SpriteBatch

Struct SpriteBatch 

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pub struct SpriteBatch { /* private fields */ }
Expand description

SpriteBatch is a datastructure that handle all sprites that have the same texture. And make only 1 drawCall to draw them all. this way you can highly optimise data sended to GPU. You should use it in system where there is a lot’s of sprite that should be drawn with the same shaders and the same texture. SpriteBatch is a kind of collection that implement some iterator traits.

    let texture = Rc::new(Texture::from_path("path_to_texture"));
    let mut batch = SpriteBatch::from(&texture);

    SpriteData

The idea behind SpriteBatch is to limit draw calls. Even if your sprites havn’t the same texture can pack textures. And give your Vertex text_coord the actual texture coordinate that you want to be drawn.

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impl SpriteBatch

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pub fn new() -> SpriteBatch

Create a new empty spriteBatch

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pub fn extend_from_slice(&mut self, slice: &mut [SpriteData])

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pub fn clear(&mut self)

Clear data.

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pub fn reserve(&mut self, len: usize)

Reserve data for vertice and sprites.

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pub fn sprites(&self) -> &[SpriteData]

Return spritedata slice

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pub fn sprites_mut(&mut self) -> &mut [SpriteData]

Return sprite mutable slice

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pub fn get_sprite_mut(&mut self, idx: usize) -> Option<&mut SpriteData>

Return maybe a mutable Slice.

Examples found in repository?
examples/batch.rs (line 54)
44fn event_process(event: Event, window: &mut Window, batch: &mut SpriteBatch) {
45    match event.1 {
46        Events::Key(Key::Escape, _, _, _) => {
47            window.close();
48        }
49        Events::Key(Key::W, _, Action::Press, _) => {
50            batch.translate(Vector::new(10.0, 10.0));
51        }
52        Events::Key(Key::D, _, Action::Press, _) => {
53            batch
54                .get_sprite_mut(0)
55                .unwrap()
56                .translate(Vector::new(10.0, 0.0));
57        }
58        Events::MouseButton(_, _, _) => {
59            println!("Mouse button !");
60        }
61        Events::CursorPos(x, y) => {
62            println!("x: {}, y: {}", x, y);
63        }
64        _ => println!("Another event !"),
65    }
66    drop(event);
67}
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pub fn get_sprite(&self, idx: usize) -> Option<&SpriteData>

Return maybe a SpriteData.

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pub fn push_sprite(&mut self, sprites: SpriteData)

Examples found in repository?
examples/batch.rs (line 23)
15fn main() -> Result<(), Box<Error>> {
16    let mut window = Window::new(gust::WIDTH, gust::HEIGHT, "Hello");
17
18    let texture = Rc::new(Texture::from_path("examples/texture/Dirt.png").unwrap());
19    let mut batch = SpriteBatch::from(&texture);
20    for i in 0..1_000_000 {
21        let mut data = SpriteData::new(Vector::new(i as f32 * 1.0, i as f32 * 10.0));
22        data.set_texture_raw([Vector::new(0.0, 0.0), Vector::new(1.0, 1.0)]);
23        batch.push_sprite(data);
24    }
25
26    let event_handler = EventHandler::new(&window);
27
28    window.set_clear_color(Color::new(0.45, 0.0, 1.0));
29    window.enable_cursor();
30    window.poll(None);
31    while window.is_open() {
32        window.poll_events();
33        for event in event_handler.fetch() {
34            event_process(event, &mut window, &mut batch);
35        }
36        window.clear();
37        window.draw_mut(&mut batch);
38        window.display();
39    }
40
41    Ok(())
42}
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pub fn pop_sprite(&mut self) -> Option<SpriteData>

Pop a sprite and return it’s data.

Trait Implementations§

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impl Clone for SpriteBatch

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fn clone(&self) -> SpriteBatch

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 SpriteBatch

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

Formats the value using the given formatter. Read more
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impl Default for SpriteBatch

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Drawable for SpriteBatch

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fn draw<T: Drawer>(&self, target: &mut T)

Draw the drawable structure, you need a Drawer(Where the struct will be draw)
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fn draw_with_context(&self, _context: &mut Context<'_>)

Draw with a particular context
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fn update(&mut self)

Update the openGL state of the drawable entity Should be call often so be carefull when implementing.
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fn setup_draw(&self, context: &mut Context<'_>)

Setup the draw for the final system you don’t have to implement it in a normal drawable
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impl DrawableMut for SpriteBatch

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fn draw_mut<T: Drawer>(&mut self, target: &mut T)

Mutable version of draw function.
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fn draw_with_context_mut(&mut self, context: &mut Context<'_>)

Mutable draw context function.
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impl From<&Rc<Texture>> for SpriteBatch

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fn from(what: &Rc<Texture>) -> SpriteBatch

Converts to this type from the input type.
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impl Movable for SpriteBatch

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fn translate<T>(&mut self, vec: Vector<T>)
where T: Scalar + Into<f32>,

Move the sprite off the offset
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fn get_position(&self) -> Vector<f32>

Get current position
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fn set_position<T>(&mut self, vec: Vector<T>)
where T: Scalar + Into<f32>,

Set position of the sprite
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impl Rotable for SpriteBatch

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fn rotate<T>(&mut self, angle: T)
where T: Scalar + Into<f32>,

Rotate from the actual angle with the angle given in argument.
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fn set_rotation<T>(&mut self, angle: T)
where T: Scalar + Into<f32>,

Set the rotation of the Rotable struct.
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fn get_rotation(&self) -> f32

Return the rotation of the struct.
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impl Scalable for SpriteBatch

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fn set_scale<T>(&mut self, vec: Vector<T>)
where T: Scalar + Into<f32>,

Set the scale of the sprite
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fn get_scale(&self) -> Vector<f32>

Get the current scale
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fn scale<T>(&mut self, factor: Vector<T>)
where T: Scalar + Into<f32>,

Scale the sprite from a factor
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impl Transformable for SpriteBatch

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fn contain<T: Scalar + Into<f32>>(&self, _vec: Point<T>) -> bool

Move the sprite off the offset.
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fn set_origin<T: Scalar + Into<f32>>(&mut self, origin: Vector<T>)

Set the origin of the object.
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fn get_origin(&self) -> Vector<f32>

Get the origin of the transformable.

Auto Trait Implementations§

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

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Gets the TypeId of self. Read more
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where T: ?Sized,

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

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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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fn from(t: T) -> T

Returns the argument unchanged.

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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> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

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type Output = T

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fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result
where T: Parameter<Self>,

Sets value as a parameter of self.
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where SS: SubsetOf<SP>,

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fn to_subset(&self) -> Option<SS>

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
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fn is_in_subset(&self) -> bool

Checks if self is actually part of its subset T (and can be converted to it).
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unsafe fn to_subset_unchecked(&self) -> SS

Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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fn from_subset(element: &SS) -> SP

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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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Uses borrowed data to replace owned data, usually by cloning. Read more
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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

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

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.