Struct paddle::DisplayArea [−][src]
Implementations
impl DisplayArea
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pub fn select(&mut self, rect: Rectangle, div: DivHandle) -> &mut Self
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Select an area inside the full display. Ara specified in game coordinates.
pub fn full(&self) -> &Display
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The full display area.
pub fn full_mut(&mut self) -> &mut Display
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The full display area.
pub fn frame_to_display_coordinates(&self) -> Transform
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Converts from coordinates used inside the frame (where 0,0 is at the top left corner of the frame area) to a coordinate system covering the full display
pub fn frame_to_display_area(&self, rect: Rectangle) -> Rectangle
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pub fn frame_to_browser_area(&self, rect: Rectangle) -> Rectangle
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pub fn display_to_frame_coordinates(&self) -> Transform
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pub fn is_inside(&self, display_coordinates: impl Into<Vector>) -> bool
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In game coordinates (covering full display)
pub fn draw<'a>(&'a mut self, draw: &impl Tessellate, bkg: &impl Paint)
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Draw a Drawable to the window, which will be finalized on the next flush
pub fn fill<'a>(&'a mut self, bkg: &impl Paint)
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Fills selected area with the given color (or image)
pub fn draw_ex<'a>(
&'a mut self,
draw: &impl Tessellate,
bkg: &impl Paint,
trans: Transform,
z: i16
)
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&'a mut self,
draw: &impl Tessellate,
bkg: &impl Paint,
trans: Transform,
z: i16
)
Draw a Drawable to the window with more options provided (draw exhaustive)
pub fn fit_display(&mut self, margin: f64)
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Fit (the entire display) to be fully visible
pub fn draw_mesh<'a>(
&mut self,
mesh: &AbstractMesh,
area: Rectangle,
paint: &impl Paint
)
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&mut self,
mesh: &AbstractMesh,
area: Rectangle,
paint: &impl Paint
)
Draw onto the display area from a mesh of triangles. Useful for custom tesselation.
pub fn draw_mesh_ex<'a>(
&mut self,
mesh: &AbstractMesh,
area: Rectangle,
paint: &impl Paint,
t: Transform,
z: i16
)
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&mut self,
mesh: &AbstractMesh,
area: Rectangle,
paint: &impl Paint,
t: Transform,
z: i16
)
Draw onto the display area from a mesh of triangles. The transformation will be applied to each triangle.
pub fn add_html(&self, element: Element)
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pub fn size(&self) -> Vector
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The size of the selected area, in game coordinates
pub fn new_render_pipeline(
&mut self,
vertex_shader_text: &'static str,
fragment_shader_text: &'static str,
vertex_descriptor: VertexDescriptor,
uniform_values: &[(&'static str, UniformValue<'_>)]
) -> PaddleResult<RenderPipelineHandle>
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&mut self,
vertex_shader_text: &'static str,
fragment_shader_text: &'static str,
vertex_descriptor: VertexDescriptor,
uniform_values: &[(&'static str, UniformValue<'_>)]
) -> PaddleResult<RenderPipelineHandle>
pub fn update_uniform(
&mut self,
rp: RenderPipelineHandle,
name: &'static str,
value: &UniformValue<'_>
)
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&mut self,
rp: RenderPipelineHandle,
name: &'static str,
value: &UniformValue<'_>
)
Trait Implementations
impl Into<DisplayArea> for Display
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fn into(self) -> DisplayArea
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Auto Trait Implementations
impl RefUnwindSafe for DisplayArea
impl !Send for DisplayArea
impl !Sync for DisplayArea
impl Unpin for DisplayArea
impl UnwindSafe for DisplayArea
Blanket Implementations
impl<T> Activity for T where
T: Any,
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T: Any,
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,