Struct DrawTexture

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pub struct DrawTexture<'a> {
    pub texture: &'a Texture,
    pub target: Aabb2<f32>,
    pub color: Rgba<f32>,
}
Expand description

Helper for rendering textures.

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§texture: &'a Texture

The texture to render.

§target: Aabb2<f32>

World position to render at.

§color: Rgba<f32>

Color to render the texture with.

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impl<'a> DrawTexture<'a>

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pub fn new(texture: &'a Texture) -> Self

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pub fn colored(self, color: Rgba<f32>) -> Self

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pub fn fit(self, target: Aabb2<f32>, align: vec2<f32>) -> Self

Fit into the target Aabb2 in world space and align.

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pub fn fit_width(self, target: Aabb2<f32>, align: f32) -> Self

Fit into the target Aabb2 by width in world space and align vertically.

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pub fn fit_height(self, target: Aabb2<f32>, align: f32) -> Self

Fit into the target Aabb2 by height in world space and align horizontally.

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pub fn fit_screen(self, align: vec2<f32>, framebuffer: &Framebuffer<'_>) -> Self

Fit to the whole framebuffer.

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pub fn fit_screen_width( self, align: f32, framebuffer: &mut Framebuffer<'_>, ) -> Self

Fit to the width of the framebuffer.

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pub fn fit_screen_height( self, align: f32, framebuffer: &mut Framebuffer<'_>, ) -> Self

Fit to the height of the framebuffer.

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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.

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pub fn draw( self, camera: &impl AbstractCamera2d, geng: &Geng, framebuffer: &mut Framebuffer<'_>, )

Auto Trait Implementations§

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impl<'a> Freeze for DrawTexture<'a>

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impl<'a> !RefUnwindSafe for DrawTexture<'a>

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impl<'a> !Send for DrawTexture<'a>

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impl<'a> !Sync for DrawTexture<'a>

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impl<'a> Unpin for DrawTexture<'a>

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impl<'a> !UnwindSafe for DrawTexture<'a>

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