Struct Vector2

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#[repr(C)]
pub struct Vector2 { pub x: f32, pub y: f32, }

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§x: f32§y: f32

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impl Vector2

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pub const ZERO: Self

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pub const ONE: Self

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pub const UP: Self

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pub const DOWN: Self

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pub const LEFT: Self

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pub const RIGHT: Self

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pub fn new<T: ToPrimitive>(x: T, y: T) -> Self

Examples found in repository?
examples/drawing.rs (line 34)
5fn main() {
6    let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8    let mut window = runner
9        .create_window("Drawing Example", Point2::new(800, 600))
10        .build()
11        .expect("Failed to create window");
12
13    let mut gpu = est_render::gpu::new(Some(&mut window))
14        .build()
15        .expect("Failed to create GPU");
16
17    while runner.pool_events(None) {
18        for event in runner.get_events() {
19            match event {
20                Event::WindowClosed { .. } => {
21                    return;
22                }
23                _ => {}
24            }
25        }
26
27        if let Ok(mut cmd) = gpu.begin_command() {
28            if let Ok(mut gp) = cmd.begin_renderpass() {
29                gp.set_clear_color(Color::BLUE); // Set the clear color to blue
30
31                gp.set_blend(0, Some(&BlendState::ALPHA_BLEND));
32                if let Some(mut drawing) = gp.begin_drawing() {
33                    drawing.draw_rect_filled(
34                        Vector2::new(100.0, 100.0),
35                        Vector2::new(200.0, 200.0),
36                        Color::RED,
37                    );
38
39                    drawing.draw_circle_filled(Vector2::new(400.0, 300.0), 50.0, 25, Color::GREEN);
40                }
41
42                gp.set_blend(0, Some(&BlendState::ADDITIVE_BLEND));
43                if let Some(mut drawing) = gp.begin_drawing() {
44                    drawing.draw_text(
45                        "Hello, World!",
46                        Vector2::new(300.0, 500.0),
47                        Color::WHITE,
48                    );
49                }
50            }
51        }
52    }
53}
More examples
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examples/font.rs (line 50)
5fn main() {
6    let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8    let mut window = runner
9        .create_window("Font Example", Point2::new(800, 600))
10        .build()
11        .expect("Failed to create window");
12
13    let mut gpu = est_render::gpu::new(Some(&mut window))
14        .build()
15        .expect("Failed to create GPU");
16
17    let mut font_manager = est_render::font::new();
18
19    let font = font_manager
20        .load_font("Arial", None, 20.0)
21        .expect("Failed to load font");
22
23    // Generate baked text texture
24    let texture = font
25        .create_baked_text(&mut gpu, "Hello, World!\nThis is a clear color example.")
26        .expect("Failed to create baked text");
27
28    while runner.pool_events(None) {
29        for event in runner.get_events() {
30            match event {
31                Event::WindowClosed { .. } => {
32                    return;
33                }
34                _ => {}
35            }
36        }
37
38        if let Ok(mut cmd) = gpu.begin_command() {
39            if let Ok(mut gp) = cmd.begin_renderpass() {
40                gp.set_clear_color(Color::BLUE);
41
42                // The best texture blend for font rendering, others may has artifacts like black borders
43                gp.set_blend(0, Some(&BlendState::ADDITIVE_BLEND));
44                
45                if let Some(mut drawing) = gp.begin_drawing() {
46                    let size: Vector2 = texture.size().into();
47
48                    // Baked text rendering
49                    drawing.set_texture(Some(&texture));
50                    drawing.draw_rect_image(Vector2::new(0.0, 0.0), size, Color::WHITE);
51
52                    // Online text rendering
53                    drawing.set_font(&font);
54                    drawing.draw_text(
55                        "Hello, World!\nThis is a clear color example.",
56                        Vector2::new(size.x, 0.0),
57                        Color::WHITE,
58                    );
59                }
60            }
61        }
62    }
63}
examples/texture_atlas.rs (line 48)
5fn main() {
6    let mut runner = est_render::runner::new().expect("Failed to create runner");
7
8    let mut window = runner
9        .create_window("Clear Color Example", Point2::new(800, 600))
10        .build()
11        .expect("Failed to create window");
12
13    let mut gpu = est_render::gpu::new(Some(&mut window))
14        .build()
15        .expect("Failed to create GPU");
16
17    let texture_atlas = gpu
18        .create_texture_atlas()
19        .add_texture_file(
20            "example_texture",
21            "./examples/resources/test1.png",
22        )
23        .add_texture_file(
24            "example_texture2",
25            "./examples/resources/test2.png",
26        )
27        .build()
28        .expect("Failed to create texture atlas");
29
30    while runner.pool_events(None) {
31        for event in runner.get_events() {
32            match event {
33                Event::WindowClosed { .. } => {
34                    return;
35                }
36                _ => {}
37            }
38        }
39
40        if let Ok(mut cmd) = gpu.begin_command() {
41            if let Ok(mut gp) = cmd.begin_renderpass() {
42                gp.set_clear_color(Color::BLUEVIOLET);
43                gp.set_blend(0, Some(&BlendState::NONE));
44
45                if let Some(mut drawing) = gp.begin_drawing() {
46                    drawing.set_texture_atlas(Some((&texture_atlas, "example_texture")));
47                    drawing.draw_rect_image(
48                        Vector2::new(100.0, 100.0),
49                        Vector2::new(200.0, 200.0),
50                        Color::WHITE,
51                    );
52                    drawing.set_texture_atlas(Some((&texture_atlas, "example_texture2")));
53                    drawing.draw_rect_image(
54                        Vector2::new(350.0, 100.0),
55                        Vector2::new(200.0, 200.0),
56                        Color::WHITE,
57                    );
58                    drawing.draw_circle_image(Vector2::new(600.0, 200.0), 100.0, 20, Color::WHITE);
59                }
60            }
61        }
62    }
63}
examples/msaa.rs (line 108)
5fn main() {
6    let mut runner = est_render::runner::new().expect("Failed to create runner");
7    let mut window = runner
8        .create_window("Engine Example", Point2::new(800, 600))
9        .build()
10        .expect("Failed to create window");
11
12    let mut gpu = est_render::gpu::new(Some(&mut window))
13        .build()
14        .expect("Failed to create GPU");
15
16    let mut msaa_texture = Some(
17        gpu.create_texture()
18            .set_render_target(Point2::new(800, 600), None)
19            .set_usage(TextureUsage::Sampler)
20            .set_sample_count(SampleCount::SampleCount4)
21            .build()
22            .expect("Failed to create MSAA texture"),
23    );
24
25    let mut msaa_count = SampleCount::SampleCount4;
26    let mut window_size = Point2::new(800, 600);
27
28    while runner.pool_events(None) {
29        for event in runner.get_events() {
30            match event {
31                Event::WindowClosed { .. } => {
32                    return;
33                }
34                Event::KeyboardInput { key, pressed, .. } => {
35                    if !*pressed {
36                        continue;
37                    }
38
39                    let mut need_recreate = false;
40                    if *key == "1" {
41                        msaa_count = SampleCount::SampleCount1;
42                        need_recreate = true;
43                    }
44
45                    if *key == "2" {
46                        msaa_count = SampleCount::SampleCount2;
47                        need_recreate = true;
48                    }
49
50                    if *key == "3" {
51                        msaa_count = SampleCount::SampleCount4;
52                        need_recreate = true;
53                    }
54
55                    if *key == "4" {
56                        msaa_count = SampleCount::SampleCount8;
57                        need_recreate = true;
58                    }
59
60                    if need_recreate {
61                        if msaa_count == SampleCount::SampleCount1 {
62                            msaa_texture = None;
63                        } else {
64                            msaa_texture = Some(
65                                gpu.create_texture()
66                                    .set_render_target(
67                                        Point2::new(window_size.x, window_size.y),
68                                        None,
69                                    )
70                                    .set_usage(TextureUsage::Sampler)
71                                    .set_sample_count(msaa_count)
72                                    .build()
73                                    .expect("Failed to recreate MSAA texture"),
74                            );
75                        }
76                    }
77                }
78                Event::WindowResized { size, .. } => {
79                    if size.x <= 0 || size.y <= 0 {
80                        eprintln!("Invalid window size: {:?}", size);
81                        continue;
82                    }
83
84                    window_size = *size;
85
86                    // Resize the MSAA texture to match the new window size
87                    msaa_texture = Some(
88                        gpu.create_texture()
89                            .set_render_target(Point2::new(size.x, size.y), None)
90                            .set_usage(TextureUsage::Sampler)
91                            .set_sample_count(msaa_count)
92                            .build()
93                            .expect("Failed to resize MSAA texture"),
94                    );
95                }
96                _ => {}
97            }
98        }
99
100        if let Ok(mut cmd) = gpu.begin_command() {
101            if let Ok(mut rp) = cmd.begin_renderpass() {
102                rp.set_clear_color(Color::BLACK);
103                if let Some(texture) = msaa_texture.as_ref() {
104                    rp.push_msaa_texture(texture);
105                }
106
107                if let Some(mut drawing) = rp.begin_drawing() {
108                    let pos1 = Vector2::new(0.0, 0.0);
109                    let pos2 = Vector2::new(800.0, 0.0);
110                    let pos3 = Vector2::new(400.0, 600.0);
111
112                    // Draw a full triangle covering the window
113                    drawing.draw_triangle_filled(pos1, pos2, pos3, Color::BLUE);
114                }
115            }
116        }
117    }
118}
examples/pipeline.rs (line 123)
61fn main() {
62    let mut runner = est_render::runner::new().expect("Failed to create runner");
63    let mut window = runner
64        .create_window("Engine Example", Point2::new(800, 600))
65        .build()
66        .expect("Failed to create window");
67
68    let mut gpu = est_render::gpu::new(Some(&mut window))
69        .build()
70        .expect("Failed to create GPU");
71
72    let mut msaa_texture = gpu
73        .create_texture()
74        .set_render_target(Point2::new(800, 600), None)
75        .set_sample_count(SampleCount::SampleCount4)
76        .build()
77        .expect("Failed to create MSAA texture");
78
79    let blank_texture = gpu
80        .create_texture()
81        .set_raw_image(
82            &[255u8; 4],
83            Point2::new(1, 1),
84            TextureFormat::Bgra8Unorm,
85        )
86        .set_usage(TextureUsage::Sampler)
87        .build()
88        .expect("Failed to create blank texture");
89
90    let shader = gpu
91        .create_graphics_shader()
92        .set_vertex_code(VERTEX_DRAWING_SHADER)
93        .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94        .build()
95        .expect("Failed to create graphics shader");
96
97    let compute_shader = gpu
98        .create_compute_shader()
99        .set_source(COMPUTE_NOOP_SHADER)
100        .build()
101        .expect("Failed to create compute shader");
102
103    let pipeline = gpu
104        .create_render_pipeline()
105        .set_shader(Some(&shader))
106        .set_blend(Some(&BlendState::ALPHA_BLEND))
107        .set_attachment_texture(0, 0, Some(&blank_texture))
108        .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109        .build()
110        .expect("Failed to create render pipeline");
111
112    let compute_pipeline = gpu
113        .create_compute_pipeline()
114        .set_shader(Some(&compute_shader))
115        .build()
116        .expect("Failed to create compute pipeline");
117
118    // Triangle vertices
119    let vertices = vec![
120        Vertex {
121            position: Vector3::new(-0.5, -0.5, 0.0),
122            color: Color::new(1.0, 0.0, 0.0, 1.0),
123            texcoord: Vector2::new(0.0, 1.0),
124        },
125        Vertex {
126            position: Vector3::new(0.5, -0.5, 0.0),
127            color: Color::new(0.0, 1.0, 0.0, 1.0),
128            texcoord: Vector2::new(1.0, 1.0),
129        },
130        Vertex {
131            position: Vector3::new(0.0, 0.5, 0.0),
132            color: Color::new(0.0, 0.0, 1.0, 1.0),
133            texcoord: Vector2::new(0.5, 0.0),
134        },
135    ];
136
137    let indexes = vec![0u16, 1u16, 2u16];
138
139    let vbo = gpu
140        .create_buffer()
141        .set_data_vec(vertices)
142        .set_usage(BufferUsage::VERTEX)
143        .build()
144        .expect("Failed to create vertex buffer");
145
146    let ibo = gpu
147        .create_buffer()
148        .set_data_vec(indexes)
149        .set_usage(BufferUsage::INDEX)
150        .build()
151        .expect("Failed to create index buffer");
152
153    while runner.pool_events(PollMode::WaitDraw) {
154        for event in runner.get_events() {
155            match event {
156                Event::KeyboardInput {
157                    window_id,
158                    key,
159                    pressed,
160                } => {
161                    if *window_id == window.id() && key == "Escape" && *pressed {
162                        window.quit();
163                    }
164                }
165                Event::WindowResized { window_id: _, size } => {
166                    if size.x <= 0 || size.y <= 0 {
167                        continue; // Skip invalid sizes
168                    }
169
170                    msaa_texture = gpu
171                        .create_texture()
172                        .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173                        .set_sample_count(SampleCount::SampleCount4)
174                        .build()
175                        .expect("Failed to resize MSAA texture");
176                }
177                Event::RedrawRequested { window_id: _ } => {
178                    if let Ok(mut cmd) = gpu.begin_command() {
179                        if let Ok(mut cm) = cmd.begin_computepass() {
180                            cm.set_pipeline(Some(&compute_pipeline));
181                            cm.dispatch(1, 1, 1);
182                        }
183
184                        if let Ok(mut rp) = cmd.begin_renderpass() {
185                            rp.set_clear_color(Color::BLACK);
186                            rp.push_msaa_texture(&msaa_texture);
187
188                            rp.set_pipeline(Some(&pipeline));
189                            rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190                            rp.draw_indexed(0..3, 0, 1);
191                        }
192                    }
193
194                    window.request_redraw();
195                }
196                _ => {}
197            }
198        }
199    }
200}
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pub fn length(&self) -> f32

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pub fn normalize(&self) -> Self

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pub fn dot(&self, other: &Self) -> f32

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pub fn angle(&self, other: &Self) -> f32

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pub fn into_vector3(&self) -> Vector3

Trait Implementations§

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impl Add for Vector2

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type Output = Vector2

The resulting type after applying the + operator.
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fn add(self, other: Self) -> Self

Performs the + operation. Read more
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impl AddAssign for Vector2

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fn add_assign(&mut self, other: Self)

Performs the += operation. Read more
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impl Clone for Vector2

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fn clone(&self) -> Vector2

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Vector2

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

Formats the value using the given formatter. Read more
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impl Default for Vector2

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fn default() -> Vector2

Returns the “default value” for a type. Read more
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impl Div<Vector2> for f32

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type Output = Vector2

The resulting type after applying the / operator.
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fn div(self, vector: Vector2) -> Vector2

Performs the / operation. Read more
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impl Div<f32> for Vector2

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type Output = Vector2

The resulting type after applying the / operator.
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fn div(self, scalar: f32) -> Self

Performs the / operation. Read more
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impl Div for Vector2

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type Output = Vector2

The resulting type after applying the / operator.
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fn div(self, other: Self) -> Self

Performs the / operation. Read more
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impl From<[f32; 2]> for Vector2

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fn from(array: [f32; 2]) -> Self

Converts to this type from the input type.
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impl From<(f32, f32)> for Vector2

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fn from(tuple: (f32, f32)) -> Self

Converts to this type from the input type.
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impl From<(f32, f32, f32)> for Vector2

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fn from(tuple: (f32, f32, f32)) -> Self

Converts to this type from the input type.
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impl From<(i32, i32)> for Vector2

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fn from(tuple: (i32, i32)) -> Self

Converts to this type from the input type.
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impl From<(u32, u32)> for Vector2

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fn from(tuple: (u32, u32)) -> Self

Converts to this type from the input type.
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impl From<Point2> for Vector2

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fn from(point: Point2) -> Self

Converts to this type from the input type.
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impl From<Vector2> for Point2

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fn from(vector: Vector2) -> Self

Converts to this type from the input type.
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impl From<Vector2> for Vector3

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fn from(vector: Vector2) -> Self

Converts to this type from the input type.
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impl From<Vector3> for Vector2

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fn from(vector: Vector3) -> Self

Converts to this type from the input type.
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impl Mul<Vector2> for Matrix4

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type Output = Vector2

The resulting type after applying the * operator.
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fn mul(self, rhs: Vector2) -> Vector2

Performs the * operation. Read more
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impl Mul<Vector2> for f32

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type Output = Vector2

The resulting type after applying the * operator.
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fn mul(self, vector: Vector2) -> Vector2

Performs the * operation. Read more
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impl Mul<f32> for Vector2

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type Output = Vector2

The resulting type after applying the * operator.
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fn mul(self, scalar: f32) -> Self

Performs the * operation. Read more
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impl PartialEq for Vector2

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fn eq(&self, other: &Self) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Sub<f32> for Vector2

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type Output = Vector2

The resulting type after applying the - operator.
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fn sub(self, scalar: f32) -> Self

Performs the - operation. Read more
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impl Sub for Vector2

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type Output = Vector2

The resulting type after applying the - operator.
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fn sub(self, other: Self) -> Self

Performs the - operation. Read more
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impl SubAssign for Vector2

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fn sub_assign(&mut self, other: Self)

Performs the -= operation. Read more
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impl Zeroable for Vector2

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fn zeroed() -> Self

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impl Copy for Vector2

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impl Eq for Vector2

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impl Pod for Vector2

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CheckedBitPattern for T
where T: AnyBitPattern,

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type Bits = T

Self must have the same layout as the specified Bits except for the possible invalid bit patterns being checked during is_valid_bit_pattern.
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fn is_valid_bit_pattern(_bits: &T) -> bool

If this function returns true, then it must be valid to reinterpret bits as &Self.
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<Q, K> Equivalent<K> for Q
where Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> AnyBitPattern for T
where T: Pod,

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impl<T> NoUninit for T
where T: Pod,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,