```rust use wgpuplayground::winit::{ event::WindowEvent, eventloop::ControlFlow, eventloop::EventLoop, window::Window, }; use wgpuplayground::{wgpu, Spawner};
fn main() {
let eventloop = EventLoop::new();
let window = Window::new(&eventloop).unwrap();
wgpuplayground::run::
struct App {}
impl wgpu_playground::Playground for App { fn init( config: &wgpu::SurfaceConfiguration, adapter: &wgpu::Adapter, device: &wgpu::Device, queue: &wgpu::Queue, ) -> Self { Self {} }
fn resize(
&mut self,
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
queue: &wgpu::Queue,
) {
// ...
}
fn update(&mut self, event: WindowEvent, control_flow: &mut ControlFlow) {
if let WindowEvent::CloseRequested = event {
*control_flow = ControlFlow::Exit;
}
// ...
}
fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
spawner: &Spawner,
) {
// ...
}
} ```