pub fn run(level_filter: LevelFilter) -> Fallible<()> {
        // Setup the internal logger
        Self::setup_logging(level_filter);
        debug!("Logger setup done");

        // Build the window
        let window_builder = WindowBuilder::new()
            .with_title("unibar")
            .with_resizable(false)
            .with_decorations(false)
            .with_transparency(true)
            .with_always_on_top(true)
            .with_window_icon(None)
            .with_dimensions(LogicalSize::new(1000., 20.));
        let mut display_config = DisplayConfig::from(window_builder);
        display_config.multisampling = 0;
        display_config.vsync = true;

        let pipe = Pipeline::build().with_stage(
            Stage::with_backbuffer()
                .clear_target(
                    // Convert SRGB to linear
                    [
                        ColorScheme::background()[0].powf(2.1),
                        ColorScheme::background()[1].powf(2.1),
                        ColorScheme::background()[2].powf(2.1),
                        1.,
                    ],
                    1.,
                )
                .with_pass(DrawFlat2D::new().with_transparency(
                    ColorMask::all(),
                    ALPHA,
                    None,
                ))
                .with_pass(DrawUi::new()),
        );

        let app_data = GameDataBuilder::default()
            .with_bundle(Bundle)
            .map_err(|_| err_msg("Unable to load Bundle"))?
            .with_bundle(
                TransformBundle::new()
                    .with_dep(&["workspace_system", "segment_system"]),
            )
            .map_err(|_| err_msg("Unable to load TransformBundle"))?
            .with_bundle(UiBundle::<String, String>::new())
            .map_err(|_| err_msg("Unable to load UiBundle"))?
            .with(Processor::<Source>::new(), "source_processor", &[])
            .with_bundle(FPSCounterBundle::default())
            .map_err(|_| err_msg("Unable to load FPSCounterBundle"))?
            .with_bundle(InputBundle::<String, String>::new())
            .map_err(|_| err_msg("Unable to load InputBundle"))?
            .with_bundle(
                RenderBundle::new(pipe, Some(display_config))
                    .with_sprite_sheet_processor(),
            )
            .map_err(|_| err_msg("Unable to load RenderBundle"))?;
        debug!("Application data setup done");

        // Create and start the applicaiton
        let mut app =
            Application::build(application_root_dir()?.join("assets"), State)
                .map_err(|_| err_msg("Unable to create application builder"))?
                .with_frame_limit(FrameRateLimitStrategy::Sleep, 30)
                .build(app_data)
                .map_err(|_| err_msg("Unable to create application"))?;

        debug!("Initialization done, starting app");
        app.run();
        Ok(())
    }
/// Create a new Bar instance and run it
Create a new Bar instance and run it
Create a new Bar instance and run it
pub fn run(level_filter: LevelFilter) -> Fallible<()> {
        // Setup the internal logger
        Self::setup_logging(level_filter);
        debug!("Logger setup done");
        // Build the window
        let window_builder = WindowBuilder::new()
            .with_title("unibar")
            .with_resizable(false)
            .with_decorations(false)
            .with_transparency(true)
            .with_always_on_top(true)
            .with_window_icon(None)
            .with_dimensions(LogicalSize::new(1000., 20.));
        let mut display_config = DisplayConfig::from(window_builder);
        display_config.multisampling = 0;
        display_config.vsync = true;
        let pipe = Pipeline::build().with_stage(
            Stage::with_backbuffer()
                .clear_target(
                    // Convert SRGB to linear
                    [
                        ColorScheme::background()[0].powf(2.1),
                        ColorScheme::background()[1].powf(2.1),
                        ColorScheme::background()[2].powf(2.1),
                        1.,
                    ],
                    1.,
                )
                .with_pass(DrawFlat2D::new().with_transparency(
                    ColorMask::all(),
                    ALPHA,
                    None,
                ))
                .with_pass(DrawUi::new()),
        );
        let app_data = GameDataBuilder::default()
            .with_bundle(Bundle)
            .map_err(|_| err_msg("Unable to load Bundle"))?
            .with_bundle(
                TransformBundle::new()
                    .with_dep(&["workspace_system", "segment_system"]),
            )
            .map_err(|_| err_msg("Unable to load TransformBundle"))?
            .with_bundle(UiBundle::<String, String>::new())
            .map_err(|_| err_msg("Unable to load UiBundle"))?
            .with(Processor::<Source>::new(), "source_processor", &[])
            .with_bundle(FPSCounterBundle::default())
            .map_err(|_| err_msg("Unable to load FPSCounterBundle"))?
            .with_bundle(InputBundle::<String, String>::new())
            .map_err(|_| err_msg("Unable to load InputBundle"))?
            .with_bundle(
                RenderBundle::new(pipe, Some(display_config))
                    .with_sprite_sheet_processor(),
            )
            .map_err(|_| err_msg("Unable to load RenderBundle"))?;
        debug!("Application data setup done");
        // Create and start the applicaiton
        let mut app =
            Application::build(application_root_dir()?.join("assets"), State)
                .map_err(|_| err_msg("Unable to create application builder"))?
                .with_frame_limit(FrameRateLimitStrategy::Sleep, 30)
                .build(app_data)
                .map_err(|_| err_msg("Unable to create application"))?;
        debug!("Initialization done, starting app");
        app.run();
        Ok(())
    }
pub fn run ( level_filter : LevelFilter ) -> Fallible < ( ) > { // Setup the internal logger Self :: setup_logging ( level_filter ) ; debug ! ( " " ) ; // Build the window let window_builder = WindowBuilder :: new ( ) . with_title ( " " ) . with_resizable ( false ) . with_decorations ( false ) . with_transparency ( true ) . with_always_on_top ( true ) . with_window_icon ( None ) . with_dimensions ( LogicalSize :: new ( 1000. , 20. ) ) ; let mut display_config = DisplayConfig :: from ( window_builder ) ; display_config . multisampling = 0 ; display_config . vsync = true ; let pipe = Pipeline :: build ( ) . with_stage ( Stage :: with_backbuffer ( ) . clear_target ( // Convert SRGB to linear [ ColorScheme :: background ( ) [ 0 ] . powf ( 2.1 ) , ColorScheme :: background ( ) [ 1 ] . powf ( 2.1 ) , ColorScheme :: background ( ) [ 2 ] . powf ( 2.1 ) , 1. , ] , 1. , ) . with_pass ( DrawFlat2D :: new ( ) . with_transparency ( ColorMask :: all ( ) , ALPHA , None , ) ) . with_pass ( DrawUi :: new ( ) ) , ) ; let app_data = GameDataBuilder :: default ( ) . with_bundle ( Bundle ) . map_err ( | _ | err_msg ( " " ) ) ? . with_bundle ( TransformBundle :: new ( ) . with_dep ( & [ " " , " " ] ) , ) . map_err ( | _ | err_msg ( " " ) ) ? . with_bundle ( UiBundle :: < String , String > :: new ( ) ) . map_err ( | _ | err_msg ( " " ) ) ? . with ( Processor :: < Source > :: new ( ) , " " , & [ ] ) . with_bundle ( FPSCounterBundle :: default ( ) ) . map_err ( | _ | err_msg ( " " ) ) ? . with_bundle ( InputBundle :: < String , String > :: new ( ) ) . map_err ( | _ | err_msg ( " " ) ) ? . with_bundle ( RenderBundle :: new ( pipe , Some ( display_config ) ) . with_sprite_sheet_processor ( ) , ) . map_err ( | _ | err_msg ( " " ) ) ? ; debug ! ( " " ) ; // Create and start the applicaiton let mut app = Application :: build ( application_root_dir ( ) ? . join ( " " ) , State ) . map_err ( | _ | err_msg ( " " ) ) ? . with_frame_limit ( FrameRateLimitStrategy :: Sleep , 30 ) . build ( app_data ) . map_err ( | _ | err_msg ( " " ) ) ? ; debug ! ( " " ) ; app . run ( ) ; Ok ( ( ) ) }
Create a new Bar instance and run it
Create a new Bar instance and run it
level_filter
LevelFilter