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 */
}Fields§
§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§
Source§impl<'res, T: Timeline<'res>, C: Camera> Canvas<'res, T, C>
impl<'res, T: Timeline<'res>, C: Camera> Canvas<'res, T, C>
pub fn new(timeline: T, camera: C) -> Self
Sourcepub fn queue_animation<Ani: Animation<'res>>(
&mut self,
animation: Ani,
duration: &Duration,
)
pub fn queue_animation<Ani: Animation<'res>>( &mut self, animation: Ani, duration: &Duration, )
Queues a new animation and advances the playhead by its duration.
Sourcepub fn advance_playhead(&mut self, step: &Duration)
pub fn advance_playhead(&mut self, step: &Duration)
Advanced the playhead manually.
pub fn add_mesh<Mesh: MeshLike + 'static>( &mut self, mesh: Mesh, ) -> MeshHandle<Mesh>
Sourcepub fn update_meshes(&mut self)
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.
Sourcepub fn mark_for_update<Mesh: MeshLike + 'static>(
&mut self,
mesh_handle: &MeshHandle<Mesh>,
)
pub fn mark_for_update<Mesh: MeshLike + 'static>( &mut self, mesh_handle: &MeshHandle<Mesh>, )
Marks a mesh for update.
pub fn with_instance<F: FnMut(Option<&mut RenderInstance>), Mesh: MeshLike>( &self, mesh_handle: &MeshHandle<Mesh>, closure: F, )
pub fn with_instance_unchecked<F: FnMut(&mut RenderInstance), Mesh: MeshLike>( &self, mesh_handle: &MeshHandle<Mesh>, closure: F, )
pub fn with_mesh<Mesh: MeshLike + 'static, F: FnMut(Option<&mut Mesh>)>( &mut self, mesh_handle: &MeshHandle<Mesh>, closure: F, )
pub fn with_mesh_unchecked<Mesh: MeshLike + 'static, F: FnMut(&mut Mesh)>( &mut self, mesh_handle: &MeshHandle<Mesh>, closure: F, )
pub fn resize(&mut self, size: (u32, u32))
pub fn run(&mut self)
pub fn snapshot(&mut self, time: f32, path: &str)
pub fn render_offscreen(&mut self)
Trait Implementations§
Source§impl<'res, T: Timeline<'res>, C: Camera> ApplicationHandler for Canvas<'res, T, C>
impl<'res, T: Timeline<'res>, C: Camera> ApplicationHandler for Canvas<'res, T, C>
Source§fn resumed(&mut self, event_loop: &ActiveEventLoop)
fn resumed(&mut self, event_loop: &ActiveEventLoop)
Source§fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_window_id: WindowId,
event: WindowEvent,
)
fn window_event( &mut self, event_loop: &ActiveEventLoop, _window_id: WindowId, event: WindowEvent, )
Source§fn new_events(&mut self, event_loop: &ActiveEventLoop, cause: StartCause)
fn new_events(&mut self, event_loop: &ActiveEventLoop, cause: StartCause)
Source§fn user_event(&mut self, event_loop: &ActiveEventLoop, event: T)
fn user_event(&mut self, event_loop: &ActiveEventLoop, event: T)
EventLoopProxy::send_event.Source§fn device_event(
&mut self,
event_loop: &ActiveEventLoop,
device_id: DeviceId,
event: DeviceEvent,
)
fn device_event( &mut self, event_loop: &ActiveEventLoop, device_id: DeviceId, event: DeviceEvent, )
Source§fn about_to_wait(&mut self, event_loop: &ActiveEventLoop)
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop)
Source§fn suspended(&mut self, event_loop: &ActiveEventLoop)
fn suspended(&mut self, event_loop: &ActiveEventLoop)
Source§fn exiting(&mut self, event_loop: &ActiveEventLoop)
fn exiting(&mut self, event_loop: &ActiveEventLoop)
Source§fn memory_warning(&mut self, event_loop: &ActiveEventLoop)
fn memory_warning(&mut self, event_loop: &ActiveEventLoop)
Auto Trait Implementations§
impl<'res, T, C> !Freeze for Canvas<'res, T, C>
impl<'res, T, C> !RefUnwindSafe for Canvas<'res, T, C>
impl<'res, T, C> !Send for Canvas<'res, T, C>
impl<'res, T, C> !Sync for Canvas<'res, T, C>
impl<'res, T, C> Unpin for Canvas<'res, T, C>
impl<'res, T, C> UnsafeUnpin for Canvas<'res, T, C>where
C: UnsafeUnpin,
T: UnsafeUnpin,
impl<'res, T, C> !UnwindSafe for Canvas<'res, T, C>
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
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
self is actually part of its subset T (and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
self to the equivalent element of its superset.