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Canvas

Struct Canvas 

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pub struct Canvas<'res, T: Timeline<'res>, C: Camera> {
    pub size: (u32, u32),
    pub camera: C,
    pub on_window_event: Box<dyn FnMut(&ActiveEventLoop, &WindowEvent, &mut C)>,
    pub timeline: T,
    pub playhead: f32,
    pub scene: Rc<RefCell<Scene>>,
    pub mesh_pool: Rc<RefCell<MeshPool>>,
    pub update_flags: HashMap<MraphicsID, bool>,
    pub clear_color: Color<f64>,
    /* private fields */
}

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§size: (u32, u32)§camera: C§on_window_event: Box<dyn FnMut(&ActiveEventLoop, &WindowEvent, &mut C)>§timeline: T§playhead: f32§scene: Rc<RefCell<Scene>>

The underlying scene for this canvas. Wrapped in Rc to enable shared ownership across timeline actions.

§mesh_pool: Rc<RefCell<MeshPool>>

Manages all meshes of this canvas. Wrapped in Rc to enable shared ownership across timeline actions.

§update_flags: HashMap<MraphicsID, bool>

Tracks which meshes need to be updated.

The Canvas automatically manages these flags. You can manually set a flag to true to force a mesh update, though this is rarely needed.

§clear_color: Color<f64>

Implementations§

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impl<'res, T: Timeline<'res>, C: Camera> Canvas<'res, T, C>

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pub fn new(timeline: T, camera: C) -> Self

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pub fn queue_animation<Ani: Animation<'res>>( &mut self, animation: Ani, duration: &Duration, )

Queues a new animation and advances the playhead by its duration.

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pub fn advance_playhead(&mut self, step: &Duration)

Advanced the playhead manually.

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pub fn add_mesh<Mesh: MeshLike + 'static>( &mut self, mesh: Mesh, ) -> MeshHandle<Mesh>

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pub fn update_meshes(&mut self)

Updates all meshes marked as needing update and clears their dirty flags.

This method processes all meshes with true in Self::update_flags, performs necessary updates (triggers MeshLike::update and then [InstanceUpdater::update_instance]) and then resets their flags to false.

This is automatically called by Canvas during rendering, but you can manually invoke it to force immediate updates when needed.

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pub fn mark_for_update<Mesh: MeshLike + 'static>( &mut self, mesh_handle: &MeshHandle<Mesh>, )

Marks a mesh for update.

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pub fn with_instance<F: FnMut(Option<&mut RenderInstance>), Mesh: MeshLike>( &self, mesh_handle: &MeshHandle<Mesh>, closure: F, )

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pub fn with_instance_unchecked<F: FnMut(&mut RenderInstance), Mesh: MeshLike>( &self, mesh_handle: &MeshHandle<Mesh>, closure: F, )

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pub fn with_mesh<Mesh: MeshLike + 'static, F: FnMut(Option<&mut Mesh>)>( &mut self, mesh_handle: &MeshHandle<Mesh>, closure: F, )

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pub fn with_mesh_unchecked<Mesh: MeshLike + 'static, F: FnMut(&mut Mesh)>( &mut self, mesh_handle: &MeshHandle<Mesh>, closure: F, )

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pub fn resize(&mut self, size: (u32, u32))

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pub fn run(&mut self)

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pub fn snapshot(&mut self, time: f32, path: &str)

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pub fn render_offscreen(&mut self)

Trait Implementations§

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impl<'res, T: Timeline<'res>, C: Camera> ApplicationHandler for Canvas<'res, T, C>

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fn resumed(&mut self, event_loop: &ActiveEventLoop)

Emitted when the application has been resumed. Read more
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fn window_event( &mut self, event_loop: &ActiveEventLoop, _window_id: WindowId, event: WindowEvent, )

Emitted when the OS sends an event to a winit window.
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fn new_events(&mut self, event_loop: &ActiveEventLoop, cause: StartCause)

Emitted when new events arrive from the OS to be processed. Read more
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fn user_event(&mut self, event_loop: &ActiveEventLoop, event: T)

Emitted when an event is sent from EventLoopProxy::send_event.
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fn device_event( &mut self, event_loop: &ActiveEventLoop, device_id: DeviceId, event: DeviceEvent, )

Emitted when the OS sends an event to a device.
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fn about_to_wait(&mut self, event_loop: &ActiveEventLoop)

Emitted when the event loop is about to block and wait for new events. Read more
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fn suspended(&mut self, event_loop: &ActiveEventLoop)

Emitted when the application has been suspended. Read more
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fn exiting(&mut self, event_loop: &ActiveEventLoop)

Emitted when the event loop is being shut down. Read more
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fn memory_warning(&mut self, event_loop: &ActiveEventLoop)

Emitted when the application has received a memory warning. Read more

Auto Trait Implementations§

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impl<'res, T, C> !Freeze for Canvas<'res, T, C>

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impl<'res, T, C> !RefUnwindSafe for Canvas<'res, T, C>

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impl<'res, T, C> !Send for Canvas<'res, T, C>

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impl<'res, T, C> !Sync for Canvas<'res, T, C>

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impl<'res, T, C> Unpin for Canvas<'res, T, C>
where C: Unpin, T: Unpin,

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impl<'res, T, C> UnsafeUnpin for Canvas<'res, T, C>
where C: UnsafeUnpin, T: UnsafeUnpin,

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impl<'res, T, C> !UnwindSafe for Canvas<'res, T, C>

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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