pub enum CameraScaling {
    Stretch = 1,
    Linear = 2,
    Circle = 3,
    Limited = 4,
    Expand = 5,
}
Expand description

The 4 Camera scaling modes determine how far you can see when the window changes scale. For 2D games those are a problem because there will always be someone with a monitor or window with a weird aspect ratio that can see much more than others when it’s not on stretch mode. Those are the options in this game engine:

Variants§

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Stretch = 1

Goes from -1 to 1 in both x and y. So the camera view stretches when the window is not square.

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Linear = 2

Tries to have the same width*height surface area all the time. When Making the window really thin you can see the same surface area, so you could see really far.

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Circle = 3

It’s similar to Linear but you can’t look that far the tighter the window is.

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Limited = 4

The biggest side is always -1 to 1. Simple and more unfair the tighter your window is.

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Expand = 5

The bigger the window is the more you can see. Good for HUDs, text and textures.

Trait Implementations§

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impl Clone for CameraScaling

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fn clone(&self) -> CameraScaling

Returns a copy 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 CameraScaling

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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 CameraScaling

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl PartialEq for CameraScaling

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fn eq(&self, other: &CameraScaling) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for CameraScaling

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impl StructuralPartialEq for CameraScaling

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