pub struct Display { /* private fields */ }Expand description
To render anything with adi_gpu, you have to make a Display
Trait Implementations§
Source§impl Display for Display
impl Display for Display
Source§fn color(&mut self, color: (f32, f32, f32))
fn color(&mut self, color: (f32, f32, f32))
Set the background color for the
Display. Read moreSource§fn update(&mut self) -> Option<Input>
fn update(&mut self) -> Option<Input>
Get input, if there’s any. If there’s no input, update the
Display and return None.Source§fn model(&mut self, vertices: &[f32], fans: Vec<(u32, u32)>) -> Model
fn model(&mut self, vertices: &[f32], fans: Vec<(u32, u32)>) -> Model
Create a new
Model for this Display.Source§fn texture(&mut self, wh: (u16, u16), graphic: &VFrame) -> Texture
fn texture(&mut self, wh: (u16, u16), graphic: &VFrame) -> Texture
Create a new
Texture for this Display.Source§fn texcoords(&mut self, texcoords: &[f32]) -> TexCoords
fn texcoords(&mut self, texcoords: &[f32]) -> TexCoords
Create new
TexCoords for this Display.Source§fn set_texture(
&mut self,
texture: &mut Texture,
wh: (u16, u16),
graphic: &VFrame,
)
fn set_texture( &mut self, texture: &mut Texture, wh: (u16, u16), graphic: &VFrame, )
Set the pixels for a
Texture.Source§fn shape_solid(
&mut self,
model: &Model,
transform: Transform,
color: [f32; 4],
blending: bool,
fog: bool,
camera: bool,
) -> Shape
fn shape_solid( &mut self, model: &Model, transform: Transform, color: [f32; 4], blending: bool, fog: bool, camera: bool, ) -> Shape
Create a new shape with a solid color.
Source§fn shape_gradient(
&mut self,
model: &Model,
transform: Transform,
colors: Gradient,
blending: bool,
fog: bool,
camera: bool,
) -> Shape
fn shape_gradient( &mut self, model: &Model, transform: Transform, colors: Gradient, blending: bool, fog: bool, camera: bool, ) -> Shape
Create a new shape shaded by a gradient (1 color per vertex).
Source§fn shape_texture(
&mut self,
model: &Model,
transform: Transform,
texture: &Texture,
tc: TexCoords,
blending: bool,
fog: bool,
camera: bool,
) -> Shape
fn shape_texture( &mut self, model: &Model, transform: Transform, texture: &Texture, tc: TexCoords, blending: bool, fog: bool, camera: bool, ) -> Shape
Create a new shape shaded by a texture using texture coordinates. Read more
Source§fn shape_faded(
&mut self,
model: &Model,
transform: Transform,
texture: &Texture,
tc: TexCoords,
alpha: f32,
fog: bool,
camera: bool,
) -> Shape
fn shape_faded( &mut self, model: &Model, transform: Transform, texture: &Texture, tc: TexCoords, alpha: f32, fog: bool, camera: bool, ) -> Shape
Create a new shape shaded by a texture using texture coordinates
and alpha. Read more
Source§fn shape_tinted(
&mut self,
model: &Model,
transform: Transform,
texture: &Texture,
tc: TexCoords,
tint: [f32; 4],
blending: bool,
fog: bool,
camera: bool,
) -> Shape
fn shape_tinted( &mut self, model: &Model, transform: Transform, texture: &Texture, tc: TexCoords, tint: [f32; 4], blending: bool, fog: bool, camera: bool, ) -> Shape
Create a new shape shaded by a texture using texture coordinates
and tint. Read more
Source§fn shape_complex(
&mut self,
model: &Model,
transform: Transform,
texture: &Texture,
tc: TexCoords,
tints: Gradient,
blending: bool,
fog: bool,
camera: bool,
) -> Shape
fn shape_complex( &mut self, model: &Model, transform: Transform, texture: &Texture, tc: TexCoords, tints: Gradient, blending: bool, fog: bool, camera: bool, ) -> Shape
Create a new shape shaded by a texture using texture coordinates
and tint per vertex. Read more
Source§fn drop_shape(&mut self, shape: &Shape)
fn drop_shape(&mut self, shape: &Shape)
Drop a shape (don’t draw it anymore).
Auto Trait Implementations§
impl Freeze for Display
impl !RefUnwindSafe for Display
impl !Send for Display
impl !Sync for Display
impl Unpin for Display
impl !UnwindSafe for Display
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more