Struct event_loop::Events [] [src]

pub struct Events { /* fields omitted */ }

An event loop iterator

Warning: Because the iterator polls events from the window back-end, it must be used on the same thread as the window back-end (usually main thread), unless the window back-end supports multi-thread event polling.

Methods

impl Events
[src]

[src]

Creates a new event iterator with default UPS and FPS settings.

[src]

Returns the next game event.

Trait Implementations

impl Copy for Events
[src]

impl Clone for Events
[src]

[src]

Returns a copy of the value. Read more

1.0.0
[src]

Performs copy-assignment from source. Read more

impl EventLoop for Events
[src]

[src]

Returns event loop settings.

[src]

Sets event loop settings.

[src]

The number of updates per second Read more

[src]

The number of updates per second Read more

[src]

The number of delayed updates before skipping them to catch up. When set to 0, it will always try to catch up. Read more

[src]

The number of delayed updates before skipping them to catch up. When set to 0, it will always try to catch up. Read more

[src]

The maximum number of frames per second Read more

[src]

The maximum number of frames per second Read more

[src]

Enable or disable automatic swapping of buffers.

[src]

Enable or disable automatic swapping of buffers.

[src]

Enable or disable benchmark mode. When enabled, it will render and update without sleep and ignore input. Used to test performance by playing through as fast as possible. Requires lazy to be set to false. Read more

[src]

Enable or disable benchmark mode. When enabled, it will render and update without sleep and ignore input. Used to test performance by playing through as fast as possible. Requires lazy to be set to false. Read more

[src]

Enable or disable rendering only when receiving input. When enabled, update events are disabled. Idle events are emitted while receiving input. Read more

[src]

Enable or disable rendering only when receiving input. When enabled, update events are disabled. Idle events are emitted while receiving input. Read more