pub struct Sprite { /* private fields */ }Expand description
A sprite is a transformable drawable sprite
Display a sprite from a texture
use texture::Texture;
use sprite::Sprite;
let texture = Texture::new("assets/texture.jpg");
let sprite = Sprite::from_texture(Rc::clone(&texutre));
sprite.rotate(45.0);
sprite.set_position(Vector2::new(100.0, 200.0));A sprite is just attributes for textures to become printable …
Implementations§
Source§impl Sprite
impl Sprite
Sourcepub fn new() -> Sprite
pub fn new() -> Sprite
Create a empty sprite It’s not very useful but you can assign texture later
Sourcepub fn set_color(&mut self, color: &Color)
pub fn set_color(&mut self, color: &Color)
Set texture color
Examples found in repository?
48fn event_process(event: Event, window: &mut Window, sprites: &mut HashMap<&'static str, Sprite>) {
49 match event.1 {
50 pressed!(Escape) => window.close(),
51 pressed!(Space) => {
52 sprites.get_mut("dirt_1").unwrap().rotate(45.0);
53 }
54 pressed!(W) => {
55 sprites
56 .get_mut("dirt_2")
57 .unwrap()
58 .translate(Vector::new(0.0, -10.0));
59 }
60 pressed!(A) => {
61 sprites
62 .get_mut("dirt_2")
63 .unwrap()
64 .translate(Vector::new(-10.0, 0.0));
65 }
66 pressed!(S) => {
67 sprites
68 .get_mut("dirt_2")
69 .unwrap()
70 .translate(Vector::new(0.0, 10.0));
71 }
72 pressed!(D) => {
73 sprites
74 .get_mut("dirt_2")
75 .unwrap()
76 .translate(Vector::new(10.0, 0.0));
77 }
78 Events::MouseButton(glfw::MouseButtonLeft, Action::Press, _) => {
79 let mouse_pos = window.mouse_pos();
80
81 if let Some(sprite) = sprites.get_mut("dirt_1") {
82 if sprite.contain(mouse_pos) {
83 sprite.set_color(&Color::blue());
84 }
85 }
86 }
87 _ => {}
88 }
89}Sourcepub fn set_origin_to_center(&mut self) -> Result<(), SpriteError>
pub fn set_origin_to_center(&mut self) -> Result<(), SpriteError>
Set origin to center of the sprite. Can fail because a sprite sizes are defined by it’s texture, sometimes it can happend that there isn’t one. So it return an SpriteError::NoTexture
Examples found in repository?
9fn window1() -> Result<(), Box<Error>> {
10 let mut window = Window::new(600, 600, "Hello1");
11 let tex_leave = Rc::new(Texture::from_path("examples/texture/Z.png").unwrap());
12 let tex_dirt = Rc::new(Texture::from_path("examples/texture/Dirt.png").unwrap());
13 let mut sprite = Sprite::from(&tex_dirt);
14 let mut leave = Sprite::from(&tex_leave);
15 leave.set_position(Point::new(500.0, 500.0));
16 sprite.set_position(Point::new(10.0, 10.0));
17 leave.set_scale(Vector::new(0.5, 0.5));
18 leave.set_origin_to_center()?;
19
20 let event_handler = EventHandler::new(&window);
21
22 window.set_clear_color(Color::new(0.45, 0.0, 1.0));
23 window.enable_cursor();
24 window.poll(None);
25
26 while window.is_open() {
27 window.poll_events();
28 leave.rotate(1.0);
29 leave.update();
30 sprite.update();
31
32 for event in event_handler.fetch() {
33 event_process(event, &mut window);
34 }
35
36 window.clear();
37 window.draw(&mut sprite);
38 window.draw(&mut leave);
39 window.display();
40 }
41 Ok(())
42}More examples
8fn main() -> Result<(), Box<Error>> {
9 let mut window = Window::new(gust::WIDTH, gust::HEIGHT, "Hello");
10
11 let tex_leave = Rc::new(Texture::from_path("examples/texture/Z.png").unwrap());
12 let tex_dirt = Rc::new(Texture::from_path("examples/texture/Dirt.png").unwrap());
13 let mut sprite = Sprite::from(&tex_dirt);
14 let mut leave = Sprite::from(&tex_leave);
15 leave.set_position(Point::new(500.0, 500.0));
16 sprite.set_position(Point::new(10.0, 10.0));
17 leave.set_scale(Vector::new(0.5, 0.5));
18 leave.set_origin_to_center()?;
19
20 let event_handler = EventHandler::new(&window);
21
22 window.set_clear_color(Color::new(0.45, 0.0, 1.0));
23 window.enable_cursor();
24 window.poll(None);
25
26 while window.is_open() {
27 window.poll_events();
28 leave.rotate(1.0);
29 leave.update();
30 sprite.update();
31
32 for event in event_handler.fetch() {
33 event_process(event, &mut window);
34 }
35
36 window.clear();
37 window.draw(&sprite);
38 window.draw(&leave);
39 window.display();
40 }
41
42 Ok(())
43}7fn main() {
8 let mut window = Window::new(gust::WIDTH, gust::HEIGHT, "Hello");
9 let tex_leave = Rc::new(Texture::from_path("examples/texture/Z.png").unwrap());
10 let tex_dirt = Rc::new(Texture::from_path("examples/texture/Dirt.png").unwrap());
11 let event_handler = EventHandler::new(&window);
12 let mut sprite = Sprite::from(&tex_dirt);
13 let mut leave = Sprite::from(&tex_leave);
14
15 leave.set_position(Point::new(300.0, 300.0));
16 window.set_clear_color(Color::new(0.0, 0.0, 1.0));
17 window.enable_cursor();
18 window.poll(None);
19 leave.set_scale(Vector::new(0.5, 0.5));
20 leave
21 .set_origin_to_center()
22 .unwrap_or_else(|e| println!("{}", e));
23 while window.is_open() {
24 window.poll_events();
25 leave.rotate(1.0);
26 leave.update();
27 sprite.update();
28 window.view_mut().update();
29
30 for event in event_handler.fetch() {
31 event_process(event, &mut window);
32 }
33
34 window.clear();
35 window.draw(&mut sprite);
36 window.draw(&mut leave);
37 window.display();
38 }
39}Sourcepub fn set_texture(&mut self, texture: &Resource<Texture>)
pub fn set_texture(&mut self, texture: &Resource<Texture>)
Set a new texture and set the sprite to update state.
Trait Implementations§
Source§impl Drawable for Sprite
Drawing trait for sprite sturct
impl Drawable for Sprite
Drawing trait for sprite sturct
Source§fn draw_with_context<'a>(&self, context: &'a mut Context<'_>)
fn draw_with_context<'a>(&self, context: &'a mut Context<'_>)
Draw the actual sprite with your own context.
Source§fn update(&mut self)
fn update(&mut self)
Update the sprite, this is a heavy operation because it’s an operation that reconstruct the model matrix (that represent transformation of the sprite) from scratch. However this function is computed only when it’s necessary. (self.need_update == true) TODO: Make this computation in shader program.
Source§fn setup_draw(&self, context: &mut Context<'_>)
fn setup_draw(&self, context: &mut Context<'_>)
Source§impl DrawableMut for Sprite
impl DrawableMut for Sprite
Source§impl Rotable for Sprite
impl Rotable for Sprite
Source§fn rotate<T>(&mut self, angle: T)
fn rotate<T>(&mut self, angle: T)
Source§fn set_rotation<T>(&mut self, angle: T)
fn set_rotation<T>(&mut self, angle: T)
Source§fn get_rotation(&self) -> f32
fn get_rotation(&self) -> f32
Source§impl Transformable for Sprite
impl Transformable for Sprite
impl StructuralPartialEq for Sprite
Auto Trait Implementations§
impl Freeze for Sprite
impl RefUnwindSafe for Sprite
impl !Send for Sprite
impl !Sync for Sprite
impl Unpin for Sprite
impl UnsafeUnpin for Sprite
impl UnwindSafe for Sprite
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<T> SetParameter for T
impl<T> SetParameter for T
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
self is actually part of its subset T (and can be converted to it).Source§unsafe fn to_subset_unchecked(&self) -> SS
unsafe fn to_subset_unchecked(&self) -> SS
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
self to the equivalent element of its superset.