Struct WindowManager

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pub struct WindowManager<T: Scene> {
    pub context: Sdl,
    pub canvases: Vec<(WindowSettings, Canvas<Window>)>,
    pub event_step_rule: Box<dyn Fn(Event) -> bool>,
    pub event_step_slide_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.

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§context: Sdl

The sdl context from sdl2::init

§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?

§event_step_slide_rule: Box<dyn Fn(Event) -> bool>

What events should make the presentation step one slide 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§

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impl<T: Scene> WindowManager<T>

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pub fn init_window( scene: T, settings: WindowManagerSettings, ) -> WindowManager<T>

Create a window manager

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

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pub fn start(&mut self)

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

Auto Trait Implementations§

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impl<T> Freeze for WindowManager<T>
where T: Freeze,

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impl<T> !RefUnwindSafe for WindowManager<T>

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impl<T> !Send for WindowManager<T>

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impl<T> !Sync for WindowManager<T>

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impl<T> Unpin for WindowManager<T>
where T: Unpin,

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impl<T> !UnwindSafe for WindowManager<T>

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

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

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Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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