Graphics

Struct Graphics 

Source
pub struct Graphics {
    pub canvas: Canvas<Window>,
    pub sdl_context: Sdl,
    pub texture_creator: Rc<TextureCreator<WindowContext>>,
    pub ttf_context: Sdl3TtfContext,
}
Expand description

Owned SDL variables used for rendering

  • canvas: the drawing surface for the window
  • sdl_context: the SDL context

Fields§

§canvas: Canvas<Window>

The SDL3 canvas, required to draw

§sdl_context: Sdl

SDL3 contaxt

§texture_creator: Rc<TextureCreator<WindowContext>>

SDL3 texture creator

§ttf_context: Sdl3TtfContext

SDL3 TTF context required for text rendering

Implementations§

Source§

impl Graphics

Source

pub fn new( name: String, dimensions: (u32, u32), ) -> Result<Graphics, Box<dyn Error>>

Initialize SDL3, create a centered, resizable window and return a Graphics container with the canvas and SDL context.

§Parameters
  • name: Window title.
  • dimensions: (width, height) in pixels (u32).
§Returns
  • Ok(Graphics) on success.
  • Err(Box<dyn std::error::Error>) on failure (window/canvas build error).
§Example
let graphics = graphics::new(String::from("my cool game"), (500, 500))?;
Examples found in repository?
examples/hello.rs (line 62)
61async fn main() {
62    let graphics = graphics::Graphics::new(String::from("my cool game"), (500, 500));
63    let mut game = fennel_engine::Game::new(
64        String::from("my cool game"),
65        String::from("wiltshire"),
66        graphics.unwrap(),
67    );
68    load_font("examples/terminus.ttf".into(), &mut game.resource_manager, &mut game.graphics, 32.0);
69    events::run(&mut game, Box::new(State {})).await;
70}
Source

pub fn draw_image( &mut self, path: String, position: (f32, f32), manager: &mut ResourceManager, ) -> Result<()>

Cache an image if it isn’t cached and draw it on the canvas

§Parameters
  • path: Path to the image
  • position: Where to draw the image in the window (x,y) in pixels (f32).
§Returns
  • Ok(()) on success.
  • Err(Box<dyn std::error::Error>) on failure
§Example
graphics.draw_image(String::from("examples/example.png"), (0.0, 0.0)).await;
Examples found in repository?
examples/hello.rs (lines 19-23)
15    async fn draw(&self, game: &mut Game) -> anyhow::Result<()> {
16        game.graphics.canvas.set_draw_color(Color::RGB(0, 0, 0));
17        game.graphics.canvas.clear();
18        game.graphics
19            .draw_image(
20                "examples/example.png".to_string(),
21                (0.0, 0.0),
22                &mut game.resource_manager,
23            )
24            .expect("failed to draw an image");
25        game.graphics.draw_text("hi".to_string(), (64.0, 64.0), "Terminus (TTF) 32".to_string(), Color::RGBA(255, 0, 0, 0), &mut game.resource_manager)?;
26        game.graphics.canvas.present();
27        Ok(())
28    }
Source

pub fn draw_text( &mut self, text: String, position: (f32, f32), font_family: String, color: Color, manager: &mut ResourceManager, ) -> Result<()>

Create a texture from font + text and render it on the canvas

This does not cache the font, so you have the load all the fonts you’ll be using in your initiaization function (like main). This does cache the texture created from supplied font and text.

Examples found in repository?
examples/hello.rs (line 25)
15    async fn draw(&self, game: &mut Game) -> anyhow::Result<()> {
16        game.graphics.canvas.set_draw_color(Color::RGB(0, 0, 0));
17        game.graphics.canvas.clear();
18        game.graphics
19            .draw_image(
20                "examples/example.png".to_string(),
21                (0.0, 0.0),
22                &mut game.resource_manager,
23            )
24            .expect("failed to draw an image");
25        game.graphics.draw_text("hi".to_string(), (64.0, 64.0), "Terminus (TTF) 32".to_string(), Color::RGBA(255, 0, 0, 0), &mut game.resource_manager)?;
26        game.graphics.canvas.present();
27        Ok(())
28    }

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