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RendererTarget

Struct RendererTarget 

Source
pub struct RendererTarget<'a> {
    pub window_handle: Option<RawWindowHandle>,
    pub display_handle: Option<RawDisplayHandle>,
    pub size: Size<Pixels>,
    pub scale_factor: f32,
    pub transparent: bool,
    pub backend: Option<&'a (dyn Any + 'static)>,
}
Expand description

What a renderer is built against: the window’s handles, its geometry, and whatever the backend needs to add.

The handles are typed rather than erased, because erasing them would make any renderer that is not the backend’s own downcast to the backend’s target type — which means depending on the backend crate. The backend’s own extras are the one erased field.

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§window_handle: Option<RawWindowHandle>

The window’s raw handle, which the renderer builds its surface from.

§display_handle: Option<RawDisplayHandle>

The display the window is on, for the same.

§size: Size<Pixels>

The window’s size, in logical pixels.

§scale_factor: f32

The ratio between logical pixels and device pixels.

§transparent: bool

Whether the window is transparent.

§backend: Option<&'a (dyn Any + 'static)>

Backend-specific extras, for that backend’s own renderer only. Any is 'static, so this must point at owned data; a backend with nothing to add passes None.

Auto Trait Implementations§

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impl<'a> !RefUnwindSafe for RendererTarget<'a>

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impl<'a> !Send for RendererTarget<'a>

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impl<'a> !Sync for RendererTarget<'a>

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impl<'a> !UnwindSafe for RendererTarget<'a>

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impl<'a> Freeze for RendererTarget<'a>

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impl<'a> Unpin for RendererTarget<'a>

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impl<'a> UnsafeUnpin for RendererTarget<'a>

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