Struct processing::Screen
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pub struct Screen<'a> { pub matrices: GLmatStruct, // some fields omitted }
Fields
matrices: GLmatStruct
Methods
impl<'a> Screen<'a>
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fn new(
width: u32,
height: u32,
fullscreen: bool,
preserveAspectRatio: bool,
vsync: bool
) -> Screen<'a>
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width: u32,
height: u32,
fullscreen: bool,
preserveAspectRatio: bool,
vsync: bool
) -> Screen<'a>
fn reveal(&mut self)
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fn clone_display(&self) -> Display
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fn end_drawing(self)
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impl<'a> Screen<'a>
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fn load_frag_shader<U: Uniforms>(
&mut self,
fragFilename: &str,
uniforms: U
) -> ShaderInfo<U>
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&mut self,
fragFilename: &str,
uniforms: U
) -> ShaderInfo<U>
fn shader<U: Uniforms>(&mut self, whichShader: &ShaderInfo<U>)
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fn reset_shader(&mut self)
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impl<'a> Screen<'a>
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fn background(&mut self, r: f32, g: f32, b: f32, a: f32)
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fn colorMode(&mut self, mode: &str)
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fn fill(&mut self, r: &[f32], g: &[f32], b: &[f32], a: &[f32])
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fn fill_off(&mut self)
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fn stroke_off(&mut self)
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fn fill_on(&mut self)
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fn stroke_on(&mut self)
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fn stroke(&mut self, r: &[f32], g: &[f32], b: &[f32], a: &[f32])
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impl<'a> Screen<'a>
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fn draw<S: Shape>(&mut self, shape: &S)
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fn draw_mould<S: Shape, U: Uniforms>(&mut self, mould: &Mould<U, S>)
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fn stroke_weight(&mut self, newWeight: f32)
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fn ellipse_mode(&mut self, mode: &str)
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fn rect_mode(&mut self, mode: &str)
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fn shape_mode(&mut self, mode: &str)
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impl<'a> Screen<'a>
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fn texture<P, S, C>(&mut self, img: &ImageBuffer<P, C>) -> (Texture2d, f64, f64) where
P: Pixel<Subpixel = S> + 'static,
S: Primitive + 'static + ToClientFormat + PixelValue,
C: DerefMut<Target = [P::Subpixel]>,
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P: Pixel<Subpixel = S> + 'static,
S: Primitive + 'static + ToClientFormat + PixelValue,
C: DerefMut<Target = [P::Subpixel]>,
fn empty_texture(&self, w: u32, h: u32) -> (Texture2d, f64, f64)
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fn texture_from_data<P: PixelValue>(
&self,
data: Vec<Vec<P>>
) -> (Texture2d, f64, f64)
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&self,
data: Vec<Vec<P>>
) -> (Texture2d, f64, f64)
fn textureWrap(&mut self, wrap: &str)
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impl<'a> Screen<'a>
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fn framebuffer(&self, fbtex: &'a Texture2d) -> SimpleFrameBuffer
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fn clear_framebuffer(
&self,
framebuffer: &mut SimpleFrameBuffer,
r: f32,
g: f32,
b: f32,
a: f32
)
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&self,
framebuffer: &mut SimpleFrameBuffer,
r: f32,
g: f32,
b: f32,
a: f32
)
fn draw_onto_framebuffer<S: Shape>(
&self,
shape: &S,
framebuffer: &mut SimpleFrameBuffer
)
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&self,
shape: &S,
framebuffer: &mut SimpleFrameBuffer
)
fn draw_mould_onto_framebuffer<S: Shape, U: Uniforms>(
&self,
mould: &Mould<U, S>,
framebuffer: &mut SimpleFrameBuffer
)
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&self,
mould: &Mould<U, S>,
framebuffer: &mut SimpleFrameBuffer
)
impl<'a> Screen<'a>
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fn applyMatrix(
&mut self,
n00: f32,
n01: f32,
n02: f32,
n03: f32,
n10: f32,
n11: f32,
n12: f32,
n13: f32,
n20: f32,
n21: f32,
n22: f32,
n23: f32,
n30: f32,
n31: f32,
n32: f32,
n33: f32
)
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&mut self,
n00: f32,
n01: f32,
n02: f32,
n03: f32,
n10: f32,
n11: f32,
n12: f32,
n13: f32,
n20: f32,
n21: f32,
n22: f32,
n23: f32,
n30: f32,
n31: f32,
n32: f32,
n33: f32
)