pub struct EffectWeb2D { /* private fields */ }
Implementations§
Source§impl EffectWeb2D
impl EffectWeb2D
pub fn new( screen_dimensions: PhysicalSize<u32>, v_sync: bool, app_name: &'static str, resizable: bool, ) -> (Self, EventLoop<()>)
Sourcepub fn render(
&mut self,
layers: &Vec<WebLayer2D>,
camera: &Camera2D,
) -> Result<(), SurfaceError>
pub fn render( &mut self, layers: &Vec<WebLayer2D>, camera: &Camera2D, ) -> Result<(), SurfaceError>
it is up to the user to sort the layers, they have the tools to do so.
Sourcepub fn init_layer(
&self,
id: LayerID,
textures: Vec<WebTexture2D>,
texture_size: PhysicalSize<u32>,
pixel_art: bool,
) -> Result<WebLayer2D>
pub fn init_layer( &self, id: LayerID, textures: Vec<WebTexture2D>, texture_size: PhysicalSize<u32>, pixel_art: bool, ) -> Result<WebLayer2D>
Make sure your texture_size is set to the larger dimension that appears in your textures. It would be easier to use textures which all have the same dimensions and set that to the texture size, otherwise 2D transformations may not behave as you would expect them to. The maximum texture size for a layer is 8192px * 8192px The optimal stratergy is to keep similar textures on the same layer (provided you want the rendered in that order) It is advisable to have the texture_size be a square to avoid some textures getting crushed.
pub fn set_entities(&self, layer: &mut WebLayer2D, entities: &[&WebEntity2D])
pub fn init_camera(&self, fov: f32) -> Camera2D
pub fn update_camera(&self, camera: &mut Camera2D)
pub fn set_background( &mut self, texture: WebTexture2D, pixel_art: bool, ) -> Result<()>
pub fn update(&mut self, ctx: &mut EffectEvent)
pub fn resize_window(&mut self, width: u32, height: u32)
pub fn queue(&self) -> &Queue
pub fn device(&self) -> &Device
pub fn surface(&self) -> &Surface<'_>
Auto Trait Implementations§
impl !Freeze for EffectWeb2D
impl !RefUnwindSafe for EffectWeb2D
impl Send for EffectWeb2D
impl Sync for EffectWeb2D
impl Unpin for EffectWeb2D
impl !UnwindSafe for EffectWeb2D
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