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FrameInput

Struct FrameInput 

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pub struct FrameInput {
    pub cam: Camera2d,
    pub world_size: [f32; 2],
    pub viewport_dp: [f32; 2],
    pub sprites: Vec<SpriteInstance>,
    pub texts: Vec<WorldText>,
    pub background: Option<[f32; 4]>,
    pub overlay_color: Option<[f32; 4]>,
    pub chroma: f32,
}
Expand description

Everything the viewport draws this frame. Plain snapshot data.

Framing contract: canvas, GPU, and picks all derive from world_size

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§cam: Camera2d§world_size: [f32; 2]

World-space extent the contain-fit maps into the viewport.

§viewport_dp: [f32; 2]

Cold-start viewport size in dp (physical px / density), used for the GPU camera until the first painted FrameGeom arrives. Divide physical px by density before storing here.

§sprites: Vec<SpriteInstance>§texts: Vec<WorldText>

World-anchored text, drawn after the sprite pass on canvas. GPU viewports ignore this field; compose texts as sibling views.

§background: Option<[f32; 4]>

Full-viewport fill under everything (letterbox included).

§overlay_color: Option<[f32; 4]>

Optional fullscreen tint, applied after the sprite pass on canvas and GPU ((c * 255) as u8 per channel, alpha-blended).

§chroma: f32

Chromatic aberration amount. GPU renders offscreen and composites back with an RGB split; 0.0 draws the batch into the main pass. Canvas ignores it (vector path has no pixels to sample).

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impl Clone for FrameInput

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fn clone(&self) -> FrameInput

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for FrameInput

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for FrameInput

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fn default() -> FrameInput

Returns the “default value” for a type. Read more

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