elapsed_time: f64, ) -> ApplicationResult { Ok(true) } /// Called when the window's close button is clicked. /// Be aware that this isn't called on `std::process::exit`, so do any essential /// cleanup in a `Drop` implementation instead. /// Does nothing by default. fn on_quit(&mut self) -> Result<(), Box<dyn Error>> { Ok(()) } } pub mod prelude { //! Commonly used types. pub use crate::{ input::{InputState, MouseButton, Scancode}, Color, Point, Rect, WindowCanvas, }; }