pub struct WindowContext { /* private fields */ }Expand description
Manages a wgpu Surface and its configuration for a single window.
Handles surface creation, reconfiguration on resize, and frame acquisition.
Most users should interact with RenderWindow instead, which wraps
this type and adds convenience methods.
Implementations§
Source§impl WindowContext
impl WindowContext
pub fn new( window: Window, context: Arc<GraphicsContext>, descriptor: WindowContextDescriptor, ) -> Result<Self, GraphicsError>
Sourcepub fn resized(&mut self, new_size: LogicalSize<u32>)
pub fn resized(&mut self, new_size: LogicalSize<u32>)
Handle window resize event (logical size).
Sourcepub fn resized_physical(&mut self, new_size: PhysicalSize<u32>)
pub fn resized_physical(&mut self, new_size: PhysicalSize<u32>)
Handle window resize event (physical size).
pub fn window(&self) -> &Window
Sourcepub fn graphics_context(&self) -> &GraphicsContext
pub fn graphics_context(&self) -> &GraphicsContext
Examples found in repository?
404 fn update(
405 &mut self,
406 _ctx: &mut astrelis_winit::app::AppCtx,
407 _time: &astrelis_winit::FrameTime,
408 ) {
409 let now = Instant::now();
410 let dt = now.duration_since(self.last_update).as_secs_f32();
411 self.last_update = now;
412
413 // Update animation
414 if self.animation.update(dt) {
415 // Frame changed - update vertex buffer with new UVs
416 let frame = self.animation.current_frame();
417 let uv = self.sprite_sheet.sprite_uv(frame);
418 let vertices = create_quad_vertices(uv.u_min, uv.v_min, uv.u_max, uv.v_max);
419
420 // Get context from first window
421 if let Some(window) = self.windows.values().next() {
422 window.context().graphics_context().queue().write_buffer(
423 &self.vertex_buffer,
424 0,
425 bytemuck::cast_slice(&vertices),
426 );
427 }
428 }
429 }pub fn surface(&self) -> &Surface<'static>
pub fn surface_config(&self) -> &SurfaceConfiguration
Sourcepub fn surface_format(&self) -> TextureFormat
pub fn surface_format(&self) -> TextureFormat
Get the surface texture format.
This is the format that render pipelines must use when rendering to this
window’s surface. Pass this to renderer constructors like
LineRenderer::new.
Sourcepub fn logical_size(&self) -> LogicalSize<u32>
pub fn logical_size(&self) -> LogicalSize<u32>
Get the logical size of the window.
Sourcepub fn physical_size(&self) -> PhysicalSize<u32>
pub fn physical_size(&self) -> PhysicalSize<u32>
Get the physical size of the window.
Sourcepub fn logical_size_f32(&self) -> LogicalSize<f32>
pub fn logical_size_f32(&self) -> LogicalSize<f32>
Get the logical size as f32.
Sourcepub fn physical_size_f32(&self) -> PhysicalSize<f32>
pub fn physical_size_f32(&self) -> PhysicalSize<f32>
Get the physical size as f32.
Sourcepub fn reconfigure_surface(&mut self, config: SurfaceConfiguration)
pub fn reconfigure_surface(&mut self, config: SurfaceConfiguration)
Reconfigure the surface with a new configuration.
Sourcepub fn depth_view(&self) -> Option<Arc<TextureView>>
pub fn depth_view(&self) -> Option<Arc<TextureView>>
Get the depth texture view if available.
Returns an Arc-wrapped view for cheap, lifetime-free sharing.
Sourcepub fn depth_format(&self) -> Option<TextureFormat>
pub fn depth_format(&self) -> Option<TextureFormat>
Get the depth texture format, if depth is enabled.
Returns the format used for the depth texture, or None if depth is not enabled. Use this to configure renderers that need to match the depth format.
Sourcepub fn ensure_depth(&mut self, format: TextureFormat)
pub fn ensure_depth(&mut self, format: TextureFormat)
Ensure a depth texture exists for this window.
If no depth texture exists, creates one with the given format. If a depth texture already exists, this is a no-op.
Trait Implementations§
Auto Trait Implementations§
impl !Freeze for WindowContext
impl !RefUnwindSafe for WindowContext
impl Send for WindowContext
impl Sync for WindowContext
impl Unpin for WindowContext
impl UnsafeUnpin for WindowContext
impl !UnwindSafe for WindowContext
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