pub struct Angle {
pub gl: Gles,
pub renderer: String,
/* private fields */
}Expand description
One ANGLE display, context and surface, current on the thread that made it.
Fields§
§gl: Gles§renderer: StringImplementations§
Source§impl Angle
impl Angle
Sourcepub fn offscreen(
dir: &Path,
w: u32,
h: u32,
software: bool,
) -> Result<Angle, String>
pub fn offscreen( dir: &Path, w: u32, h: u32, software: bool, ) -> Result<Angle, String>
An offscreen context of w×h (headless screenshots).
Sourcepub fn window(
dir: &Path,
window: NativeWindow,
software: bool,
) -> Result<Angle, String>
pub fn window( dir: &Path, window: NativeWindow, software: bool, ) -> Result<Angle, String>
A context drawing into window.
Sourcepub fn size(&self) -> (u32, u32)
pub fn size(&self) -> (u32, u32)
The surface size in pixels (a window surface follows the window).
Sourcepub fn show_image(&self, rgba: &[u8], w: u32, h: u32)
pub fn show_image(&self, rgba: &[u8], w: u32, h: u32)
Show an RGBA8 image (rows top to bottom) letterboxed on black and swap: the runner’s own frames (the splash) before the game draws. Leaves no GL state behind that the game could see (its objects are deleted, bindings reset to 0).
Sourcepub fn show_image_over_game(&self, rgba: &[u8], w: u32, h: u32)
pub fn show_image_over_game(&self, rgba: &[u8], w: u32, h: u32)
Angle::show_image while a game runs (the consent question): the GL state
it changes is put back, so the game’s next frame sees what it left.
pub fn swap(&self)
pub fn make_current(&self)
Trait Implementations§
Auto Trait Implementations§
impl !Sync for Angle
impl Freeze for Angle
impl RefUnwindSafe for Angle
impl Unpin for Angle
impl UnsafeUnpin for Angle
impl UnwindSafe for Angle
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