pub struct WindowManager<T: Scene> {
    pub canvases: Vec<(WindowSettings, Canvas<Window>)>,
    pub event_step_rule: Box<dyn Fn(Event) -> bool>,
    pub quit_rule: Box<dyn Fn(Event) -> bool>,
    pub event_pump: EventPump,
    pub scene: T,
    /* private fields */
}
Expand description

The manager of the entire presentation.

Fields

canvases: Vec<(WindowSettings, Canvas<Window>)>

All canvases, together with their respective settings

event_step_rule: Box<dyn Fn(Event) -> bool>

What events should make the presentation step forward?

quit_rule: Box<dyn Fn(Event) -> bool>

At what event should the presentation quit? Default: On escape or the window is closed.

event_pump: EventPump

The event pump

scene: T

The scene being presented

Implementations

Create a window manager

This loads all scences and creates the windows according to the settings

Starts the entire presentation. This will block the current thread until the presentation has ended.

Auto Trait Implementations

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