Struct gemini_engine::elements::geometry::Rect
source · pub struct Rect {
pub pos: Vec2D,
pub size: Vec2D,
pub fill_char: ColChar,
}Expand description
The Rect takes a position and size, and returns a rectangle at that position with the given width and size when blit to a View
Fields§
§pos: Vec2DThe position of the top-left corner of the Rect
size: Vec2DThe size of the Rect, extending from Rect::pos
fill_char: ColCharImplementations§
source§impl Rect
impl Rect
sourcepub fn new(pos: Vec2D, size: Vec2D, fill_char: ColChar) -> Self
pub fn new(pos: Vec2D, size: Vec2D, fill_char: ColChar) -> Self
Examples found in repository?
examples/multi-movement.rs (line 22)
18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53
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, block) in blocks.iter_mut().enumerate() {
if i % 2_u32.pow(j as u32) == 0 {
block.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
);
}More examples
examples/complex-scene.rs (lines 21-25)
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 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81
fn main() {
let mut view = View::new(60, 10, BACKGROUND_CHAR);
view.coord_numbers_in_render = true;
let mut point = Point::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!(
{
point.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 point position being printed would continue to increase without looping
point.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(&point, 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();
view.display_render().unwrap();
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!("Point position: {}", point.pos);
}
);
}Trait Implementations§
source§impl ViewElement for Rect
impl ViewElement for Rect
source§fn active_pixels(&self) -> Vec<Point>
fn active_pixels(&self) -> Vec<Point>
Return a vector of every coordinate where a pixel should be placed and its respective
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 outputAuto Trait Implementations§
impl RefUnwindSafe for Rect
impl Send for Rect
impl Sync for Rect
impl Unpin for Rect
impl UnwindSafe for Rect
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