Struct tiny_game_framework::EventLoop

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pub struct EventLoop {
    pub event_handler: EventHandler,
    pub window: PWindow,
    /* private fields */
}

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§event_handler: EventHandler§window: PWindow

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impl EventLoop

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pub fn new(w: u32, h: u32) -> Self

Examples found in repository?
examples/rotation.rs (line 6)
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fn main() {
    let resolution = vec2(500., 500.);
    let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32);
    let mut renderer = Renderer::new();

    while !el.window.should_close() {
        el.update();

        unsafe {
            renderer.draw(&el);
        }
    }
}
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examples/test_scene.rs (line 6)
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fn main() {
    let resolution = vec2(500., 500.);
    let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32);
    let mut renderer = Renderer::new();

    while !el.window.should_close() {
        el.update();

        unsafe {
            renderer.draw(&el);
        }
    }
}
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pub fn size(&self) -> Vec2

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pub fn update(&mut self)

Examples found in repository?
examples/rotation.rs (line 10)
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fn main() {
    let resolution = vec2(500., 500.);
    let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32);
    let mut renderer = Renderer::new();

    while !el.window.should_close() {
        el.update();

        unsafe {
            renderer.draw(&el);
        }
    }
}
More examples
Hide additional examples
examples/test_scene.rs (line 10)
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fn main() {
    let resolution = vec2(500., 500.);
    let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32);
    let mut renderer = Renderer::new();

    while !el.window.should_close() {
        el.update();

        unsafe {
            renderer.draw(&el);
        }
    }
}
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pub fn is_key_down(&mut self, key: Key) -> bool

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pub fn is_key_up(&mut self, key: Key) -> bool

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

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