pub struct SceneManager<P, I, F, L> { /* private fields */ }Expand description
The scene manager is the main entry point when it comes to writing a
renderer for livesplit-core. When provided with a LayoutState, it places
Entities into a Scene and updates it accordingly as the
LayoutState changes. It is up to a specific renderer to then take the
Scene and render out the Entities. There is a
ResourceAllocator trait that defines the types of resources an
Entity consists of. A specific renderer can then provide an
implementation that provides the resources it can render out. Those
resources are images, paths, i.e. lines, quadratic and cubic bezier
curves, fonts and labels.
Implementations§
Source§impl<P: SharedOwnership, I: SharedOwnership, F, L: SharedOwnership> SceneManager<P, I, F, L>
impl<P: SharedOwnership, I: SharedOwnership, F, L: SharedOwnership> SceneManager<P, I, F, L>
Sourcepub fn new(
allocator: impl ResourceAllocator<Path = P, Image = I, Font = F, Label = L>,
) -> Self
pub fn new( allocator: impl ResourceAllocator<Path = P, Image = I, Font = F, Label = L>, ) -> Self
Creates a new scene manager.
Sourcepub fn update_scene<A: ResourceAllocator<Path = P, Image = I, Font = F, Label = L>>(
&mut self,
allocator: A,
resolution: (f32, f32),
state: &LayoutState,
) -> Option<(f32, f32)>
pub fn update_scene<A: ResourceAllocator<Path = P, Image = I, Font = F, Label = L>>( &mut self, allocator: A, resolution: (f32, f32), state: &LayoutState, ) -> Option<(f32, f32)>
Updates the Scene by updating the Entities according to
the LayoutState provided. The ResourceAllocator is used to
allocate the resources necessary that the Entities use. A
resolution needs to be provided as well so that the Entities
are positioned and sized correctly for a renderer to then consume. If a
change in the layout size is detected, a new more suitable resolution
for subsequent updates is being returned. This is however merely a hint
and can be completely ignored.
Auto Trait Implementations§
impl<P, I, F, L> Freeze for SceneManager<P, I, F, L>
impl<P, I, F, L> RefUnwindSafe for SceneManager<P, I, F, L>
impl<P, I, F, L> Send for SceneManager<P, I, F, L>
impl<P, I, F, L> Sync for SceneManager<P, I, F, L>
impl<P, I, F, L> Unpin for SceneManager<P, I, F, L>
impl<P, I, F, L> UnwindSafe for SceneManager<P, I, F, L>
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