Struct Sprite

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#[non_exhaustive]
pub struct Sprite { pub pos: Vec2D, pub texture: String, pub modifier: Modifier, pub align: TextAlign2D, }
Expand description

The Sprite takes a multi-line string as a parameter, and can be used to draw ASCII art to a Canvas

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§pos: Vec2D

The position from which the sprite will be drawn from

§texture: String

The ACII texture (pun intended) displayed by the Sprite

§modifier: Modifier

A raw Modifier, determining the appearance of the Sprite

§align: TextAlign2D

How the Sprite should align to the position

Implementations§

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impl Sprite

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pub fn new(pos: Vec2D, texture: &str, modifier: Modifier) -> Self

Create a new Sprite struct. All newlines at the beginning of the texture will be removed

Examples found in repository?
examples/self-resizing.rs (line 23)
16fn main() {
17    let mut scale_view = ScaleFitView::new(ColChar::BACKGROUND);
18
19    let mut text = Text::new(Vec2D::ZERO, "This is some centered text!", Modifier::None)
20        .with_align(TextAlign::Centered);
21
22    let mut sprite =
23        Sprite::new(Vec2D::ZERO, TEXTURE, Modifier::None).with_align(TextAlign2D::CENTERED);
24
25    loop {
26        text.pos = scale_view.intended_size() / 2;
27        sprite.pos = scale_view.intended_size() / 2;
28        sprite.pos.y -= 5;
29
30        scale_view.update();
31        scale_view.view.draw(&text);
32        scale_view.view.draw(&sprite);
33        let _ = scale_view.view.display_render();
34
35        thread::sleep(Duration::from_millis(10));
36    }
37}
More examples
Hide additional examples
examples/complex-scene.rs (lines 34-38)
15fn main() {
16    let mut view = View::new(60, 10, BACKGROUND_CHAR);
17
18    let mut pixel = Pixel::new(Vec2D::new(5, 9), FILL_CHAR);
19
20    let mut line = Line::new(Vec2D::new(2, 8), Vec2D::new(28, 7), FILL_CHAR);
21    let mut line1_direction = -1;
22
23    let rect = Rect::new(
24        Vec2D { x: 11, y: 1 },
25        Vec2D { x: 9, y: 3 },
26        ColChar::SOLID.with_rgb(200, 30, 0),
27    );
28
29    let test_image = r"
30  ______
31 /|_||_\`.__
32(   _    _ _\
33=`-(_)--(_)-'   ";
34    let mut sprite = Sprite::new(
35        Vec2D::new(30, 1),
36        test_image,
37        Modifier::from_rgb(20, 200, 0),
38    );
39
40    let mut draw_elapsed = Duration::default();
41    let mut render_elapsed = Duration::default();
42    fps_gameloop!(
43        {
44            pixel.pos.x += 2;
45            // loop the position back to the other side. This can be done with `WrappingMode::Wrap` but it won't change the element's actual position, so the pixel position being printed would continue to increase without looping
46            pixel.pos %= view.size();
47
48            line.pos1.y += line1_direction;
49            line.pos0.y = 10 - line.pos1.y;
50            if line.pos1.y > 7 {
51                line1_direction = -1;
52            } else if line.pos1.y < 3 {
53                line1_direction = 1;
54            }
55
56            sprite.pos.x += 1;
57        },
58        {
59            view.clear();
60
61            let now = Instant::now();
62            view.wrapping_mode = WrappingMode::Panic;
63            view.draw(&pixel);
64            view.draw(&line);
65            view.draw(&rect);
66            view.wrapping_mode = WrappingMode::Wrap;
67            view.draw(&sprite);
68            draw_elapsed = now.elapsed();
69
70            let now = Instant::now();
71            let _ = view.display_render();
72            render_elapsed = now.elapsed();
73        },
74        FPS,
75        |total_elapsed: Duration, _frame_skip| {
76            println!(
77                "Drawing: {:.2?} microseconds | Rendering: {:.2?} microseconds| Total: {:.2?}",
78                draw_elapsed.as_micros(),
79                render_elapsed.as_micros(),
80                total_elapsed.as_micros()
81            );
82            println!("Pixel position: {}", pixel.pos);
83        }
84    );
85}
Source

pub const fn with_align(self, align: TextAlign2D) -> Self

Return the Sprite with an updated align property. Consumes the original Sprite

Examples found in repository?
examples/self-resizing.rs (line 23)
16fn main() {
17    let mut scale_view = ScaleFitView::new(ColChar::BACKGROUND);
18
19    let mut text = Text::new(Vec2D::ZERO, "This is some centered text!", Modifier::None)
20        .with_align(TextAlign::Centered);
21
22    let mut sprite =
23        Sprite::new(Vec2D::ZERO, TEXTURE, Modifier::None).with_align(TextAlign2D::CENTERED);
24
25    loop {
26        text.pos = scale_view.intended_size() / 2;
27        sprite.pos = scale_view.intended_size() / 2;
28        sprite.pos.y -= 5;
29
30        scale_view.update();
31        scale_view.view.draw(&text);
32        scale_view.view.draw(&sprite);
33        let _ = scale_view.view.display_render();
34
35        thread::sleep(Duration::from_millis(10));
36    }
37}

Trait Implementations§

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impl CanDraw for Sprite

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fn draw_to(&self, canvas: &mut impl Canvas)

Draw the element to a struct that implements CanDraw
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impl Clone for Sprite

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fn clone(&self) -> Sprite

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Sprite

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl Freeze for Sprite

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impl RefUnwindSafe for Sprite

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impl Send for Sprite

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impl Sync for Sprite

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impl Unpin for Sprite

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impl UnwindSafe for Sprite

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.