pub struct Sprite { /* private fields */ }
Expand description

Represent a Sprite

Implementations§

Examples found in repository?
src/graphics.rs (line 623)
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    fn get_pixel(&self, pos: Vi2d) -> Option<Color> {
        if pos.x < 0 || pos.y < 0 || pos.x as u32 >= self.size().x || pos.y as u32 >= self.size().y
        {
            return None;
        }
        let (raw, lock) = self.get_read_lock();
        let mut col = Color::BLANK;
        let pos = pos.cast_u32();

        col.r = raw[(pos.y * self.width() + pos.x) as usize * 4];
        col.g = raw[(pos.y * self.width() + pos.x) as usize * 4 + 1];
        col.b = raw[(pos.y * self.width() + pos.x) as usize * 4 + 2];
        col.a = raw[(pos.y * self.width() + pos.x) as usize * 4 + 3];
        drop(lock);
        Some(col)
    }

    fn set_pixel(&mut self, pos: Vi2d, col: Color) {
        if pos.x < 0 || pos.y < 0 {
            return;
        };
        self.set_pixel(pos.x as u32, pos.y as u32, col);
    }
    fn size(&self) -> Vu2d {
        *self.size()
    }
Examples found in repository?
examples/./_print_sprite.rs (line 15)
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pub fn print_sprite(spr: &Sprite) {
    println!();
    for y in 0..spr.height() {
        for x in 0..spr.width() {
            let Color { r, g, b, .. } = spr.get_pixel(x, y);
            print!("\x1b[48;2;{r};{g};{b}m{RECT}{RECT}");
        }
        println!("\x1b[0m");
    }
}
More examples
Hide additional examples
src/graphics.rs (line 235)
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    pub unsafe fn create_sub_sprite_unchecked(
        &self,
        pos: Vu2d,
        size: Vu2d,
        index: usize,
    ) -> SpriteMutRef<'_> {
        SpriteMutRef {
            spr: self,
            size,
            pos,
            spr_width: self.width(),
            index,
            write_lock: self.read_lock.clone(),
        }
    }

    /// This is used when using [`create_sub_sprite_unchecked`()](Sprite::create_sub_sprite_unchecked)
    ///
    /// # Safety
    ///
    /// Editing this could lead to overlapping subsprite so be careful when handling the list
    /// (slab) of areas.
    pub unsafe fn get_areas(&self) -> &Mutex<slab::Slab<Area>> {
        &self.areas
    }

    /// Load an image from bytes, will clone the slice
    ///
    /// # Errors
    ///
    /// If the slice isn't an valid image format handled by the image crate, returns an error
    pub fn load_image_bytes(bytes: &[u8]) -> Result<Self, String> {
        let img = image::load_from_memory(bytes)
            .map_err(|err| err.to_string())?
            .to_rgba8();

        Ok(Sprite {
            size: Vu2d {
                x: (&img).width(),
                y: (&img).height(),
            },
            raw: Self::image_to_boxedslice(img),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        })
    }

    ///Load a image file and return a Sprite object representing that image
    /// # Errors
    ///
    /// If the file isn't an valid image format handled by the image crate or if the file IO failed, returns an error
    pub fn load_from_file<P: AsRef<std::path::Path>>(path: P) -> Result<Sprite, String> {
        let img = image::open(path).map_err(|err| err.to_string())?.to_rgba8();

        Ok(Sprite {
            size: Vu2d {
                x: img.width(),
                y: img.height(),
            },
            raw: Self::image_to_boxedslice(img),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        })
    }
    /// Create [Sprite] with a size of 1x1
    #[must_use]
    pub fn new_blank() -> Sprite {
        Sprite {
            size: Vu2d { x: 1, y: 1 },
            raw: Self::boxed_slice_to_cell(vec![0x00; 4].into_boxed_slice()),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        }
    }
    /// Create [Sprite] with given size and [Color]
    #[must_use]
    pub fn new_with_color(w: u32, h: u32, col: Color) -> Self {
        Sprite {
            size: Vu2d { x: w, y: h },
            raw: Self::boxed_slice_to_cell(
                vec![col.r, col.g, col.b, col.a]
                    .repeat(w as usize * h as usize)
                    .into_boxed_slice(),
            ),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
            //image::ImageBuffer::from_raw(w, h, raw) /*; (w * h) as usize]) */
            //.unwrap(), // as image::RgbaImage,
        }
    }
    /// Create a blank [Sprite] with given size
    #[must_use]
    pub fn new(w: u32, h: u32) -> Sprite {
        Sprite {
            size: Vu2d { x: w, y: h },
            raw: Self::boxed_slice_to_cell(
                vec![0x00; w as usize * h as usize * 4].into_boxed_slice(),
            ),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        }
    }
    /// Set pixel's [Color] on a [Sprite]
    pub fn set_pixel(&mut self, x: u32, y: u32, col: Color) {
        let width = self.width();
        if y >= self.height() || x >= width {
            return;
        }

        self.raw.get_mut()[(y * width + x) as usize * 4] = col.r;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 1] = col.g;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 2] = col.b;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 3] = col.a;
    }
    /// Return the [Color] of the pixel at given coordinates, if it exist
    pub fn get_pixel(&self, x: u32, y: u32) -> Color {
        let mut col = Color::BLANK;
        if x >= self.width() || y >= self.height() {
            return col;
        }
        let (raw, lock) = self.get_read_lock();

        col.r = raw[(y * self.width() + x) as usize * 4];
        col.g = raw[(y * self.width() + x) as usize * 4 + 1];
        col.b = raw[(y * self.width() + x) as usize * 4 + 2];
        col.a = raw[(y * self.width() + x) as usize * 4 + 3];
        drop(lock);
        col
    }
    /// Return the [Color] of the pixel at given sample
    /// This sampling will take only the fractional part of the given sample coordinates, so it is
    /// effictivly from [O; 1)
    pub fn get_sample(&self, x: f64, y: f64) -> Color {
        let x = x.fract();
        let y = y.fract();
        let sample_x = ((x * f64::from(self.width())) as u32).min(self.width() - 1);
        let sample_y = ((y * f64::from(self.height())) as u32).min(self.height() - 1);
        self.get_pixel(sample_x, sample_y)
    }
}

impl<'spr> SpriteMutRef<'spr> {
    fn get_nth_ptr(&self, row: u32) -> *mut u8 {
        unsafe {
            let base_offset = (self.pos.y * self.spr_width + self.pos.x) as usize * 4;
            let base_ptr = self.spr.raw.get().cast::<u8>().add(base_offset);
            base_ptr.add((self.spr_width * row * 4) as usize)
        }
    }

    fn get_nth_slice(&self, row: u32) -> &'spr [u8] {
        unsafe {
            std::slice::from_raw_parts(self.get_nth_ptr(row) as *const u8, self.size.x as usize * 4)
        }
    }
    fn get_nth_slice_mut(&mut self, row: u32) -> &'spr mut [u8] {
        unsafe { std::slice::from_raw_parts_mut(self.get_nth_ptr(row), self.size.x as usize * 4) }
    }

    pub fn get_pixel(&self, p: impl Into<Vu2d>) -> Option<Color> {
        let pos = p.into();
        if pos.x >= self.size.x || pos.y >= self.size.y {
            return None;
        }
        let slice = self.get_nth_slice(pos.y);
        Some(
            [
                slice[pos.x as usize * 4],
                slice[pos.x as usize * 4 + 1],
                slice[pos.x as usize * 4 + 2],
                slice[pos.x as usize * 4 + 3],
            ]
            .into(),
        )
    }

    pub fn set_pixel(&mut self, p: impl Into<Vu2d>, col: impl Into<Color>) {
        let pos = p.into();
        let col = col.into();
        if pos.x >= self.size.x || pos.y >= self.size.y {
            return;
        }
        let slice = self.get_nth_slice_mut(pos.y);
        let lock = self.write_lock.read();

        slice[pos.x as usize * 4] = col.r;
        slice[pos.x as usize * 4 + 1] = col.g;
        slice[pos.x as usize * 4 + 2] = col.b;
        slice[pos.x as usize * 4 + 3] = col.a;
        drop(lock); // I like to explicitly drop the lock
    }
}

#[derive(Debug, Copy, Clone, Eq, PartialEq)]
/// Represent a [Color] in a RGBA format
pub struct Color {
    /// Red part of the color
    pub r: u8,
    /// Green part of the color
    pub g: u8,
    /// Blue part of the color
    pub b: u8,
    /// Alpha part of the color
    pub a: u8,
}

impl Color {
    /// Return a [Color] with alpha set at 255
    #[must_use]
    pub const fn new(r: u8, g: u8, b: u8) -> Color {
        Color { r, g, b, a: 255 }
    }
    /// Return a [Color] where alpha is also a argument
    #[must_use]
    pub const fn new_with_alpha(r: u8, g: u8, b: u8, a: u8) -> Color {
        Color { r, g, b, a }
    }
    /// White [Color]
    pub const WHITE: Color = Color::new(255, 255, 255);
    /// Gray [Color]
    pub const GREY: Color = Color::new(192, 192, 192);
    /// Dark Grey [Color]
    pub const DARK_GREY: Color = Color::new(128, 128, 128);
    /// Very Dark Grey [Color]
    pub const VERY_DARK_GREY: Color = Color::new(64, 64, 64);
    /// Red [Color]
    pub const RED: Color = Color::new(255, 0, 0);
    /// Dark Red [Color]
    pub const DARK_RED: Color = Color::new(128, 0, 0);
    /// Very Dark Red [Color]
    pub const VERY_DARK_RED: Color = Color::new(64, 0, 0);
    /// Yellow [Color]
    pub const YELLOW: Color = Color::new(255, 255, 0);
    /// Dark Yellow [Color]
    pub const DARK_YELLOW: Color = Color::new(128, 128, 0);
    /// Very Dark Yellow [Color]
    pub const VERY_DARK_YELLOW: Color = Color::new(64, 64, 0);
    /// Green [Color]
    pub const GREEN: Color = Color::new(0, 255, 0);
    /// Dark Green [Color]
    pub const DARK_GREEN: Color = Color::new(0, 128, 0);
    /// Very Dark Green [Color]
    pub const VERY_DARK_GREEN: Color = Color::new(0, 64, 0);
    /// Cyan [Color]
    pub const CYAN: Color = Color::new(0, 255, 255);
    /// Dark Cyan [Color]
    pub const DARK_CYAN: Color = Color::new(0, 128, 128);
    /// Very Dark Cyan [Color]
    pub const VERY_DARK_CYAN: Color = Color::new(0, 64, 64);
    /// Blue [Color]
    pub const BLUE: Color = Color::new(0, 0, 255);
    /// Dark Blue [Color]
    pub const DARK_BLUE: Color = Color::new(0, 0, 128);
    /// Very Dark Blue [Color]
    pub const VERY_DARK_BLUE: Color = Color::new(0, 0, 64);
    /// Magenta [Color]
    pub const MAGENTA: Color = Color::new(255, 0, 255);
    /// Dark Magenta [Color]
    pub const DARK_MAGENTA: Color = Color::new(128, 0, 128);
    /// Very Dark Magenta [Color]
    pub const VERY_DARK_MAGENTA: Color = Color::new(64, 0, 64);
    /// Black [Color]
    pub const BLACK: Color = Color::new(0, 0, 0);
    /// Blank [Color]
    pub const BLANK: Color = Color::new_with_alpha(0, 0, 0, 0);
}

#[derive(Debug, Clone)]
struct DrawData {
    pixel_mode: PixelMode,
    blend_factor: f32,
}

#[derive(Clone, Debug)]
pub struct DrawingSprite<S: DrawSpriteTrait> {
    draw_data: DrawData,
    sprite: S,
}
impl<S: DrawSpriteTrait> DrawSpriteTrait for DrawingSprite<S> {
    fn size(&self) -> Vu2d {
        self.sprite.size()
    }

    fn get_pixel(&self, pos: Vi2d) -> Option<Color> {
        self.sprite.get_pixel(pos)
    }

    fn set_pixel(&mut self, pos: Vi2d, col: Color) {
        self.sprite.set_pixel(pos, col);
    }

    unsafe fn get_pixel_unchecked(&self, pos: Vu2d) -> Color {
        self.sprite.get_pixel_unchecked(pos)
    }

    unsafe fn set_pixel_unchecked(&mut self, pos: Vu2d, col: Color) {
        self.sprite.set_pixel_unchecked(pos, col);
    }
}

impl<S: DrawSpriteTrait> crate::traits::SmartDrawingTrait for DrawingSprite<S> {
    fn get_size(&self) -> Vu2d {
        self.sprite.size()
    }

    fn get_pixel<P: Into<Vi2d>>(&self, pos: P) -> Option<Color> {
        let pos = pos.into();
        self.sprite.get_pixel(pos)
    }
    fn draw<P: Into<Vi2d>>(&mut self, pos: P, col: Color) {
        let pixel_mode = self.get_pixel_mode();
        let blend_factor = self.get_blend_factor();
        let pos @ Vi2d { x, y } = pos.into();
        if x >= self.sprite.size().x.try_into().unwrap()
            || y >= self.sprite.size().y.try_into().unwrap()
            || x < 0
            || y < 0
        {
            return;
        }
        match pixel_mode {
            PixelMode::Normal => unsafe {
                self.sprite.set_pixel_unchecked(pos.cast_u32(), col);
            },
            PixelMode::Mask => {
                if col.a == 255 {
                    unsafe {
                        self.sprite.set_pixel_unchecked(pos.cast_u32(), col);
                    }
                }
            }
            PixelMode::Alpha => {
                let current_color: Color =
                    unsafe { self.sprite.get_pixel_unchecked(pos.cast_u32()) };
                let alpha: f32 = (f32::from(col.a) / 255.0f32) * blend_factor;
                let inverse_alpha: f32 = 1.0 - alpha;
                let red: f32 =
                    alpha * f32::from(col.r) + inverse_alpha * f32::from(current_color.r);
                let green: f32 =
                    alpha * f32::from(col.g) + inverse_alpha * f32::from(current_color.g);
                let blue: f32 =
                    alpha * f32::from(col.b) + inverse_alpha * f32::from(current_color.b);
                unsafe {
                    self.sprite
                        .set_pixel_unchecked(pos.cast_u32(), [red, green, blue].into());
                }
            }
        }
    }

    fn get_textsheet(&self) -> &'static Sprite {
        create_text()
    }

    fn clear(&mut self, col: Color) {
        let size = self.sprite.size();
        for y in 0..size.y {
            for x in 0..size.x {
                unsafe {
                    self.sprite.set_pixel_unchecked(Vu2d { x, y }, col);
                }
            }
        }
    }

    fn get_pixel_mode(&self) -> PixelMode {
        self.draw_data.pixel_mode
    }
    fn get_blend_factor(&self) -> f32 {
        self.draw_data.blend_factor
    }

    fn set_pixel_mode(&mut self, mode: PixelMode) {
        self.draw_data.pixel_mode = mode;
    }
    fn set_blend_factor(&mut self, f: f32) {
        self.draw_data.blend_factor = f;
    }
}

pub trait DrawSpriteTrait {
    fn get_pixel(&self, pos: Vi2d) -> Option<Color>;
    fn set_pixel(&mut self, pos: Vi2d, col: Color);
    fn size(&self) -> Vu2d;
    /// Get the pixel at the given location, but bypassing any bounds check
    ///
    /// # Safety
    ///     You must ensure that the pos in bounds
    unsafe fn get_pixel_unchecked(&self, pos: Vu2d) -> Color;
    /// Set the pixel at the given location, but bypassing any bounds check
    ///
    /// # Safety
    ///     You must ensure that the pos in bounds
    unsafe fn set_pixel_unchecked(&mut self, pos: Vu2d, col: Color);
}

impl DrawSpriteTrait for Sprite {
    fn get_pixel(&self, pos: Vi2d) -> Option<Color> {
        if pos.x < 0 || pos.y < 0 || pos.x as u32 >= self.size().x || pos.y as u32 >= self.size().y
        {
            return None;
        }
        let (raw, lock) = self.get_read_lock();
        let mut col = Color::BLANK;
        let pos = pos.cast_u32();

        col.r = raw[(pos.y * self.width() + pos.x) as usize * 4];
        col.g = raw[(pos.y * self.width() + pos.x) as usize * 4 + 1];
        col.b = raw[(pos.y * self.width() + pos.x) as usize * 4 + 2];
        col.a = raw[(pos.y * self.width() + pos.x) as usize * 4 + 3];
        drop(lock);
        Some(col)
    }

    fn set_pixel(&mut self, pos: Vi2d, col: Color) {
        if pos.x < 0 || pos.y < 0 {
            return;
        };
        self.set_pixel(pos.x as u32, pos.y as u32, col);
    }
    fn size(&self) -> Vu2d {
        *self.size()
    }

    /// # Safety
    /// its up to the caller to make sure that the given position is in bounds
    unsafe fn get_pixel_unchecked(&self, pos: Vu2d) -> Color {
        let (raw, _lock) = self.get_read_lock();
        let mut col = Color::BLANK;
        col.r = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4);
        col.g = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 1);
        col.b = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 2);
        col.a = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 3);
        col
    }

    /// # Safety
    /// its up to the caller to make sure that the given position is in bounds
    unsafe fn set_pixel_unchecked(&mut self, pos: Vu2d, col: Color) {
        let Vu2d { x, y } = pos;
        let width = self.width();
        // SAFETY: Its up to the caller to make sure that the bounds are correct to not write oob
        *self
            .raw
            .get_mut()
            .get_unchecked_mut((y * width + x) as usize * 4) = col.r;
        *self
            .raw
            .get_mut()
            .get_unchecked_mut((y * width + x) as usize * 4 + 1) = col.g;
        *self
            .raw
            .get_mut()
            .get_unchecked_mut((y * width + x) as usize * 4 + 2) = col.b;
        *self
            .raw
            .get_mut()
            .get_unchecked_mut((y * width + x) as usize * 4 + 3) = col.a;
    }
src/traits.rs (line 553)
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    fn draw_sprite<P: Into<Vi2d>>(
        &mut self,
        pos: P,
        scale: u32,
        sprite: &Sprite,
        flip: (bool, bool),
    ) {
        #![allow(
            clippy::cast_precision_loss,
            clippy::cast_possible_wrap,
            clippy::cast_sign_loss
        )]
        let Vi2d { x, y } = pos.into();
        let (mut fxs, mut fxm) = (0i32, 1i32);
        let (mut fys, mut fym) = (0i32, 1i32);
        let mut fx: i32;
        let mut fy: i32;
        if flip.0 {
            fxs = sprite.width() as i32 - 1;
            fxm = -1;
        }
        if flip.1 {
            fys = sprite.height() as i32 - 1;
            fym = -1;
        }
        if scale > 1 {
            fx = fxs;
            for i in 0..(sprite.width() as i32) {
                fy = fys;
                for j in 0..(sprite.height() as i32) {
                    for is in 0..(scale as i32) {
                        for js in 0..(scale as i32) {
                            self.draw(
                                (x + i * (scale as i32) + is, y + j * (scale as i32) + js),
                                sprite.get_pixel(fx as u32, fy as u32),
                            );
                        }
                    }
                    fy += fym;
                }
                fx += fxm;
            }
        } else {
            fx = fxs;
            for i in 0..(sprite.width() as i32) {
                fy = fys;
                for j in 0..(sprite.height() as i32) {
                    self.draw((x + i, y + j), sprite.get_pixel(fx as u32, fy as u32));
                    fy += fym;
                }
                fx += fxm;
            }
        }
    }
Examples found in repository?
examples/./_print_sprite.rs (line 14)
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pub fn print_sprite(spr: &Sprite) {
    println!();
    for y in 0..spr.height() {
        for x in 0..spr.width() {
            let Color { r, g, b, .. } = spr.get_pixel(x, y);
            print!("\x1b[48;2;{r};{g};{b}m{RECT}{RECT}");
        }
        println!("\x1b[0m");
    }
}
More examples
Hide additional examples
src/graphics.rs (line 330)
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    pub fn set_pixel(&mut self, x: u32, y: u32, col: Color) {
        let width = self.width();
        if y >= self.height() || x >= width {
            return;
        }

        self.raw.get_mut()[(y * width + x) as usize * 4] = col.r;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 1] = col.g;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 2] = col.b;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 3] = col.a;
    }
    /// Return the [Color] of the pixel at given coordinates, if it exist
    pub fn get_pixel(&self, x: u32, y: u32) -> Color {
        let mut col = Color::BLANK;
        if x >= self.width() || y >= self.height() {
            return col;
        }
        let (raw, lock) = self.get_read_lock();

        col.r = raw[(y * self.width() + x) as usize * 4];
        col.g = raw[(y * self.width() + x) as usize * 4 + 1];
        col.b = raw[(y * self.width() + x) as usize * 4 + 2];
        col.a = raw[(y * self.width() + x) as usize * 4 + 3];
        drop(lock);
        col
    }
    /// Return the [Color] of the pixel at given sample
    /// This sampling will take only the fractional part of the given sample coordinates, so it is
    /// effictivly from [O; 1)
    pub fn get_sample(&self, x: f64, y: f64) -> Color {
        let x = x.fract();
        let y = y.fract();
        let sample_x = ((x * f64::from(self.width())) as u32).min(self.width() - 1);
        let sample_y = ((y * f64::from(self.height())) as u32).min(self.height() - 1);
        self.get_pixel(sample_x, sample_y)
    }
src/traits.rs (line 557)
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    fn draw_sprite<P: Into<Vi2d>>(
        &mut self,
        pos: P,
        scale: u32,
        sprite: &Sprite,
        flip: (bool, bool),
    ) {
        #![allow(
            clippy::cast_precision_loss,
            clippy::cast_possible_wrap,
            clippy::cast_sign_loss
        )]
        let Vi2d { x, y } = pos.into();
        let (mut fxs, mut fxm) = (0i32, 1i32);
        let (mut fys, mut fym) = (0i32, 1i32);
        let mut fx: i32;
        let mut fy: i32;
        if flip.0 {
            fxs = sprite.width() as i32 - 1;
            fxm = -1;
        }
        if flip.1 {
            fys = sprite.height() as i32 - 1;
            fym = -1;
        }
        if scale > 1 {
            fx = fxs;
            for i in 0..(sprite.width() as i32) {
                fy = fys;
                for j in 0..(sprite.height() as i32) {
                    for is in 0..(scale as i32) {
                        for js in 0..(scale as i32) {
                            self.draw(
                                (x + i * (scale as i32) + is, y + j * (scale as i32) + js),
                                sprite.get_pixel(fx as u32, fy as u32),
                            );
                        }
                    }
                    fy += fym;
                }
                fx += fxm;
            }
        } else {
            fx = fxs;
            for i in 0..(sprite.width() as i32) {
                fy = fys;
                for j in 0..(sprite.height() as i32) {
                    self.draw((x + i, y + j), sprite.get_pixel(fx as u32, fy as u32));
                    fy += fym;
                }
                fx += fxm;
            }
        }
    }
Examples found in repository?
src/graphics.rs (line 42)
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    fn clone(&self) -> Self {
        let raw = Self::boxed_slice_to_cell(self.get_read_lock().0.to_vec().into_boxed_slice());
        Self {
            size: self.size,
            raw,
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        }
    }
}

#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct Area {
    pub pos: Vu2d,
    pub size: Vu2d,
}

impl Area {
    fn overlap(&self, other: &Self) -> bool {
        (self.pos.x < other.pos.x && other.pos.x < self.pos.x + self.size.x)
            || (self.pos.y < other.pos.y && other.pos.y < self.pos.y + self.size.y)
            || (other.pos.x < self.pos.x && self.pos.x < other.pos.x + other.size.x)
            || (other.pos.y < self.pos.y && self.pos.y < other.pos.y + other.size.y)
    }
}

#[derive(Debug)]
pub struct SpriteMutRef<'spr> {
    /// A reference to the base sprite;
    spr: &'spr Sprite,
    /// Top left of the subsprite (in pixels)
    pos: Vu2d,
    /// Size fot the left subsprite (in pixels)
    size: Vu2d,
    /// To do pointer math
    /// this is the with (in pixel) of the sprite.
    spr_width: u32,
    /// Signal that a write/read is happening
    /// The contract is that when a subsprite is writing or reading, it will take a ReadGuard and
    /// when then sprite want to read from its data, it lock with an exclusive access so it is the
    /// only one accessing the data.
    write_lock: Arc<RwLock<()>>,
    /// The area index inside the sprite's areas field.
    index: usize,
}

unsafe impl Send for Sprite {}
unsafe impl<'spr> Send for SpriteMutRef<'spr> {}

impl<'spr> Drop for SpriteMutRef<'spr> {
    fn drop(&mut self) {
        self.spr.areas.lock().remove(self.index);
    }
}

#[derive(Debug, Clone, Copy, Eq, PartialEq)]
pub struct OverlappingError;

impl std::fmt::Display for OverlappingError {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        write!(f, "Tried to create overlapping subsprite")
    }
}

impl std::error::Error for OverlappingError {}

impl Sprite {
    pub fn size(&self) -> &Vu2d {
        &self.size
    }

    pub fn width(&self) -> u32 {
        self.size.x
    }

    pub fn height(&self) -> u32 {
        self.size.y
    }

    pub fn get_read_lock(&self) -> (&mut [u8], RwLockWriteGuard<'_, ()>) {
        let lock = self.read_lock.write();
        // SAFETY: We have exclusive access as the contract is everyone that wishese to write to
        // the sprite gets a ReadGuard, and when you want to read from the whole sprite you get a
        // WriteGuard (so it is exclusive) to the data behind self.raw
        // We also return the lock so we keep the exclusive access.
        //
        (unsafe { &mut *self.raw.get() }, lock)
    }

    fn image_to_boxedslice(img: image::RgbaImage) -> Box<UnsafeCell<[u8]>> {
        Self::boxed_slice_to_cell(img.into_raw().into_boxed_slice())
    }

    /// Transmute a owned slice to an owned `UnsafeCell` wrapped slice
    pub(crate) fn boxed_slice_to_cell(slice: Box<[u8]>) -> Box<UnsafeCell<[u8]>> {
        // This is because we can't have the slice on the stack to create a Boxed slice and there
        // is no .map for a Box.
        // Transmuting the Box<[u8]> is fine because UnsafeCell is #[repr(transparent)]
        unsafe { transmute(slice) }
    }
    /// Load an rgba slice as an Sprite, will clone the slice
    /// the dimentions are in pixel
    ///
    /// # Errors
    ///
    /// if the slice isn't an rgba slice it will return an `Err`
    /// this means that `slice.len() % 4 = 0` and that `slice.len() = width * height * 4`
    pub fn load_rgba(rgba: &[u8], width: usize, height: usize) -> Result<Self, String> {
        if rgba.len() % 4 != 0 || rgba.len() != width * height * 4 {
            Err("Wrong Image len".to_string())
        } else {
            Ok(Self {
                size: Vu2d {
                    x: width.try_into().expect("Image too large"),
                    y: height.try_into().expect("Image too large"),
                },
                raw: Self::boxed_slice_to_cell(rgba.to_vec().into_boxed_slice()),
                areas: Mutex::new(slab::Slab::new()),
                read_lock: Arc::new(RwLock::new(())),
            })
        }
    }

    /// Creates a subsprite on a given parent sprite
    /// The real position will be clamped to the sprite dimentions, so if the `pos` has some
    /// negative parts, it will be clipped, only showing the positive part.
    /// Same with if the `size + pos` goes outside of the sprite.
    ///
    /// # Errors
    ///
    /// This will return an error if an subsprite already exists and that it overlaps
    #[allow(clippy::cast_sign_loss)]
    pub fn create_sub_sprite(
        &self,
        pos: Vi2d,
        mut size: Vu2d,
    ) -> Result<SpriteMutRef<'_>, OverlappingError> {
        let real_pos = Vu2d {
            x: if pos.x < 0 {
                size.x -= (-pos.x) as u32;
                0
            } else {
                (pos.x as u32).min(self.size.x)
            },
            y: if pos.y < 0 {
                size.y -= (-pos.y) as u32;
                0
            } else {
                (pos.y as u32).min(self.size.y)
            },
        };

        size.x = size.x.min(self.size.x - real_pos.x);
        size.y = size.y.min(self.size.y - real_pos.y);

        let area = Area {
            pos: real_pos,
            size,
        };
        let mut lock = self.areas.lock();

        let overlap = lock.iter().any(|(_, a)| a.overlap(&area));

        if overlap {
            return Err(OverlappingError);
        };

        let index = lock.insert(area);

        // SAFETY:
        // We checked that the subsprite is inside the main sprite
        // We checked that there is no overlap$
        // We added the area to the list
        unsafe { Ok(self.create_sub_sprite_unchecked(real_pos, size, index)) }
    }

    /// Creates a subsprite without any checks
    ///
    /// # Safety
    ///
    /// - You need to make sure there is no overlap with another subsprite
    /// - You need to make sure that the size is correct and fit inside the base sprites
    /// - You need to make sure that the area has been inserted in the area list and that the given
    /// index is the one pointing to the subsprite's area;
    pub unsafe fn create_sub_sprite_unchecked(
        &self,
        pos: Vu2d,
        size: Vu2d,
        index: usize,
    ) -> SpriteMutRef<'_> {
        SpriteMutRef {
            spr: self,
            size,
            pos,
            spr_width: self.width(),
            index,
            write_lock: self.read_lock.clone(),
        }
    }

    /// This is used when using [`create_sub_sprite_unchecked`()](Sprite::create_sub_sprite_unchecked)
    ///
    /// # Safety
    ///
    /// Editing this could lead to overlapping subsprite so be careful when handling the list
    /// (slab) of areas.
    pub unsafe fn get_areas(&self) -> &Mutex<slab::Slab<Area>> {
        &self.areas
    }

    /// Load an image from bytes, will clone the slice
    ///
    /// # Errors
    ///
    /// If the slice isn't an valid image format handled by the image crate, returns an error
    pub fn load_image_bytes(bytes: &[u8]) -> Result<Self, String> {
        let img = image::load_from_memory(bytes)
            .map_err(|err| err.to_string())?
            .to_rgba8();

        Ok(Sprite {
            size: Vu2d {
                x: (&img).width(),
                y: (&img).height(),
            },
            raw: Self::image_to_boxedslice(img),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        })
    }

    ///Load a image file and return a Sprite object representing that image
    /// # Errors
    ///
    /// If the file isn't an valid image format handled by the image crate or if the file IO failed, returns an error
    pub fn load_from_file<P: AsRef<std::path::Path>>(path: P) -> Result<Sprite, String> {
        let img = image::open(path).map_err(|err| err.to_string())?.to_rgba8();

        Ok(Sprite {
            size: Vu2d {
                x: img.width(),
                y: img.height(),
            },
            raw: Self::image_to_boxedslice(img),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        })
    }
    /// Create [Sprite] with a size of 1x1
    #[must_use]
    pub fn new_blank() -> Sprite {
        Sprite {
            size: Vu2d { x: 1, y: 1 },
            raw: Self::boxed_slice_to_cell(vec![0x00; 4].into_boxed_slice()),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        }
    }
    /// Create [Sprite] with given size and [Color]
    #[must_use]
    pub fn new_with_color(w: u32, h: u32, col: Color) -> Self {
        Sprite {
            size: Vu2d { x: w, y: h },
            raw: Self::boxed_slice_to_cell(
                vec![col.r, col.g, col.b, col.a]
                    .repeat(w as usize * h as usize)
                    .into_boxed_slice(),
            ),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
            //image::ImageBuffer::from_raw(w, h, raw) /*; (w * h) as usize]) */
            //.unwrap(), // as image::RgbaImage,
        }
    }
    /// Create a blank [Sprite] with given size
    #[must_use]
    pub fn new(w: u32, h: u32) -> Sprite {
        Sprite {
            size: Vu2d { x: w, y: h },
            raw: Self::boxed_slice_to_cell(
                vec![0x00; w as usize * h as usize * 4].into_boxed_slice(),
            ),
            areas: Mutex::new(slab::Slab::new()),
            read_lock: Arc::new(RwLock::new(())),
        }
    }
    /// Set pixel's [Color] on a [Sprite]
    pub fn set_pixel(&mut self, x: u32, y: u32, col: Color) {
        let width = self.width();
        if y >= self.height() || x >= width {
            return;
        }

        self.raw.get_mut()[(y * width + x) as usize * 4] = col.r;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 1] = col.g;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 2] = col.b;
        self.raw.get_mut()[(y * width + x) as usize * 4 + 3] = col.a;
    }
    /// Return the [Color] of the pixel at given coordinates, if it exist
    pub fn get_pixel(&self, x: u32, y: u32) -> Color {
        let mut col = Color::BLANK;
        if x >= self.width() || y >= self.height() {
            return col;
        }
        let (raw, lock) = self.get_read_lock();

        col.r = raw[(y * self.width() + x) as usize * 4];
        col.g = raw[(y * self.width() + x) as usize * 4 + 1];
        col.b = raw[(y * self.width() + x) as usize * 4 + 2];
        col.a = raw[(y * self.width() + x) as usize * 4 + 3];
        drop(lock);
        col
    }
    /// Return the [Color] of the pixel at given sample
    /// This sampling will take only the fractional part of the given sample coordinates, so it is
    /// effictivly from [O; 1)
    pub fn get_sample(&self, x: f64, y: f64) -> Color {
        let x = x.fract();
        let y = y.fract();
        let sample_x = ((x * f64::from(self.width())) as u32).min(self.width() - 1);
        let sample_y = ((y * f64::from(self.height())) as u32).min(self.height() - 1);
        self.get_pixel(sample_x, sample_y)
    }
}

impl<'spr> SpriteMutRef<'spr> {
    fn get_nth_ptr(&self, row: u32) -> *mut u8 {
        unsafe {
            let base_offset = (self.pos.y * self.spr_width + self.pos.x) as usize * 4;
            let base_ptr = self.spr.raw.get().cast::<u8>().add(base_offset);
            base_ptr.add((self.spr_width * row * 4) as usize)
        }
    }

    fn get_nth_slice(&self, row: u32) -> &'spr [u8] {
        unsafe {
            std::slice::from_raw_parts(self.get_nth_ptr(row) as *const u8, self.size.x as usize * 4)
        }
    }
    fn get_nth_slice_mut(&mut self, row: u32) -> &'spr mut [u8] {
        unsafe { std::slice::from_raw_parts_mut(self.get_nth_ptr(row), self.size.x as usize * 4) }
    }

    pub fn get_pixel(&self, p: impl Into<Vu2d>) -> Option<Color> {
        let pos = p.into();
        if pos.x >= self.size.x || pos.y >= self.size.y {
            return None;
        }
        let slice = self.get_nth_slice(pos.y);
        Some(
            [
                slice[pos.x as usize * 4],
                slice[pos.x as usize * 4 + 1],
                slice[pos.x as usize * 4 + 2],
                slice[pos.x as usize * 4 + 3],
            ]
            .into(),
        )
    }

    pub fn set_pixel(&mut self, p: impl Into<Vu2d>, col: impl Into<Color>) {
        let pos = p.into();
        let col = col.into();
        if pos.x >= self.size.x || pos.y >= self.size.y {
            return;
        }
        let slice = self.get_nth_slice_mut(pos.y);
        let lock = self.write_lock.read();

        slice[pos.x as usize * 4] = col.r;
        slice[pos.x as usize * 4 + 1] = col.g;
        slice[pos.x as usize * 4 + 2] = col.b;
        slice[pos.x as usize * 4 + 3] = col.a;
        drop(lock); // I like to explicitly drop the lock
    }
}

#[derive(Debug, Copy, Clone, Eq, PartialEq)]
/// Represent a [Color] in a RGBA format
pub struct Color {
    /// Red part of the color
    pub r: u8,
    /// Green part of the color
    pub g: u8,
    /// Blue part of the color
    pub b: u8,
    /// Alpha part of the color
    pub a: u8,
}

impl Color {
    /// Return a [Color] with alpha set at 255
    #[must_use]
    pub const fn new(r: u8, g: u8, b: u8) -> Color {
        Color { r, g, b, a: 255 }
    }
    /// Return a [Color] where alpha is also a argument
    #[must_use]
    pub const fn new_with_alpha(r: u8, g: u8, b: u8, a: u8) -> Color {
        Color { r, g, b, a }
    }
    /// White [Color]
    pub const WHITE: Color = Color::new(255, 255, 255);
    /// Gray [Color]
    pub const GREY: Color = Color::new(192, 192, 192);
    /// Dark Grey [Color]
    pub const DARK_GREY: Color = Color::new(128, 128, 128);
    /// Very Dark Grey [Color]
    pub const VERY_DARK_GREY: Color = Color::new(64, 64, 64);
    /// Red [Color]
    pub const RED: Color = Color::new(255, 0, 0);
    /// Dark Red [Color]
    pub const DARK_RED: Color = Color::new(128, 0, 0);
    /// Very Dark Red [Color]
    pub const VERY_DARK_RED: Color = Color::new(64, 0, 0);
    /// Yellow [Color]
    pub const YELLOW: Color = Color::new(255, 255, 0);
    /// Dark Yellow [Color]
    pub const DARK_YELLOW: Color = Color::new(128, 128, 0);
    /// Very Dark Yellow [Color]
    pub const VERY_DARK_YELLOW: Color = Color::new(64, 64, 0);
    /// Green [Color]
    pub const GREEN: Color = Color::new(0, 255, 0);
    /// Dark Green [Color]
    pub const DARK_GREEN: Color = Color::new(0, 128, 0);
    /// Very Dark Green [Color]
    pub const VERY_DARK_GREEN: Color = Color::new(0, 64, 0);
    /// Cyan [Color]
    pub const CYAN: Color = Color::new(0, 255, 255);
    /// Dark Cyan [Color]
    pub const DARK_CYAN: Color = Color::new(0, 128, 128);
    /// Very Dark Cyan [Color]
    pub const VERY_DARK_CYAN: Color = Color::new(0, 64, 64);
    /// Blue [Color]
    pub const BLUE: Color = Color::new(0, 0, 255);
    /// Dark Blue [Color]
    pub const DARK_BLUE: Color = Color::new(0, 0, 128);
    /// Very Dark Blue [Color]
    pub const VERY_DARK_BLUE: Color = Color::new(0, 0, 64);
    /// Magenta [Color]
    pub const MAGENTA: Color = Color::new(255, 0, 255);
    /// Dark Magenta [Color]
    pub const DARK_MAGENTA: Color = Color::new(128, 0, 128);
    /// Very Dark Magenta [Color]
    pub const VERY_DARK_MAGENTA: Color = Color::new(64, 0, 64);
    /// Black [Color]
    pub const BLACK: Color = Color::new(0, 0, 0);
    /// Blank [Color]
    pub const BLANK: Color = Color::new_with_alpha(0, 0, 0, 0);
}

#[derive(Debug, Clone)]
struct DrawData {
    pixel_mode: PixelMode,
    blend_factor: f32,
}

#[derive(Clone, Debug)]
pub struct DrawingSprite<S: DrawSpriteTrait> {
    draw_data: DrawData,
    sprite: S,
}
impl<S: DrawSpriteTrait> DrawSpriteTrait for DrawingSprite<S> {
    fn size(&self) -> Vu2d {
        self.sprite.size()
    }

    fn get_pixel(&self, pos: Vi2d) -> Option<Color> {
        self.sprite.get_pixel(pos)
    }

    fn set_pixel(&mut self, pos: Vi2d, col: Color) {
        self.sprite.set_pixel(pos, col);
    }

    unsafe fn get_pixel_unchecked(&self, pos: Vu2d) -> Color {
        self.sprite.get_pixel_unchecked(pos)
    }

    unsafe fn set_pixel_unchecked(&mut self, pos: Vu2d, col: Color) {
        self.sprite.set_pixel_unchecked(pos, col);
    }
}

impl<S: DrawSpriteTrait> crate::traits::SmartDrawingTrait for DrawingSprite<S> {
    fn get_size(&self) -> Vu2d {
        self.sprite.size()
    }

    fn get_pixel<P: Into<Vi2d>>(&self, pos: P) -> Option<Color> {
        let pos = pos.into();
        self.sprite.get_pixel(pos)
    }
    fn draw<P: Into<Vi2d>>(&mut self, pos: P, col: Color) {
        let pixel_mode = self.get_pixel_mode();
        let blend_factor = self.get_blend_factor();
        let pos @ Vi2d { x, y } = pos.into();
        if x >= self.sprite.size().x.try_into().unwrap()
            || y >= self.sprite.size().y.try_into().unwrap()
            || x < 0
            || y < 0
        {
            return;
        }
        match pixel_mode {
            PixelMode::Normal => unsafe {
                self.sprite.set_pixel_unchecked(pos.cast_u32(), col);
            },
            PixelMode::Mask => {
                if col.a == 255 {
                    unsafe {
                        self.sprite.set_pixel_unchecked(pos.cast_u32(), col);
                    }
                }
            }
            PixelMode::Alpha => {
                let current_color: Color =
                    unsafe { self.sprite.get_pixel_unchecked(pos.cast_u32()) };
                let alpha: f32 = (f32::from(col.a) / 255.0f32) * blend_factor;
                let inverse_alpha: f32 = 1.0 - alpha;
                let red: f32 =
                    alpha * f32::from(col.r) + inverse_alpha * f32::from(current_color.r);
                let green: f32 =
                    alpha * f32::from(col.g) + inverse_alpha * f32::from(current_color.g);
                let blue: f32 =
                    alpha * f32::from(col.b) + inverse_alpha * f32::from(current_color.b);
                unsafe {
                    self.sprite
                        .set_pixel_unchecked(pos.cast_u32(), [red, green, blue].into());
                }
            }
        }
    }

    fn get_textsheet(&self) -> &'static Sprite {
        create_text()
    }

    fn clear(&mut self, col: Color) {
        let size = self.sprite.size();
        for y in 0..size.y {
            for x in 0..size.x {
                unsafe {
                    self.sprite.set_pixel_unchecked(Vu2d { x, y }, col);
                }
            }
        }
    }

    fn get_pixel_mode(&self) -> PixelMode {
        self.draw_data.pixel_mode
    }
    fn get_blend_factor(&self) -> f32 {
        self.draw_data.blend_factor
    }

    fn set_pixel_mode(&mut self, mode: PixelMode) {
        self.draw_data.pixel_mode = mode;
    }
    fn set_blend_factor(&mut self, f: f32) {
        self.draw_data.blend_factor = f;
    }
}

pub trait DrawSpriteTrait {
    fn get_pixel(&self, pos: Vi2d) -> Option<Color>;
    fn set_pixel(&mut self, pos: Vi2d, col: Color);
    fn size(&self) -> Vu2d;
    /// Get the pixel at the given location, but bypassing any bounds check
    ///
    /// # Safety
    ///     You must ensure that the pos in bounds
    unsafe fn get_pixel_unchecked(&self, pos: Vu2d) -> Color;
    /// Set the pixel at the given location, but bypassing any bounds check
    ///
    /// # Safety
    ///     You must ensure that the pos in bounds
    unsafe fn set_pixel_unchecked(&mut self, pos: Vu2d, col: Color);
}

impl DrawSpriteTrait for Sprite {
    fn get_pixel(&self, pos: Vi2d) -> Option<Color> {
        if pos.x < 0 || pos.y < 0 || pos.x as u32 >= self.size().x || pos.y as u32 >= self.size().y
        {
            return None;
        }
        let (raw, lock) = self.get_read_lock();
        let mut col = Color::BLANK;
        let pos = pos.cast_u32();

        col.r = raw[(pos.y * self.width() + pos.x) as usize * 4];
        col.g = raw[(pos.y * self.width() + pos.x) as usize * 4 + 1];
        col.b = raw[(pos.y * self.width() + pos.x) as usize * 4 + 2];
        col.a = raw[(pos.y * self.width() + pos.x) as usize * 4 + 3];
        drop(lock);
        Some(col)
    }

    fn set_pixel(&mut self, pos: Vi2d, col: Color) {
        if pos.x < 0 || pos.y < 0 {
            return;
        };
        self.set_pixel(pos.x as u32, pos.y as u32, col);
    }
    fn size(&self) -> Vu2d {
        *self.size()
    }

    /// # Safety
    /// its up to the caller to make sure that the given position is in bounds
    unsafe fn get_pixel_unchecked(&self, pos: Vu2d) -> Color {
        let (raw, _lock) = self.get_read_lock();
        let mut col = Color::BLANK;
        col.r = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4);
        col.g = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 1);
        col.b = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 2);
        col.a = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 3);
        col
    }

Load an rgba slice as an Sprite, will clone the slice the dimentions are in pixel

Errors

if the slice isn’t an rgba slice it will return an Err this means that slice.len() % 4 = 0 and that slice.len() = width * height * 4

Creates a subsprite on a given parent sprite The real position will be clamped to the sprite dimentions, so if the pos has some negative parts, it will be clipped, only showing the positive part. Same with if the size + pos goes outside of the sprite.

Errors

This will return an error if an subsprite already exists and that it overlaps

Examples found in repository?
examples/sub_sprite.rs (line 10)
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fn main() {
    let spr = Sprite::new_with_color(20, 20, Color::GREEN);
    let sub1 = spr.create_sub_sprite((0, 0).into(), (10, 10).into());
    let sub2 = spr.create_sub_sprite((0, 10).into(), (10, 10).into());
    let sub3 = spr.create_sub_sprite((10, 0).into(), (10, 10).into());
    let sub4 = spr.create_sub_sprite((10, 10).into(), (10, 10).into());
    let subs = [
        (sub1, Color::BLUE),
        (sub2, Color::YELLOW),
        (sub3, Color::WHITE),
        (sub4, Color::BLACK),
    ];

    for (sub, col) in subs {
        let mut sub = sub.unwrap();
        for y in 0..10u32 {
            for x in 0..10u32 {
                sub.set_pixel(Vu2d { x, y }, col);
            }
        }
    }

    print_sprite(&spr);
}

Creates a subsprite without any checks

Safety
  • You need to make sure there is no overlap with another subsprite
  • You need to make sure that the size is correct and fit inside the base sprites
  • You need to make sure that the area has been inserted in the area list and that the given index is the one pointing to the subsprite’s area;
Examples found in repository?
src/graphics.rs (line 214)
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    pub fn create_sub_sprite(
        &self,
        pos: Vi2d,
        mut size: Vu2d,
    ) -> Result<SpriteMutRef<'_>, OverlappingError> {
        let real_pos = Vu2d {
            x: if pos.x < 0 {
                size.x -= (-pos.x) as u32;
                0
            } else {
                (pos.x as u32).min(self.size.x)
            },
            y: if pos.y < 0 {
                size.y -= (-pos.y) as u32;
                0
            } else {
                (pos.y as u32).min(self.size.y)
            },
        };

        size.x = size.x.min(self.size.x - real_pos.x);
        size.y = size.y.min(self.size.y - real_pos.y);

        let area = Area {
            pos: real_pos,
            size,
        };
        let mut lock = self.areas.lock();

        let overlap = lock.iter().any(|(_, a)| a.overlap(&area));

        if overlap {
            return Err(OverlappingError);
        };

        let index = lock.insert(area);

        // SAFETY:
        // We checked that the subsprite is inside the main sprite
        // We checked that there is no overlap$
        // We added the area to the list
        unsafe { Ok(self.create_sub_sprite_unchecked(real_pos, size, index)) }
    }

This is used when using create_sub_sprite_unchecked()

Safety

Editing this could lead to overlapping subsprite so be careful when handling the list (slab) of areas.

Load an image from bytes, will clone the slice

Errors

If the slice isn’t an valid image format handled by the image crate, returns an error

Load a image file and return a Sprite object representing that image

Errors

If the file isn’t an valid image format handled by the image crate or if the file IO failed, returns an error

Create Sprite with a size of 1x1

Create Sprite with given size and Color

Examples found in repository?
examples/sub_sprite.rs (line 9)
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fn main() {
    let spr = Sprite::new_with_color(20, 20, Color::GREEN);
    let sub1 = spr.create_sub_sprite((0, 0).into(), (10, 10).into());
    let sub2 = spr.create_sub_sprite((0, 10).into(), (10, 10).into());
    let sub3 = spr.create_sub_sprite((10, 0).into(), (10, 10).into());
    let sub4 = spr.create_sub_sprite((10, 10).into(), (10, 10).into());
    let subs = [
        (sub1, Color::BLUE),
        (sub2, Color::YELLOW),
        (sub3, Color::WHITE),
        (sub4, Color::BLACK),
    ];

    for (sub, col) in subs {
        let mut sub = sub.unwrap();
        for y in 0..10u32 {
            for x in 0..10u32 {
                sub.set_pixel(Vu2d { x, y }, col);
            }
        }
    }

    print_sprite(&spr);
}

Create a blank Sprite with given size

Examples found in repository?
src/graphics.rs (line 769)
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fn create_text() -> &'static Sprite {
    struct ForceSendSync<T>(T);
    unsafe impl<T> Send for ForceSendSync<T> {}
    unsafe impl<T> Sync for ForceSendSync<T> {}

    static TEXT_FONT: &[u8] = b"?Q`0001oOch0o01o@F40o0<AGD4090LAGD<090@A7ch0?00O7Q`0600>00000000O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?0000000070<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A00000H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@00000000000P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`<O`000GP800000000?P9PL020O`<`N3R0@E4HC7b0@ET<ATB0@@l6C4B0O`H3N7b0?P01L3R000000020";
    static SPRITE_TEXTSHEET: OnceCell<ForceSendSync<Sprite>> = OnceCell::new();
    &SPRITE_TEXTSHEET
        .get_or_init(|| {
            let mut sheet = Sprite::new(128, 48);
            let mut px = 0;
            let mut py = 0;
            let chars = TEXT_FONT;
            for b in (0..1024).step_by(4) {
                let sym1 = u32::from(chars[b]) - 48;
                let sym2 = u32::from(chars[b + 1]) - 48;
                let sym3 = u32::from(chars[b + 2]) - 48;
                let sym4 = u32::from(chars[b + 3]) - 48;
                let r: u32 = sym1 << 18 | sym2 << 12 | sym3 << 6 | sym4;
                for i in 0..24 {
                    let k = if (r & (1 << i)) == 0 { 0 } else { 255 };
                    sheet.set_pixel(px, py, [k, k, k, k].into());
                    py += 1;
                    if py == 48 {
                        px += 1;
                        py = 0;
                    }
                }
            }
            ForceSendSync(sheet)
        })
        .0
}

Set pixel’s Color on a Sprite

Examples found in repository?
src/graphics.rs (line 643)
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    fn set_pixel(&mut self, pos: Vi2d, col: Color) {
        if pos.x < 0 || pos.y < 0 {
            return;
        };
        self.set_pixel(pos.x as u32, pos.y as u32, col);
    }
    fn size(&self) -> Vu2d {
        *self.size()
    }

    /// # Safety
    /// its up to the caller to make sure that the given position is in bounds
    unsafe fn get_pixel_unchecked(&self, pos: Vu2d) -> Color {
        let (raw, _lock) = self.get_read_lock();
        let mut col = Color::BLANK;
        col.r = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4);
        col.g = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 1);
        col.b = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 2);
        col.a = *raw.get_unchecked((pos.y * self.width() + pos.x) as usize * 4 + 3);
        col
    }

    /// # Safety
    /// its up to the caller to make sure that the given position is in bounds
    unsafe fn set_pixel_unchecked(&mut self, pos: Vu2d, col: Color) {
        let Vu2d { x, y } = pos;
        let width = self.width();
        // SAFETY: Its up to the caller to make sure that the bounds are correct to not write oob
        *self
            .raw
            .get_mut()
            .get_unchecked_mut((y * width + x) as usize * 4) = col.r;
        *self
            .raw
            .get_mut()
            .get_unchecked_mut((y * width + x) as usize * 4 + 1) = col.g;
        *self
            .raw
            .get_mut()
            .get_unchecked_mut((y * width + x) as usize * 4 + 2) = col.b;
        *self
            .raw
            .get_mut()
            .get_unchecked_mut((y * width + x) as usize * 4 + 3) = col.a;
    }
}
impl<'spr> DrawSpriteTrait for SpriteMutRef<'spr> {
    fn get_pixel(&self, pos: Vi2d) -> Option<Color> {
        if pos.x < 0 || pos.y < 0 {
            return None;
        };
        self.get_pixel(pos.cast_u32())
    }

    fn set_pixel(&mut self, pos: Vi2d, col: Color) {
        if pos.x < 0 || pos.y < 0 {
            return;
        };
        self.set_pixel(pos.cast_u32(), col);
    }
    fn size(&self) -> Vu2d {
        self.size
    }

    /// # Safety
    /// its up to the caller to make sure that the given position is in bounds
    unsafe fn get_pixel_unchecked(&self, pos: Vu2d) -> Color {
        let slice = self.get_nth_slice(pos.y);

        [
            *slice.get_unchecked(pos.x as usize * 4),
            *slice.get_unchecked(pos.x as usize * 4 + 1),
            *slice.get_unchecked(pos.x as usize * 4 + 2),
            *slice.get_unchecked(pos.x as usize * 4 + 3),
        ]
        .into()
    }

    /// # Safety
    /// its up to the caller to make sure that the given position is in bounds
    unsafe fn set_pixel_unchecked(&mut self, pos: Vu2d, col: Color) {
        let slice = self.get_nth_slice_mut(pos.y);
        let lock = self.write_lock.read();

        *slice.get_unchecked_mut(pos.x as usize * 4) = col.r;
        *slice.get_unchecked_mut(pos.x as usize * 4 + 1) = col.g;
        *slice.get_unchecked_mut(pos.x as usize * 4 + 2) = col.b;
        *slice.get_unchecked_mut(pos.x as usize * 4 + 3) = col.a;
        drop(lock); // I like to explicitly drop the lock
    }
}

impl<S: DrawSpriteTrait> DrawingSprite<S> {
    pub fn new(spr: S) -> Self {
        DrawingSprite {
            draw_data: DrawData::new(),
            sprite: spr,
        }
    }
    pub fn into_inner(self) -> S {
        self.sprite
    }

    pub fn get_ref(&self) -> &S {
        &self.sprite
    }

    pub fn get_mut(&mut self) -> &S {
        &mut self.sprite
    }
}

impl DrawData {
    pub(crate) fn new() -> DrawData {
        Self {
            pixel_mode: PixelMode::Normal,
            blend_factor: 1.0f32,
        }
    }
}

fn create_text() -> &'static Sprite {
    struct ForceSendSync<T>(T);
    unsafe impl<T> Send for ForceSendSync<T> {}
    unsafe impl<T> Sync for ForceSendSync<T> {}

    static TEXT_FONT: &[u8] = b"?Q`0001oOch0o01o@F40o0<AGD4090LAGD<090@A7ch0?00O7Q`0600>00000000O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?0000000070<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A00000H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@00000000000P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`<O`000GP800000000?P9PL020O`<`N3R0@E4HC7b0@ET<ATB0@@l6C4B0O`H3N7b0?P01L3R000000020";
    static SPRITE_TEXTSHEET: OnceCell<ForceSendSync<Sprite>> = OnceCell::new();
    &SPRITE_TEXTSHEET
        .get_or_init(|| {
            let mut sheet = Sprite::new(128, 48);
            let mut px = 0;
            let mut py = 0;
            let chars = TEXT_FONT;
            for b in (0..1024).step_by(4) {
                let sym1 = u32::from(chars[b]) - 48;
                let sym2 = u32::from(chars[b + 1]) - 48;
                let sym3 = u32::from(chars[b + 2]) - 48;
                let sym4 = u32::from(chars[b + 3]) - 48;
                let r: u32 = sym1 << 18 | sym2 << 12 | sym3 << 6 | sym4;
                for i in 0..24 {
                    let k = if (r & (1 << i)) == 0 { 0 } else { 255 };
                    sheet.set_pixel(px, py, [k, k, k, k].into());
                    py += 1;
                    if py == 48 {
                        px += 1;
                        py = 0;
                    }
                }
            }
            ForceSendSync(sheet)
        })
        .0
}

Return the Color of the pixel at given coordinates, if it exist

Examples found in repository?
examples/./_print_sprite.rs (line 16)
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pub fn print_sprite(spr: &Sprite) {
    println!();
    for y in 0..spr.height() {
        for x in 0..spr.width() {
            let Color { r, g, b, .. } = spr.get_pixel(x, y);
            print!("\x1b[48;2;{r};{g};{b}m{RECT}{RECT}");
        }
        println!("\x1b[0m");
    }
}
More examples
Hide additional examples
src/graphics.rs (line 362)
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    pub fn get_sample(&self, x: f64, y: f64) -> Color {
        let x = x.fract();
        let y = y.fract();
        let sample_x = ((x * f64::from(self.width())) as u32).min(self.width() - 1);
        let sample_y = ((y * f64::from(self.height())) as u32).min(self.height() - 1);
        self.get_pixel(sample_x, sample_y)
    }
src/traits.rs (line 191)
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    fn draw_text<P: Into<Vi2d>>(&mut self, pos: P, scale: u32, col: Color, text: &str) {
        #![allow(
            clippy::cast_precision_loss,
            clippy::cast_possible_wrap,
            clippy::cast_sign_loss
        )]
        let Vi2d { x, y } = pos.into();
        let scale: i32 = scale.try_into().unwrap();
        let mut sx = 0;
        let mut sy = 0;
        for chr in text.chars() {
            if chr == '\n' {
                sx = 0;
                sy += 8 * scale;
            } else {
                if !chr.is_ascii() {
                    continue;
                }
                let ox: i32 = ((chr as u32 - 32) % 16) as i32;
                let oy: i32 = ((chr as u32 - 32) / 16) as i32;
                if scale > 1 {
                    for i in 0..8i32 {
                        for j in 0..8i32 {
                            if self
                                .get_textsheet()
                                .get_pixel((i + ox * 8) as u32, (j + oy * 8) as u32)
                                .r
                                > 0
                            {
                                for is in 0..=(scale as i32) {
                                    for js in 0..=(scale as i32) {
                                        self.draw(
                                            (x + sx + (i * scale) + is, y + sy + (j * scale) + js),
                                            col,
                                        );
                                    }
                                }
                            }
                        }
                    }
                } else {
                    for i in 0..8i32 {
                        for j in 0..8i32 {
                            if self
                                .get_textsheet()
                                .get_pixel((i + ox * 8) as u32, (j + oy * 8) as u32)
                                .r
                                > 0
                            {
                                self.draw((x + sx + i, y + sy + j), col);
                            }
                        }
                    }
                }
            }
            sx += 8 * scale;
        }
    }

    /// Draw a line between two points,
    /// You don't need to do anything with the points for it to work, it will swap them it needed.
    fn draw_line<P: Into<Vi2d>>(&mut self, p1: P, p2: P, col: Color) {
        /* OLD Implementation by me
         * let (p1, p2) = if p1.x < p2.x { (p1, p2) } else { (p2, p1) };
        if p1.x == p2.x {
            let iter = if p1.y < p2.y {
                p1.y..=(p2.y)
            } else {
                p2.y..=(p1.y)
            };
            for y in iter {
                self.draw(p1.x, y, col);
            }
        } else {
            let a = (p1.y as f32 - p2.y as f32) / (p1.x as f32 - p2.x as f32);
            let b = p1.y as f32 - (a * p1.x as f32);
            /*println!(
                "START {:?} || END: {:?} || a = {:.2} = {:.2}/{:.2} || b = {:.2}",
                p1,
                p2,
                a,
                (p1.y as f32 - p2.y as f32),
                (p1.x as f32 - p2.x as f32),
                b
            );*/
            if -1.x <= a && a <= 1.x {
                for x in p1.x..=(p2.x) {
                    let y = a * x as f32 + b;
                    self.draw(x, y.round() as u32, col);
                }
            } else if a > 1.x || a < -1.x {
                let iter = if p1.y < p2.y {
                    p1.y..=p2.y
                } else {
                    p2.y..=p1.y
                };
                for y in iter {
                    let x = ((y as f32 - b) / a).round() as u32;
                    self.draw(x, y, col);
                }
            }
        }*/
        let p1: Vi2d = p1.into();
        let p2: Vi2d = p2.into();
        if p1.x == p2.x {
            // VERTICAL LINE
            for y in if p2.y > p1.y {
                p1.y..=p2.y
            } else {
                p2.y..=p1.y
            } {
                self.draw((p1.x, y), col);
            }
        } else if p1.y == p2.y {
            // HORIZONTAL LINE
            for x in if p2.x > p1.x {
                p1.x..=p2.x
            } else {
                p2.x..=p1.x
            } {
                self.draw((x, p1.y), col);
            }
        } else {
            let (mut x0, mut y0) = (p1.x as i32, p1.y as i32);
            let (mut x1, mut y1) = (p2.x as i32, p2.y as i32);
            if (y1 - y0).abs() < (x1 - x0).abs() {
                if x0 > x1 {
                    std::mem::swap(&mut x0, &mut x1);
                    std::mem::swap(&mut y0, &mut y1);
                }
                let dx = x1 - x0;
                let mut dy = y1 - y0;
                let mut yi = 1;
                if dy < 0 {
                    yi = -1;
                    dy = -dy;
                }
                let mut d = 2 * dy - dx;
                let mut y = y0;

                for x in x0..x1 {
                    if x >= 0 && y >= 0 {
                        self.draw((x, y), col);
                    }
                    if d > 0 {
                        y += yi;
                        d -= 2 * dx;
                    }
                    d += 2 * dy;
                }
            } else {
                if y0 > y1 {
                    std::mem::swap(&mut x0, &mut x1);
                    std::mem::swap(&mut y0, &mut y1);
                }
                let mut dx = x1 - x0;
                let dy = y1 - y0;
                let mut xi = 1;
                if dx < 0 {
                    xi = -1;
                    dx = -dx;
                }
                let mut d = 2 * dx - dy;
                let mut x = x0;

                for y in y0..=y1 {
                    if x >= 0 && y >= 0 {
                        self.draw((x, y), col);
                    }
                    if d > 0 {
                        x += xi;
                        d -= 2 * dy;
                    }
                    d += 2 * dx;
                }
            }
        }
    }

    /// Draw a rectangle with the top left corner at `(x, y)`
    /// and the bottom right corner at `(x + w, y + h)` (both inclusive)
    fn draw_rect<P: Into<Vi2d>>(&mut self, pos: P, size: P, col: Color) {
        let Vi2d { x, y } = pos.into();
        let Vi2d { x: w, y: h } = size.into() - Vi2d { x: 1, y: 1 };
        self.draw_line((x, y), (x + w, y), col);
        self.draw_line((x + w, y), (x + w, y + h), col);
        self.draw_line((x + w, y + h), (x, y + h), col);
        self.draw_line((x, y + h), (x, y), col);
    }

    /// Fill a rectangle with the top left corner at `(x, y)`
    /// and the bottom right corner at `(x + w, y + h)` (both inclusive)
    fn fill_rect<P: Into<Vi2d>>(&mut self, pos: P, size: P, col: Color) {
        let Vi2d { x, y } = pos.into();
        let Vi2d { x: w, y: h } = size.into();
        for nx in x..(x + w) {
            self.draw_line((nx, y), (nx, y + h), col);
        }
    }

    /// Draw a circle with center `(x, y)` and raduis `r`
    fn draw_circle<P: Into<Vi2d>>(&mut self, pos: P, r: u32, col: Color) {
        let Vi2d { x, y } = pos.into();
        let r_i32: i32 = r.try_into().unwrap();
        let x = x as i32;
        let y = y as i32;
        let mut x0: i32 = 0;
        let mut y0: i32 = r_i32;
        let mut d: i32 = 3i32 - 2i32 * r_i32;
        if r == 0 {
            return;
        }
        while y0 >= x0 {
            self.draw(((x + x0), (y - y0)), col);
            self.draw(((x + y0), (y - x0)), col);
            self.draw(((x + y0), (y + x0)), col);
            self.draw(((x + x0), (y + y0)), col);

            self.draw(((x - x0), (y + y0)), col);
            self.draw(((x - y0), (y + x0)), col);
            self.draw(((x - y0), (y - x0)), col);
            self.draw(((x - x0), (y - y0)), col);

            x0 += 1;
            if d < 0 {
                d += 4 * x0 + 6;
            } else {
                y0 -= 1;
                d += 4 * (x0 - y0) + 10;
            }
        }
    }

    /// Fill a circle with center `(x, y)` and raduis `r`
    fn fill_circle<P: Into<Vi2d>>(&mut self, pos: P, r: u32, col: Color) {
        let Vi2d { x, y } = pos.into();
        let r_i32: i32 = r.try_into().unwrap();
        let x = x as i32;
        let y = y as i32;
        let mut x0: i32 = 0;
        let mut y0: i32 = r_i32;
        let mut d: i32 = 3 - 2 * r_i32;
        if r == 0 {
            return;
        }
        while y0 >= x0 {
            self.draw_line((x - x0, y - y0), (x + x0, y - y0), col);
            self.draw_line((x - y0, y - x0), (x + y0, y - x0), col);
            self.draw_line((x - x0, y + y0), (x + x0, y + y0), col);
            self.draw_line((x - y0, y + x0), (x + y0, y + x0), col);
            x0 += 1;
            if d < 0 {
                d += 4 * x0 + 6;
            } else {
                y0 -= 1;
                d += 4 * (x0 - y0) + 10;
            }
        }
    }

    /// Draw the edges of a triangle between the three points
    fn draw_triangle<P: Into<Vi2d>>(&mut self, pts1: P, pts2: P, pts3: P, col: Color) {
        let pts1: Vi2d = pts1.into();
        let pts2: Vi2d = pts2.into();
        let pts3: Vi2d = pts3.into();
        self.draw_line(pts1, pts2, col);
        self.draw_line(pts1, pts3, col);
        self.draw_line(pts2, pts3, col);
    }

    /// Fill the given triangle
    fn fill_triangle<P: Into<Vi2d>>(&mut self, pts1: P, pts2: P, pts3: P, col: Color) {
        #![allow(clippy::cast_precision_loss)]
        use std::cmp::{max, min};

        let pts1: Vi2d = pts1.into();
        let pts2: Vi2d = pts2.into();
        let pts3: Vi2d = pts3.into();
        self.draw_triangle(pts1, pts2, pts3, col);

        let pts1 = (pts1.x as i32, pts1.y as i32);
        let pts2 = (pts2.x as i32, pts2.y as i32);
        let pts3 = (pts3.x as i32, pts3.y as i32);
        let centroid = (
            ((pts1.0 + pts2.0 + pts3.0) as f32 / 3f32),
            ((pts1.1 + pts2.1 + pts3.1) as f32 / 3f32),
        );
        let lines = (
            (
                pts1.1 - pts2.1,
                pts2.0 - pts1.0,
                (pts1.1 - pts2.1) * pts2.0 + (pts2.0 - pts1.0) * pts2.1,
            ),
            (
                pts3.1 - pts1.1,
                pts1.0 - pts3.0,
                (pts3.1 - pts1.1) * pts1.0 + (pts1.0 - pts3.0) * pts1.1,
            ),
            (
                pts2.1 - pts3.1,
                pts3.0 - pts2.0,
                (pts2.1 - pts3.1) * pts3.0 + (pts3.0 - pts2.0) * pts3.1,
            ),
        );
        //dbg!(&lines);
        let iterx = {
            let x1 = min(min(pts1.0, pts2.0), pts3.0);
            let x2 = max(max(pts1.0, pts2.0), pts3.0);
            if x1 > x2 {
                x2..=x1
            } else {
                x1..=x2
            }
        };
        let itery = {
            let y1 = min(min(pts1.1, pts2.1), pts3.1);
            let y2 = max(max(pts1.1, pts2.1), pts3.1);

            if y1 > y2 {
                y2..=y1
            } else {
                y1..=y2
            }
        };
        let l_mul = (
            if (lines.0).0 as f32 * centroid.0 + (lines.0).1 as f32 * centroid.1
                - (lines.0).2 as f32
                >= 0f32
            {
                1
            } else {
                -1
            },
            if (lines.1).0 as f32 * centroid.0 + (lines.1).1 as f32 * centroid.1
                - (lines.1).2 as f32
                >= 0f32
            {
                1
            } else {
                -1
            },
            if (lines.2).0 as f32 * centroid.0 + (lines.2).1 as f32 * centroid.1
                - (lines.2).2 as f32
                >= 0f32
            {
                1
            } else {
                -1
            },
        );

        for x in iterx {
            for y in itery.clone() {
                if ((lines.0).0 * x + (lines.0).1 * y - (lines.0).2) * l_mul.0 >= 0
                    && ((lines.1).0 * x + (lines.1).1 * y - (lines.1).2) * l_mul.1 >= 0
                    && ((lines.2).0 * x + (lines.2).1 * y - (lines.2).2) * l_mul.2 >= 0
                {
                    self.draw((x, y), col);
                }
            }
        }
    }
}
/// A trait that will handle the drawing of Sprite onto the Target
pub trait SpriteTrait: SmartDrawingTrait {
    /// Draw a Sprite with the top left corner at `(x, y)`
    /// the flip arguement will allow fliping of the axis
    /// flip: (horizontal, vertical)
    /// scale is the scale of the result (must be >= 1)
    fn draw_sprite<P: Into<Vi2d>>(
        &mut self,
        pos: P,
        scale: u32,
        sprite: &Sprite,
        flip: (bool, bool),
    ) {
        #![allow(
            clippy::cast_precision_loss,
            clippy::cast_possible_wrap,
            clippy::cast_sign_loss
        )]
        let Vi2d { x, y } = pos.into();
        let (mut fxs, mut fxm) = (0i32, 1i32);
        let (mut fys, mut fym) = (0i32, 1i32);
        let mut fx: i32;
        let mut fy: i32;
        if flip.0 {
            fxs = sprite.width() as i32 - 1;
            fxm = -1;
        }
        if flip.1 {
            fys = sprite.height() as i32 - 1;
            fym = -1;
        }
        if scale > 1 {
            fx = fxs;
            for i in 0..(sprite.width() as i32) {
                fy = fys;
                for j in 0..(sprite.height() as i32) {
                    for is in 0..(scale as i32) {
                        for js in 0..(scale as i32) {
                            self.draw(
                                (x + i * (scale as i32) + is, y + j * (scale as i32) + js),
                                sprite.get_pixel(fx as u32, fy as u32),
                            );
                        }
                    }
                    fy += fym;
                }
                fx += fxm;
            }
        } else {
            fx = fxs;
            for i in 0..(sprite.width() as i32) {
                fy = fys;
                for j in 0..(sprite.height() as i32) {
                    self.draw((x + i, y + j), sprite.get_pixel(fx as u32, fy as u32));
                    fy += fym;
                }
                fx += fxm;
            }
        }
    }
    /// Draw a chunk of the given [`Sprite`] onto the Target
    /// `coords` is the top left corner of the Target
    /// `o` is the Top left corner of the Sprite Chunk
    /// and `size` is the `(width, height)` of the chunk
    /// `flip` and `scale` is the same as [`SpriteTrait::draw_sprite()`]
    fn draw_partial_sprite<P: Into<Vi2d>>(
        &mut self,
        coords: P,
        sprite: &Sprite,
        o: P,
        size: P,
        scale: u32,
        flip: (bool, bool),
    ) {
        #![allow(
            clippy::cast_precision_loss,
            clippy::cast_possible_wrap,
            clippy::cast_sign_loss
        )]
        let Vi2d { x, y } = coords.into();
        let Vi2d { x: ox, y: oy } = o.into();
        let Vi2d { x: w, y: h } = size.into();

        let (mut fxs, mut fxm) = (0i32, 1i32);
        let (mut fys, mut fym) = (0i32, 1i32);
        let mut fx: i32;
        let mut fy: i32;
        if flip.0 {
            fxs = w as i32 - 1;
            fxm = -1;
        }
        if flip.1 {
            fys = h as i32 - 1;
            fym = -1;
        }

        if scale > 1 {
            fx = fxs;
            for i in 0..w {
                fy = fys;
                for j in 0..h {
                    for is in 0..(scale as i32) {
                        for js in 0..(scale as i32) {
                            self.draw(
                                (x + i * (scale as i32) + is, y + j * (scale as i32) + js),
                                sprite.get_pixel((fx + ox) as u32, (fy + oy) as u32),
                            );
                        }
                    }
                    fy += fym;
                    fx += fxm;
                }
            }
        } else {
            fx = fxs;
            for i in 0..w {
                fy = fys;
                for j in 0..h {
                    self.draw(
                        (x + i, y + j),
                        sprite.get_pixel(fx as u32 + ox as u32, fy as u32 + oy as u32),
                    );
                    fy += fym;
                }
                fx += fxm;
            }
        }
    }

Return the Color of the pixel at given sample This sampling will take only the fractional part of the given sample coordinates, so it is effictivly from [O; 1)

Trait Implementations§

Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Formats the value using the given formatter. Read more
Safety

its up to the caller to make sure that the given position is in bounds

Safety

its up to the caller to make sure that the given position is in bounds

Auto Trait Implementations§

Blanket Implementations§

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The alignment of pointer.
The type for initializers.
Initializes a with the given initializer. Read more
Dereferences the given pointer. Read more
Mutably dereferences the given pointer. Read more
Drops the object pointed to by the given pointer. Read more
The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
Uses borrowed data to replace owned data, usually by cloning. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.