pub fn try_camera(
context: &SceneContext<'_>,
content: impl Into<Node>,
view: Camera,
) -> Result<Node, ValidationError>Expand description
Applies the inverse view to a subtree, not to subsequent HUD nodes. No font discovery, old layers, new node kind or implicit viewport clip is added.
use motion_core::prelude::*;
use motion_core::{
DisplayList, RasterLimits, ResourceStore, ValidatedDisplayList, MAX_PATH_VERBS,
MAX_STROKE_VERBS, MAX_SVG_PATH_BYTES, sample_offsets,
};
let cache = SceneCache::new(0);
let context = SceneContext::new(Time::ZERO, fps!(30), Size::new(8.0, 8.0), &cache);
let view = Camera {
center: Point::new(10.0, 5.0),
zoom: 2.0,
rotation: 0.0,
};
let node = camera(
&context,
Rect::new(9.0, 4.0, 11.0, 6.0).fill(Color::WHITE),
view,
);
assert_eq!(
view.world_to_screen(&context, view.center)?,
context.center()
);
node.compile(
context.size(),
PixelSize::new(8, 8),
ValidationLimits::default(),
)?;