WindowState

Struct WindowState 

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pub struct WindowState {
    pub app: Arc<Mutex<App>>,
    pub wgpu_window: Option<WgpuWindow>,
    /* private fields */
}

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§app: Arc<Mutex<App>>§wgpu_window: Option<WgpuWindow>

Trait Implementations§

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impl AppHandler for WindowState

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fn cursor_moved(&mut self, physical_position: PhysicalPosition<u32>)

opinionated, we want origin (0,0) in the lower left corner of the window

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fn min_size(&self) -> (u16, u16)

Returns the minimum window size (width, height) in pixels that the application requires. Read more
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fn start_size(&self) -> (u16, u16)

Returns the starting window size (width, height) in pixels when the application launches. Read more
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fn cursor_should_be_visible(&self) -> bool

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fn redraw(&mut self) -> bool

Called to trigger a redraw of the application’s content. Read more
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fn got_focus(&mut self)

Called when the application window gains focus. Read more
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fn lost_focus(&mut self)

Called when the application window loses focus. Read more
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fn window_created(&mut self, window: Arc<Window>)

Called after the application window has been created and is ready to use. Read more
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fn resized(&mut self, size: PhysicalSize<u32>)

Called whenever the window is resized, providing the new physical size. Read more
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fn keyboard_input( &mut self, element_state: ElementState, physical_key: PhysicalKey, )

Processes keyboard input events, such as key presses and releases. Read more
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fn cursor_entered(&mut self)

Called when the cursor enters the window. Read more
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fn cursor_left(&mut self)

Called when the cursor leaves the window. Read more
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fn mouse_input(&mut self, element_state: ElementState, button: MouseButton)

Handles mouse button input events, such as presses and releases. Read more
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fn mouse_wheel(&mut self, delta: MouseScrollDelta, touch_phase: TouchPhase)

Processes mouse wheel events, which indicate scrolling actions. Read more
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fn pinch_gesture(&mut self, delta: f64, touch_phase: TouchPhase)

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fn mouse_motion(&mut self, _delta: (f64, f64))

Handles mouse motion. the delta follows no standard, so it is up to the game to apply a factor as it sees fit.
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fn touch(&mut self, _touch: Touch)

Handles touch input events, such as screen touches and gestures. Read more
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fn scale_factor_changed( &mut self, _scale_factor: f64, _inner_size_writer: InnerSizeWriter, )

Handles changes to the display scale factor, usually due to monitor DPI changes. Read more

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