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sdl2 0.34.3

SDL2 bindings for Rust
Documentation
extern crate sdl2;

use sdl2::pixels::Color;
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use std::time::Duration;

pub fn main() -> Result<(), String> {
    let sdl_context = sdl2::init()?;
    let video_subsystem = sdl_context.video()?;

    let window = video_subsystem.window("rust-sdl2 demo: Events", 800, 600)
        .position_centered()
        .resizable()
        .build()
        .map_err(|e| e.to_string())?;

    let mut canvas = window.into_canvas().build().map_err(|e| e.to_string())?;

    canvas.set_draw_color(Color::RGB(255, 0, 0));
    canvas.clear();
    canvas.present();
    let mut event_pump = sdl_context.event_pump()?;
                    
    println!("This example simply prints all events SDL knows about.");

    'running: loop {
        for event in event_pump.poll_iter() {
            match event {
                Event::Quit {..} | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
                    break 'running
                },
                // skip mouse motion intentionally because of the verbose it might cause.
                Event::MouseMotion {..} => {},
                e => {
                    println!("{:?}", e);
                }
            }
        }

        canvas.clear();
        canvas.present();
        ::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 30));
        // The rest of the game loop goes here...
    }

    Ok(())
}