Files
google-apis-rs/gen/games1/src/lib.rs
2015-12-06 17:51:06 +01:00

214 lines
12 KiB
Rust

// DO NOT EDIT !
// This file was generated automatically from 'src/mako/api/lib.rs.mako'
// DO NOT EDIT !
//! This documentation was generated from *Games* crate version *0.1.10+20151012*, where *20151012* is the exact revision of the *games:v1* schema built by the [mako](http://www.makotemplates.org/) code generator *v0.1.10*.
//!
//! Everything else about the *Games* *v1* API can be found at the
//! [official documentation site](https://developers.google.com/games/services/).
//! The original source code is [on github](https://github.com/Byron/google-apis-rs/tree/master/gen/games1).
//! # Features
//!
//! Handle the following *Resources* with ease from the central [hub](struct.Games.html) ...
//!
//! * [achievement definitions](struct.AchievementDefinition.html)
//! * [*list*](struct.AchievementDefinitionListCall.html)
//! * achievements
//! * [*increment*](struct.AchievementIncrementCall.html), [*list*](struct.AchievementListCall.html), [*reveal*](struct.AchievementRevealCall.html), [*set steps at least*](struct.AchievementSetStepsAtLeastCall.html), [*unlock*](struct.AchievementUnlockCall.html) and [*update multiple*](struct.AchievementUpdateMultipleCall.html)
//! * [applications](struct.Application.html)
//! * [*get*](struct.ApplicationGetCall.html) and [*played*](struct.ApplicationPlayedCall.html)
//! * events
//! * [*list by player*](struct.EventListByPlayerCall.html), [*list definitions*](struct.EventListDefinitionCall.html) and [*record*](struct.EventRecordCall.html)
//! * [leaderboards](struct.Leaderboard.html)
//! * [*get*](struct.LeaderboardGetCall.html) and [*list*](struct.LeaderboardListCall.html)
//! * metagame
//! * [*get metagame config*](struct.MetagameGetMetagameConfigCall.html) and [*list categories by player*](struct.MetagameListCategoriesByPlayerCall.html)
//! * [players](struct.Player.html)
//! * [*get*](struct.PlayerGetCall.html) and [*list*](struct.PlayerListCall.html)
//! * pushtokens
//! * [*remove*](struct.PushtokenRemoveCall.html) and [*update*](struct.PushtokenUpdateCall.html)
//! * [quest milestones](struct.QuestMilestone.html)
//! * [*claim*](struct.QuestMilestoneClaimCall.html)
//! * [quests](struct.Quest.html)
//! * [*accept*](struct.QuestAcceptCall.html) and [*list*](struct.QuestListCall.html)
//! * revisions
//! * [*check*](struct.RevisionCheckCall.html)
//! * [rooms](struct.Room.html)
//! * [*create*](struct.RoomCreateCall.html), [*decline*](struct.RoomDeclineCall.html), [*dismiss*](struct.RoomDismisCall.html), [*get*](struct.RoomGetCall.html), [*join*](struct.RoomJoinCall.html), [*leave*](struct.RoomLeaveCall.html), [*list*](struct.RoomListCall.html) and [*report status*](struct.RoomReportStatuCall.html)
//! * scores
//! * [*get*](struct.ScoreGetCall.html), [*list*](struct.ScoreListCall.html), [*list window*](struct.ScoreListWindowCall.html), [*submit*](struct.ScoreSubmitCall.html) and [*submit multiple*](struct.ScoreSubmitMultipleCall.html)
//! * [snapshots](struct.Snapshot.html)
//! * [*get*](struct.SnapshotGetCall.html) and [*list*](struct.SnapshotListCall.html)
//! * turn based matches
//! * [*cancel*](struct.TurnBasedMatcheCancelCall.html), [*create*](struct.TurnBasedMatcheCreateCall.html), [*decline*](struct.TurnBasedMatcheDeclineCall.html), [*dismiss*](struct.TurnBasedMatcheDismisCall.html), [*finish*](struct.TurnBasedMatcheFinishCall.html), [*get*](struct.TurnBasedMatcheGetCall.html), [*join*](struct.TurnBasedMatcheJoinCall.html), [*leave*](struct.TurnBasedMatcheLeaveCall.html), [*leave turn*](struct.TurnBasedMatcheLeaveTurnCall.html), [*list*](struct.TurnBasedMatcheListCall.html), [*rematch*](struct.TurnBasedMatcheRematchCall.html), [*sync*](struct.TurnBasedMatcheSyncCall.html) and [*take turn*](struct.TurnBasedMatcheTakeTurnCall.html)
//!
//!
//!
//!
//! Not what you are looking for ? Find all other Google APIs in their Rust [documentation index](../index.html).
//!
//! # Structure of this Library
//!
//! The API is structured into the following primary items:
//!
//! * **[Hub](struct.Games.html)**
//! * a central object to maintain state and allow accessing all *Activities*
//! * creates [*Method Builders*](trait.MethodsBuilder.html) which in turn
//! allow access to individual [*Call Builders*](trait.CallBuilder.html)
//! * **[Resources](trait.Resource.html)**
//! * primary types that you can apply *Activities* to
//! * a collection of properties and *Parts*
//! * **[Parts](trait.Part.html)**
//! * a collection of properties
//! * never directly used in *Activities*
//! * **[Activities](trait.CallBuilder.html)**
//! * operations to apply to *Resources*
//!
//! All *structures* are marked with applicable traits to further categorize them and ease browsing.
//!
//! Generally speaking, you can invoke *Activities* like this:
//!
//! ```Rust,ignore
//! let r = hub.resource().activity(...).doit()
//! ```
//!
//! Or specifically ...
//!
//! ```ignore
//! let r = hub.turn_based_matches().decline(...).doit()
//! let r = hub.turn_based_matches().leave(...).doit()
//! let r = hub.turn_based_matches().finish(...).doit()
//! let r = hub.turn_based_matches().take_turn(...).doit()
//! let r = hub.turn_based_matches().create(...).doit()
//! let r = hub.turn_based_matches().join(...).doit()
//! let r = hub.turn_based_matches().leave_turn(...).doit()
//! let r = hub.turn_based_matches().get(...).doit()
//! ```
//!
//! The `resource()` and `activity(...)` calls create [builders][builder-pattern]. The second one dealing with `Activities`
//! supports various methods to configure the impending operation (not shown here). It is made such that all required arguments have to be
//! specified right away (i.e. `(...)`), whereas all optional ones can be [build up][builder-pattern] as desired.
//! The `doit()` method performs the actual communication with the server and returns the respective result.
//!
//! # Usage
//!
//! ## Setting up your Project
//!
//! To use this library, you would put the following lines into your `Cargo.toml` file:
//!
//! ```toml
//! [dependencies]
//! google-games1 = "*"
//! ```
//!
//! ## A complete example
//!
//! ```test_harness,no_run
//! extern crate hyper;
//! extern crate yup_oauth2 as oauth2;
//! extern crate google_games1 as games1;
//! use games1::{Result, Error};
//! # #[test] fn egal() {
//! use std::default::Default;
//! use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
//! use games1::Games;
//!
//! // Get an ApplicationSecret instance by some means. It contains the `client_id` and
//! // `client_secret`, among other things.
//! let secret: ApplicationSecret = Default::default();
//! // Instantiate the authenticator. It will choose a suitable authentication flow for you,
//! // unless you replace `None` with the desired Flow.
//! // Provide your own `AuthenticatorDelegate` to adjust the way it operates and get feedback about
//! // what's going on. You probably want to bring in your own `TokenStorage` to persist tokens and
//! // retrieve them from storage.
//! let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
//! hyper::Client::new(),
//! <MemoryStorage as Default>::default(), None);
//! let mut hub = Games::new(hyper::Client::new(), auth);
//! // You can configure optional parameters by calling the respective setters at will, and
//! // execute the final call using `doit()`.
//! // Values shown here are possibly random and not representative !
//! let result = hub.turn_based_matches().leave_turn("matchId", -74)
//! .pending_participant_id("dolor")
//! .language("diam")
//! .doit();
//!
//! match result {
//! Err(e) => match e {
//! // The Error enum provides details about what exactly happened.
//! // You can also just use its `Debug`, `Display` or `Error` traits
//! Error::HttpError(_)
//! |Error::MissingAPIKey
//! |Error::MissingToken(_)
//! |Error::Cancelled
//! |Error::UploadSizeLimitExceeded(_, _)
//! |Error::Failure(_)
//! |Error::BadRequest(_)
//! |Error::FieldClash(_)
//! |Error::JsonDecodeError(_, _) => println!("{}", e),
//! },
//! Ok(res) => println!("Success: {:?}", res),
//! }
//! # }
//! ```
//! ## Handling Errors
//!
//! All errors produced by the system are provided either as [Result](enum.Result.html) enumeration as return value of
//! the doit() methods, or handed as possibly intermediate results to either the
//! [Hub Delegate](trait.Delegate.html), or the [Authenticator Delegate](../yup-oauth2/trait.AuthenticatorDelegate.html).
//!
//! When delegates handle errors or intermediate values, they may have a chance to instruct the system to retry. This
//! makes the system potentially resilient to all kinds of errors.
//!
//! ## Uploads and Downloads
//! If a method supports downloads, the response body, which is part of the [Result](enum.Result.html), should be
//! read by you to obtain the media.
//! If such a method also supports a [Response Result](trait.ResponseResult.html), it will return that by default.
//! You can see it as meta-data for the actual media. To trigger a media download, you will have to set up the builder by making
//! this call: `.param("alt", "media")`.
//!
//! Methods supporting uploads can do so using up to 2 different protocols:
//! *simple* and *resumable*. The distinctiveness of each is represented by customized
//! `doit(...)` methods, which are then named `upload(...)` and `upload_resumable(...)` respectively.
//!
//! ## Customization and Callbacks
//!
//! You may alter the way an `doit()` method is called by providing a [delegate](trait.Delegate.html) to the
//! [Method Builder](trait.CallBuilder.html) before making the final `doit()` call.
//! Respective methods will be called to provide progress information, as well as determine whether the system should
//! retry on failure.
//!
//! The [delegate trait](trait.Delegate.html) is default-implemented, allowing you to customize it with minimal effort.
//!
//! ## Optional Parts in Server-Requests
//!
//! All structures provided by this library are made to be [enocodable](trait.RequestValue.html) and
//! [decodable](trait.ResponseResult.html) via *json*. Optionals are used to indicate that partial requests are responses
//! are valid.
//! Most optionals are are considered [Parts](trait.Part.html) which are identifiable by name, which will be sent to
//! the server to indicate either the set parts of the request or the desired parts in the response.
//!
//! ## Builder Arguments
//!
//! Using [method builders](trait.CallBuilder.html), you are able to prepare an action call by repeatedly calling it's methods.
//! These will always take a single argument, for which the following statements are true.
//!
//! * [PODs][wiki-pod] are handed by copy
//! * strings are passed as `&str`
//! * [request values](trait.RequestValue.html) are moved
//!
//! Arguments will always be copied or cloned into the builder, to make them independent of their original life times.
//!
//! [wiki-pod]: http://en.wikipedia.org/wiki/Plain_old_data_structure
//! [builder-pattern]: http://en.wikipedia.org/wiki/Builder_pattern
//! [google-go-api]: https://github.com/google/google-api-go-client
//!
//!
// Unused attributes happen thanks to defined, but unused structures
// We don't warn about this, as depending on the API, some data structures or facilities are never used.
// Instead of pre-determining this, we just disable the lint. It's manually tuned to not have any
// unused imports in fully featured APIs. Same with unused_mut ... .
#![allow(unused_imports, unused_mut, dead_code)]
include!(concat!(env!("OUT_DIR"), "/lib.rs"));