pub struct DrawTexture<'a> {
pub texture: &'a Texture,
pub target: Aabb2<f32>,
pub color: Rgba<f32>,
}
Expand description
Helper for rendering textures.
Fields§
§texture: &'a Texture
The texture to render.
target: Aabb2<f32>
World position to render at.
color: Rgba<f32>
Color to render the texture with.
Implementations§
Source§impl<'a> DrawTexture<'a>
impl<'a> DrawTexture<'a>
pub fn new(texture: &'a Texture) -> Self
pub fn colored(self, color: Rgba<f32>) -> Self
Sourcepub fn fit(self, target: Aabb2<f32>, align: vec2<f32>) -> Self
pub fn fit(self, target: Aabb2<f32>, align: vec2<f32>) -> Self
Fit into the target Aabb2 in world space and align.
Sourcepub fn fit_width(self, target: Aabb2<f32>, align: f32) -> Self
pub fn fit_width(self, target: Aabb2<f32>, align: f32) -> Self
Fit into the target Aabb2 by width in world space and align vertically.
Sourcepub fn fit_height(self, target: Aabb2<f32>, align: f32) -> Self
pub fn fit_height(self, target: Aabb2<f32>, align: f32) -> Self
Fit into the target Aabb2 by height in world space and align horizontally.
Sourcepub fn fit_screen(self, align: vec2<f32>, framebuffer: &Framebuffer<'_>) -> Self
pub fn fit_screen(self, align: vec2<f32>, framebuffer: &Framebuffer<'_>) -> Self
Fit to the whole framebuffer.
Sourcepub fn fit_screen_width(
self,
align: f32,
framebuffer: &mut Framebuffer<'_>,
) -> Self
pub fn fit_screen_width( self, align: f32, framebuffer: &mut Framebuffer<'_>, ) -> Self
Fit to the width of the framebuffer.
Sourcepub fn fit_screen_height(
self,
align: f32,
framebuffer: &mut Framebuffer<'_>,
) -> Self
pub fn fit_screen_height( self, align: f32, framebuffer: &mut Framebuffer<'_>, ) -> Self
Fit to the height of the framebuffer.
Sourcepub fn pixel_perfect(
self,
pos: vec2<f32>,
align: vec2<f32>,
camera: &impl AbstractCamera2d,
framebuffer: &mut Framebuffer<'_>,
) -> Self
pub fn pixel_perfect( self, pos: vec2<f32>, align: vec2<f32>, camera: &impl AbstractCamera2d, framebuffer: &mut Framebuffer<'_>, ) -> Self
Align to pixel-perfect: such that pixels of the texture align with the pixels of the framebuffer.
pub fn draw( self, camera: &impl AbstractCamera2d, geng: &Geng, framebuffer: &mut Framebuffer<'_>, )
Auto Trait Implementations§
impl<'a> Freeze for DrawTexture<'a>
impl<'a> !RefUnwindSafe for DrawTexture<'a>
impl<'a> !Send for DrawTexture<'a>
impl<'a> !Sync for DrawTexture<'a>
impl<'a> Unpin for DrawTexture<'a>
impl<'a> !UnwindSafe for DrawTexture<'a>
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