pub struct Image {
Show 14 fields pub pos: Vec3, pub hw: Vec2, pub uv: Vec4, pub color: Color, pub frames: Vec2, pub switch_time: u32, pub animate: bool, pub use_camera: bool, pub texture: Option<usize>, pub store_id: Index, pub order: DrawOrder, pub render_layer: u32, pub bounds: Option<Bounds>, pub changed: bool,
}
Expand description

rendering data for all images.

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§pos: Vec3§hw: Vec2§uv: Vec4§color: Color

Color dah number / 255.

§frames: Vec2§switch_time: u32

in millsecs 1000 = 1sec

§animate: bool

turn on animation if set.

§use_camera: bool§texture: Option<usize>

Texture area location in Atlas.

§store_id: Index§order: DrawOrder§render_layer: u32§bounds: Option<Bounds>§changed: bool

if anything got updated we need to update the buffers too.

Implementations§

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impl Image

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pub fn new( texture: Option<usize>, renderer: &mut GpuRenderer, render_layer: u32 ) -> Self

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pub fn update_bounds(&mut self, bounds: Option<Bounds>)

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pub fn create_quad(&mut self, renderer: &mut GpuRenderer, atlas: &mut AtlasSet)

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pub fn update( &mut self, renderer: &mut GpuRenderer, atlas: &mut AtlasSet ) -> OrderedIndex

used to check and update the vertex array.

Auto Trait Implementations§

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impl Freeze for Image

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impl RefUnwindSafe for Image

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impl Send for Image

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impl Sync for Image

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impl Unpin for Image

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impl UnwindSafe for Image

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