Struct ascending_graphics::Image
source · 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 camera_type: CameraType,
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.
Fields§
§pos: Vec3§hw: Vec2§uv: Vec4§color: ColorColor dah number / 255.
frames: Vec2§switch_time: u32in millsecs 1000 = 1sec
animate: boolturn on animation if set.
camera_type: CameraType§texture: Option<usize>Texture area location in Atlas.
store_id: Index§order: DrawOrder§render_layer: u32§bounds: Option<Bounds>§changed: boolif anything got updated we need to update the buffers too.
Implementations§
source§impl Image
impl Image
pub fn new( texture: Option<usize>, renderer: &mut GpuRenderer, render_layer: u32 ) -> Self
pub fn unload(&self, renderer: &mut GpuRenderer)
pub fn update_bounds(&mut self, bounds: Option<Bounds>)
pub fn create_quad(&mut self, renderer: &mut GpuRenderer, atlas: &mut AtlasSet)
sourcepub fn update(
&mut self,
renderer: &mut GpuRenderer,
atlas: &mut AtlasSet
) -> OrderedIndex
pub fn update( &mut self, renderer: &mut GpuRenderer, atlas: &mut AtlasSet ) -> OrderedIndex
used to check and update the vertex array.
Auto Trait Implementations§
impl Freeze for Image
impl RefUnwindSafe for Image
impl Send for Image
impl Sync for Image
impl Unpin for Image
impl UnwindSafe for Image
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T: ?Sized,
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T: Any,
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self into a Left variant of Either<Self, Self>
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