Struct bevy_sprite::TextureAtlasBuilder
source · pub struct TextureAtlasBuilder { /* private fields */ }Expand description
A builder which is used to create a texture atlas from many individual sprites.
Implementations§
source§impl TextureAtlasBuilder
impl TextureAtlasBuilder
sourcepub fn initial_size(self, size: Vec2) -> Self
pub fn initial_size(self, size: Vec2) -> Self
Sets the initial size of the atlas in pixels.
sourcepub fn format(self, format: TextureFormat) -> Self
pub fn format(self, format: TextureFormat) -> Self
Sets the texture format for textures in the atlas.
sourcepub fn auto_format_conversion(self, auto_format_conversion: bool) -> Self
pub fn auto_format_conversion(self, auto_format_conversion: bool) -> Self
Control whether the added texture should be converted to the atlas format, if different.
sourcepub fn add_texture(&mut self, texture_handle: Handle<Image>, texture: &Image)
pub fn add_texture(&mut self, texture_handle: Handle<Image>, texture: &Image)
Adds a texture to be copied to the texture atlas.
sourcepub fn finish(
self,
textures: &mut Assets<Image>
) -> Result<TextureAtlas, TextureAtlasBuilderError>
pub fn finish( self, textures: &mut Assets<Image> ) -> Result<TextureAtlas, TextureAtlasBuilderError>
Consumes the builder and returns a result with a new texture atlas.
Internally it copies all rectangles from the textures and copies them into a new texture which the texture atlas will use. It is not useful to hold a strong handle to the texture afterwards else it will exist twice in memory.
Errors
If there is not enough space in the atlas texture, an error will be returned. It is then recommended to make a larger sprite sheet.
Trait Implementations§
source§impl Debug for TextureAtlasBuilder
impl Debug for TextureAtlasBuilder
Auto Trait Implementations§
impl RefUnwindSafe for TextureAtlasBuilder
impl Send for TextureAtlasBuilder
impl Sync for TextureAtlasBuilder
impl Unpin for TextureAtlasBuilder
impl UnwindSafe for TextureAtlasBuilder
Blanket Implementations§
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U: ShaderType,
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impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T [ShaderType] for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.§impl<T> Downcast for Twhere
T: Any,
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