Struct gfx_text::Renderer
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pub struct Renderer<R: Resources, F: Factory<R>> { /* fields omitted */ }
Text renderer.
Methods
impl<R: Resources, F: Factory<R>> Renderer<R, F>
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fn add(&mut self, text: &str, pos: [i32; 2], color: [f32; 4])
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Add some text to the current draw scene relative to the top left corner of the screen using pixel coordinates.
fn add_anchored(
&mut self,
text: &str,
pos: [i32; 2],
horizontal: HorizontalAnchor,
vertical: VerticalAnchor,
color: [f32; 4]
)
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&mut self,
text: &str,
pos: [i32; 2],
horizontal: HorizontalAnchor,
vertical: VerticalAnchor,
color: [f32; 4]
)
Add text to the draw scene by anchoring an edge or mid-point to a position defined in screen pixel coordinates.
fn add_at(&mut self, text: &str, pos: [f32; 3], color: [f32; 4])
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Add some text to the draw scene using absolute world coordinates.
fn draw<C: CommandBuffer<R>, T: RenderFormat>(
&mut self,
encoder: &mut Encoder<R, C>,
target: &RenderTargetView<R, T>
) -> Result<(), Error>
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&mut self,
encoder: &mut Encoder<R, C>,
target: &RenderTargetView<R, T>
) -> Result<(), Error>
Draw the current scene and clear state.
Examples
⚠Be careful when using this code, it's not being tested!
text.add("Test1", [10, 10], [1.0, 0.0, 0.0, 1.0]); text.add("Test2", [20, 20], [0.0, 1.0, 0.0, 1.0]); text.draw(&mut encoder, &color_output).unwrap();
fn draw_at<C: CommandBuffer<R>, T: RenderFormat>(
&mut self,
encoder: &mut Encoder<R, C>,
target: &RenderTargetView<R, T>,
proj: [[f32; 4]; 4]
) -> Result<(), Error>
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&mut self,
encoder: &mut Encoder<R, C>,
target: &RenderTargetView<R, T>,
proj: [[f32; 4]; 4]
) -> Result<(), Error>
Draw using provided projection matrix.
Examples
⚠Be careful when using this code, it's not being tested!
text.add_at("Test1", [6.0, 0.0, 0.0], [1.0, 0.0, 0.0, 1.0]); text.add_at("Test2", [0.0, 5.0, 0.0], [0.0, 1.0, 0.0, 1.0]); text.draw_at(&mut encoder, &color_output, camera_projection).unwrap();
fn measure(&self, text: &str) -> (i32, i32)
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Get the bounding box size of a string as rendered by this font.