Struct gemini_engine::elements::view::Pixel
source · pub struct Pixel {
pub pos: Vec2D,
pub fill_char: ColChar,
}Expand description
Fields§
§pos: Vec2DThe position of the Pixel
fill_char: ColCharThe appearance/colour of the Pixel
Implementations§
source§impl Pixel
impl Pixel
sourcepub const fn new(pos: Vec2D, fill_char: ColChar) -> Self
pub const fn new(pos: Vec2D, fill_char: ColChar) -> Self
Examples found in repository?
More examples
examples/quick-start.rs (line 12)
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fn main() {
let mut view = View::new(40, 8, ColChar::BACKGROUND);
let mut pixel = Pixel::new(Vec2D { x: 10, y: 5 }, ColChar::SOLID);
loop {
view.clear();
pixel.pos.x += 1;
view.blit(&pixel, Wrapping::Wrap);
let _ = view.display_render();
let _ = gameloop::sleep_fps(FPS, None);
}
}examples/complex-scene.rs (line 17)
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fn main() {
let mut view = View::new(60, 10, BACKGROUND_CHAR);
view.coord_numbers_in_render = true;
let mut pixel = Pixel::new(Vec2D::from((5u8, 9u8)), FILL_CHAR);
let mut line = Line::new(Vec2D::new(2, 8), Vec2D::new(28, 7), FILL_CHAR);
let mut line1_direction = -1;
let rect = Rect::new(
Vec2D { x: 11, y: 1 },
Vec2D { x: 9, y: 3 },
ColChar::SOLID.with_rgb(200, 30, 0),
);
let test_image = r"
______
/|_||_\`.__
( _ _ _\
=`-(_)--(_)-' ";
let mut sprite = Sprite::new(
Vec2D::new(30, 1),
test_image,
Modifier::from_rgb(20, 200, 0),
);
let mut blit_elapsed = Duration::default();
let mut render_elapsed = Duration::default();
fps_gameloop!(
{
pixel.pos.x += 2;
// loop the position back to the other side. This can be done with `Wrapping::Wrap` but it won't change the element's actual position, so the pixel position being printed would continue to increase without looping
pixel.pos %= view.size();
line.pos1.y += line1_direction;
line.pos0.y = 10 - line.pos1.y;
if line.pos1.y > 7 {
line1_direction = -1;
} else if line.pos1.y < 3 {
line1_direction = 1;
}
sprite.pos.x += 1;
},
{
view.clear();
let now = Instant::now();
view.blit(&pixel, Wrapping::Panic);
view.blit(&line, Wrapping::Panic);
view.blit(&rect, Wrapping::Panic);
view.blit(&sprite, Wrapping::Wrap);
blit_elapsed = now.elapsed();
let now = Instant::now();
let _ = view.display_render();
render_elapsed = now.elapsed();
},
FPS,
|total_elapsed: Duration, _frame_skip| {
println!(
"Blitting: {:.2?} microseconds | Rendering: {:.2?} microseconds| Total: {:.2?}",
blit_elapsed.as_micros(),
render_elapsed.as_micros(),
total_elapsed.as_micros()
);
println!("Pixel position: {}", pixel.pos);
}
);
}Trait Implementations§
source§impl PartialEq for Pixel
impl PartialEq for Pixel
source§impl ViewElement for Pixel
impl ViewElement for Pixel
source§fn active_pixels(&self) -> Vec<Pixel>
fn active_pixels(&self) -> Vec<Pixel>
Return a vector of the element’s
Pixels - A ColChar. If your whole object is a solid colour, consider using utils::points_to_pixels() which will add the same ColChar to every point and can then be used as this function’s outputsource§fn active_points(&self) -> Vec<Vec2D>
fn active_points(&self) -> Vec<Vec2D>
Return the positions the
ViewElement occupies, essentially active_pixels() without the ColChars. This has a default setting that extracts the Vec2Ds from active_pixels but you can set it to something else to make it fasterimpl Copy for Pixel
impl Eq for Pixel
impl StructuralPartialEq for Pixel
Auto Trait Implementations§
impl RefUnwindSafe for Pixel
impl Send for Pixel
impl Sync for Pixel
impl Unpin for Pixel
impl UnwindSafe for Pixel
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more