Struct gemini_engine::elements::view::View
source · pub struct View {
pub width: usize,
pub height: usize,
pub background_char: ColChar,
pub coord_numbers_in_render: bool,
/* private fields */
}
Expand description
The View struct is the canvas on which you will print all of your ViewElements. In normal use, you would clear the View, blit
all your ViewElements to it and then render. The following example demonstrates a piece of code that will render a View of width 9 and height 3, with a single Point in the middle
use gemini_engine::elements::{view::{Wrapping, ColChar}, View, Point, Vec2D};
fn main() {
let mut view = View::new(9, 3, ColChar::BACKGROUND);
let point = Point::new(Vec2D::new(4,1), ColChar::SOLID);
view.blit(&point, Wrapping::Panic);
view.display_render().unwrap();
}
Fields§
§width: usize
The width of the View
height: usize
The height of the View
background_char: ColChar
The character that the View will be filled with by default on clear
coord_numbers_in_render: bool
A boolean determining whether the render should contain numbers on the top and left signifying the corresponding pixels’ X/Y value values
Implementations§
source§impl View
impl View
sourcepub fn new(width: usize, height: usize, background_char: ColChar) -> View
pub fn new(width: usize, height: usize, background_char: ColChar) -> View
Examples found in repository?
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fn main() {
let mut view = View::new(40, 8, ColChar::BACKGROUND);
let mut point = Point::new(Vec2D { x: 10, y: 5 }, ColChar::SOLID);
loop {
view.clear();
point.pos.x += 1;
view.blit(&point, Wrapping::Wrap);
view.display_render().unwrap();
gameloop::sleep_fps(FPS, None);
}
}
More examples
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fn main() {
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(Vec3D::new(0.0, 0.0, 5.0), Vec3D::new(-0.5, 0.3, 0.0)),
FOV,
view.center(),
);
let cube = Mesh3D::default_cube();
fps_gameloop!(
{
view.clear();
viewport.transform.rotation.y -= 0.05;
},
{
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore,
);
view.display_render().unwrap();
},
FPS,
|elapsed: gameloop::Duration, frame_skip| {
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
}
);
}
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fn main() {
let mut view = View::new(50, 12, ColChar::BACKGROUND);
let mut blocks = vec![
Rect::new(Vec2D::new(0, 0), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 2), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 4), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 6), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 8), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 10), BLOCK_SIZE, FILL_CHAR),
];
let mut i = 0;
fps_gameloop!(
{
i += 1;
for j in 0..blocks.len() {
if i % 2_u32.pow(j as u32) == 0 {
blocks[j].pos.x += 1;
}
}
},
{
view.clear();
for block in &blocks {
view.blit(block, Wrapping::Wrap);
}
view.display_render().unwrap();
if blocks.iter().all(|b| b.pos.x % view.width as isize == 0) {
thread::sleep(Duration::from_secs(2));
};
},
200.0
);
}
sourcepub fn center(&self) -> Vec2D
pub fn center(&self) -> Vec2D
Return a Vec2D of the centre of the screen
Examples found in repository?
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fn main() {
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(Vec3D::new(0.0, 0.0, 5.0), Vec3D::new(-0.5, 0.3, 0.0)),
FOV,
view.center(),
);
let cube = Mesh3D::default_cube();
fps_gameloop!(
{
view.clear();
viewport.transform.rotation.y -= 0.05;
},
{
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore,
);
view.display_render().unwrap();
},
FPS,
|elapsed: gameloop::Duration, frame_skip| {
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
}
);
}
sourcepub fn clear(&mut self)
pub fn clear(&mut self)
Examples found in repository?
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fn main() {
let mut view = View::new(40, 8, ColChar::BACKGROUND);
let mut point = Point::new(Vec2D { x: 10, y: 5 }, ColChar::SOLID);
loop {
view.clear();
point.pos.x += 1;
view.blit(&point, Wrapping::Wrap);
view.display_render().unwrap();
gameloop::sleep_fps(FPS, None);
}
}
More examples
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fn main() {
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(Vec3D::new(0.0, 0.0, 5.0), Vec3D::new(-0.5, 0.3, 0.0)),
FOV,
view.center(),
);
let cube = Mesh3D::default_cube();
fps_gameloop!(
{
view.clear();
viewport.transform.rotation.y -= 0.05;
},
{
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore,
);
view.display_render().unwrap();
},
FPS,
|elapsed: gameloop::Duration, frame_skip| {
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
}
);
}
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fn main() {
let mut view = View::new(50, 12, ColChar::BACKGROUND);
let mut blocks = vec![
Rect::new(Vec2D::new(0, 0), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 2), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 4), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 6), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 8), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 10), BLOCK_SIZE, FILL_CHAR),
];
let mut i = 0;
fps_gameloop!(
{
i += 1;
for j in 0..blocks.len() {
if i % 2_u32.pow(j as u32) == 0 {
blocks[j].pos.x += 1;
}
}
},
{
view.clear();
for block in &blocks {
view.blit(block, Wrapping::Wrap);
}
view.display_render().unwrap();
if blocks.iter().all(|b| b.pos.x % view.width as isize == 0) {
thread::sleep(Duration::from_secs(2));
};
},
200.0
);
}
pub fn plot(&mut self, pos: Vec2D, c: ColChar, wrapping: Wrapping)
sourcepub fn blit<T: ViewElement>(&mut self, element: &T, wrapping: Wrapping)
pub fn blit<T: ViewElement>(&mut self, element: &T, wrapping: Wrapping)
Blit a ViewElement to the screen. This is usually done before rendering.
Examples found in repository?
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fn main() {
let mut view = View::new(40, 8, ColChar::BACKGROUND);
let mut point = Point::new(Vec2D { x: 10, y: 5 }, ColChar::SOLID);
loop {
view.clear();
point.pos.x += 1;
view.blit(&point, Wrapping::Wrap);
view.display_render().unwrap();
gameloop::sleep_fps(FPS, None);
}
}
More examples
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fn main() {
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(Vec3D::new(0.0, 0.0, 5.0), Vec3D::new(-0.5, 0.3, 0.0)),
FOV,
view.center(),
);
let cube = Mesh3D::default_cube();
fps_gameloop!(
{
view.clear();
viewport.transform.rotation.y -= 0.05;
},
{
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore,
);
view.display_render().unwrap();
},
FPS,
|elapsed: gameloop::Duration, frame_skip| {
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
}
);
}
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fn main() {
let mut view = View::new(50, 12, ColChar::BACKGROUND);
let mut blocks = vec![
Rect::new(Vec2D::new(0, 0), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 2), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 4), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 6), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 8), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 10), BLOCK_SIZE, FILL_CHAR),
];
let mut i = 0;
fps_gameloop!(
{
i += 1;
for j in 0..blocks.len() {
if i % 2_u32.pow(j as u32) == 0 {
blocks[j].pos.x += 1;
}
}
},
{
view.clear();
for block in &blocks {
view.blit(block, Wrapping::Wrap);
}
view.display_render().unwrap();
if blocks.iter().all(|b| b.pos.x % view.width as isize == 0) {
thread::sleep(Duration::from_secs(2));
};
},
200.0
);
}
sourcepub fn display_render(&self) -> Result<()>
pub fn display_render(&self) -> Result<()>
Display the View. View implements the Display trait so you can display it how you wish, but this is intended to be the fastest way possible
Examples found in repository?
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fn main() {
let mut view = View::new(40, 8, ColChar::BACKGROUND);
let mut point = Point::new(Vec2D { x: 10, y: 5 }, ColChar::SOLID);
loop {
view.clear();
point.pos.x += 1;
view.blit(&point, Wrapping::Wrap);
view.display_render().unwrap();
gameloop::sleep_fps(FPS, None);
}
}
More examples
9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41
fn main() {
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(Vec3D::new(0.0, 0.0, 5.0), Vec3D::new(-0.5, 0.3, 0.0)),
FOV,
view.center(),
);
let cube = Mesh3D::default_cube();
fps_gameloop!(
{
view.clear();
viewport.transform.rotation.y -= 0.05;
},
{
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore,
);
view.display_render().unwrap();
},
FPS,
|elapsed: gameloop::Duration, frame_skip| {
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
}
);
}
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fn main() {
let mut view = View::new(50, 12, ColChar::BACKGROUND);
let mut blocks = vec![
Rect::new(Vec2D::new(0, 0), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 2), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 4), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 6), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 8), BLOCK_SIZE, FILL_CHAR),
Rect::new(Vec2D::new(0, 10), BLOCK_SIZE, FILL_CHAR),
];
let mut i = 0;
fps_gameloop!(
{
i += 1;
for j in 0..blocks.len() {
if i % 2_u32.pow(j as u32) == 0 {
blocks[j].pos.x += 1;
}
}
},
{
view.clear();
for block in &blocks {
view.blit(block, Wrapping::Wrap);
}
view.display_render().unwrap();
if blocks.iter().all(|b| b.pos.x % view.width as isize == 0) {
thread::sleep(Duration::from_secs(2));
};
},
200.0
);
}