Struct let_engine::objects::labels::Label
source · pub struct Label {
pub transform: Transform,
pub appearance: Appearance,
pub font: Font,
pub text: String,
pub scale: Vec2,
pub align: [f32; 2],
/* private fields */
}Expand description
A Label object made to display text.
note
It is recommended to sync or update the text with all other visible labels so the texture of all labels change to the same texture. At the beginning of the game update all the text gets rendered if any labels changed. This produces a new texture which if not synced to every label produces multiple textures, which take more memory.
Fields§
§transform: Transform§appearance: Appearance§font: Font§text: String§scale: Vec2§align: [f32; 2]Implementations§
source§impl Label
impl Label
sourcepub fn new(
resources: &Resources,
font: &Font,
create_info: LabelCreateInfo
) -> Self
pub fn new( resources: &Resources, font: &Font, create_info: LabelCreateInfo ) -> Self
Creates a new label with the given settings.
sourcepub fn update(&mut self)
pub fn update(&mut self)
Updates the local information of this label from the layer, in case it has changed if for example the parent was changed too.
sourcepub fn update_text(&mut self, text: String)
pub fn update_text(&mut self, text: String)
Changes the text of the label and updates it on the layer.
Trait Implementations§
source§impl GameObject for Label
impl GameObject for Label
source§fn set_isometry(&mut self, position: Vec2, rotation: f32)
fn set_isometry(&mut self, position: Vec2, rotation: f32)
Sets the position and rotation of the label.
source§fn public_transform(&self) -> Transform
fn public_transform(&self) -> Transform
Returns the public position of the label.
source§fn appearance(&self) -> &Appearance
fn appearance(&self) -> &Appearance
Returns a reference of the appearance of the label.
fn set_parent_transform(&mut self, transform: Transform)
fn init_to_layer( &mut self, id: usize, parent: &NObject, rigid_body_parent: RigidBodyParent, _layer: &Layer ) -> NObject
fn remove_event(&mut self)
fn as_any(&self) -> &dyn Any
fn as_node(&self) -> NObject
fn collider_handle(&self) -> Option<ColliderHandle>
fn rigidbody_handle(&self) -> Option<RigidBodyHandle>
Auto Trait Implementations§
impl !RefUnwindSafe for Label
impl Send for Label
impl Sync for Label
impl Unpin for Label
impl !UnwindSafe for Label
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
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§impl<T> Downcast for Twhere
T: Any,
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§fn into_any(self: Box<T>) -> Box<dyn Any>
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impl<SS, SP> SupersetOf<SS> for SPwhere SS: SubsetOf<SP>,
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fn is_in_subset(&self) -> bool
Checks if
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fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.