Struct tetra::Context[][src]

pub struct Context { /* fields omitted */ }

A struct containing all of the ‘global’ state within the framework.


impl Context[src]

pub fn run<S, F, E>(&mut self, init: F) -> Result<(), E> where
    S: State<E>,
    F: FnOnce(&mut Context) -> Result<S, E>,
    E: From<TetraError>, 

Runs the game.

The init parameter takes a function or closure that creates a State implementation. A common pattern is to use method references to pass in your state’s constructor directly - see the example below for how this works.

The error type returned by your init closure currently must match the error type returned by your State methods. This limitation may be lifted in the future.


If the State returns an error from update, draw or event, the game will stop running and this method will return the error.


use tetra::{Context, ContextBuilder, State};

struct GameState;

impl GameState {
    fn new(ctx: &mut Context) -> tetra::Result<GameState> {

impl State for GameState { }

fn main() -> tetra::Result {
    // Because GameState::new takes `&mut Context` and returns a `State` implementation
    // wrapped in a `Result`, you can use it without a closure wrapper:
    ContextBuilder::new("Hello, world!", 1280, 720)

Auto Trait Implementations

impl !RefUnwindSafe for Context

impl !Send for Context

impl !Sync for Context

impl Unpin for Context

impl !UnwindSafe for Context

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized

impl<T> Borrow<T> for T where
    T: ?Sized

impl<T> BorrowMut<T> for T where
    T: ?Sized

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.