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sdl2 0.3.0

SDL2 bindings for Rust
Documentation
extern crate sdl2;

use sdl2::pixels::PixelFormatEnum;
use sdl2::rect::Rect;
use sdl2::keycode::KeyCode;

pub fn main() {
    let sdl_context = sdl2::init().video().unwrap();

    let window = sdl_context.window("rust-sdl2 demo: Video", 800, 600)
        .position_centered()
        .opengl()
        .build()
        .unwrap();

    let mut renderer = window.renderer().build().unwrap();

    let mut texture = renderer.create_texture_streaming(PixelFormatEnum::RGB24, (256, 256)).unwrap();
    // Create a red-green gradient
    texture.with_lock(None, |buffer: &mut [u8], pitch: usize| {
        for y in (0..256) {
            for x in (0..256) {
                let offset = y*pitch + x*3;
                buffer[offset + 0] = x as u8;
                buffer[offset + 1] = y as u8;
                buffer[offset + 2] = 0;
            }
        }
    }).unwrap();

    let mut drawer = renderer.drawer();
    drawer.clear();
    drawer.copy(&texture, None, Some(Rect::new(100, 100, 256, 256)));
    drawer.copy_ex(&texture, None, Some(Rect::new(450, 100, 256, 256)), 30.0, None, (false, false));
    drawer.present();

    let mut running = true;
    let mut event_pump = sdl_context.event_pump();

    while running {
        for event in event_pump.poll_iter() {
            use sdl2::event::Event;

            match event {
                Event::Quit {..} | Event::KeyDown { keycode: KeyCode::Escape, .. } => {
                    running = false
                },
                _ => {}
            }
        }
        // The rest of the game loop goes here...
    }
}