forked from ggez/ggez
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathlib.rs
120 lines (114 loc) · 3.6 KB
/
lib.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
//! # What is this?
//!
//! ggez is a Rust library to create a Good Game Easily.
//!
//! More specifically, ggez is a lightweight game framework for making
//! 2D games with minimum friction. It aims to implement an API based
//! on (a Rustified version of) the [LÖVE](https://love2d.org/) game
//! framework. This means it contains basic and portable 2D
//! drawing, sound, resource loading and event handling.
//!
//! For a fuller outline, see the [README.md](https://github.com/ggez/ggez/)
//!
//! ## Usage
//!
//! ggez consists of three main parts: A [`Context`](struct.Context.html) object
//! which contains all the state required to interface with the computer's
//! hardware, an [`EventHandler`](event/trait.EventHandler.html) trait that the
//! user implements to register callbacks for events, and various sub-modules such as
//! [`graphics`](graphics/index.html) and [`audio`](audio/index.html) that provide
//! the functionality to actually get stuff done.
//!
//! The general pattern is to create a struct holding your game's data which implements
//! the `EventHandler` trait. Create a [`ContextBuilder`](struct.ContextBuilder.html)
//! object with configuration settings, use it to create a new `Context` object,
//! and then call [`event::run()`](event/fn.run.html) with the `Context` and an instance of
//! your `EventHandler` to run your game's main loop.
//!
//! ## Basic Project Template
//!
//! ```rust,no_run
//! use ggez::{Context, ContextBuilder, GameResult};
//! use ggez::event::{self, EventHandler};
//! use ggez::graphics;
//!
//! fn main() {
//! // Make a Context and an EventLoop.
//! let (mut ctx, mut event_loop) =
//! ContextBuilder::new("game_name", "author_name")
//! .build()
//! .unwrap();
//!
//! // Create an instance of your event handler.
//! // Usually, you should provide it with the Context object
//! // so it can load resources like images during setup.
//! let mut my_game = MyGame::new(&mut ctx);
//!
//! // Run!
//! match event::run(&mut ctx, &mut event_loop, &mut my_game) {
//! Ok(_) => println!("Exited cleanly."),
//! Err(e) => println!("Error occured: {}", e)
//! }
//! }
//!
//! struct MyGame {
//! // Your state here...
//! }
//!
//! impl MyGame {
//! pub fn new(_ctx: &mut Context) -> MyGame {
//! // Load/create resources here: images, fonts, sounds, etc.
//! MyGame { }
//! }
//! }
//!
//! impl EventHandler for MyGame {
//! fn update(&mut self, _ctx: &mut Context) -> GameResult<()> {
//! // Update code here...
//! # Ok(())
//! }
//!
//! fn draw(&mut self, ctx: &mut Context) -> GameResult<()> {
//! graphics::clear(ctx, graphics::WHITE);
//!
//! // Draw code here...
//!
//! graphics::present(ctx)
//! }
//! }
//!
//! ```
#![deny(missing_docs)]
#![deny(missing_debug_implementations)]
#![deny(unused_results)]
// This is not as strong a constraint as `#![forbid(unsafe_code)]` but is good enough.
// It means the only place we use unsafe is then in the modules noted as allowing it.
#![deny(unsafe_code)]
#![warn(bare_trait_objects)]
#![warn(missing_copy_implementations)]
#[macro_use]
extern crate bitflags;
#[macro_use]
extern crate gfx;
#[macro_use]
extern crate log;
#[macro_use]
extern crate serde_derive;
#[macro_use]
extern crate smart_default;
pub extern crate mint;
pub extern crate nalgebra;
pub mod audio;
pub mod conf;
mod context;
pub mod error;
pub mod event;
pub mod filesystem;
pub mod graphics;
pub mod input;
pub mod timer;
mod vfs;
#[cfg(test)]
pub mod tests;
pub use crate::context::{Context, ContextBuilder};
pub use crate::error::*;