Struct pixel_game_lib::font::Font
source · pub struct Font { /* private fields */ }
Expand description
Pixel font loaded from an image.
Implementations§
source§impl Font
impl Font
sourcepub fn from_buffer_with_alpha<B>(
buffer: B,
alpha: u8,
char_size: Extent2<u8>
) -> Selfwhere
B: ToBlitBuffer,
pub fn from_buffer_with_alpha<B>(
buffer: B,
alpha: u8,
char_size: Extent2<u8>
) -> Selfwhere
B: ToBlitBuffer,
Construct the font from a bitmap with an alpha channel.
sourcepub fn from_buffer_with_mask_color<B>(
buffer: B,
mask_color: u32,
char_size: Extent2<u8>
) -> Selfwhere
B: ToBlitBuffer,
pub fn from_buffer_with_mask_color<B>(
buffer: B,
mask_color: u32,
char_size: Extent2<u8>
) -> Selfwhere
B: ToBlitBuffer,
Construct the font from a bitmap where a single color is the alpha mask.
sourcepub fn render(&self, text: &str, position: Vec2<f64>, canvas: &mut Canvas<'_>)
pub fn render(&self, text: &str, position: Vec2<f64>, canvas: &mut Canvas<'_>)
Render ASCII text on a pixel buffer.
Start from the top-left.
sourcepub fn render_centered(
&self,
text: &str,
position: Vec2<f64>,
canvas: &mut Canvas<'_>
)
pub fn render_centered( &self, text: &str, position: Vec2<f64>, canvas: &mut Canvas<'_> )
Render ASCII text on a pixel buffer.
Center the text around the point. Currently does not support multi-line strings yet.
Examples found in repository?
examples/font.rs (lines 41-49)
19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53
fn main() {
// Window configuration with default pixel size and scaling
let window_config = WindowConfig {
..Default::default()
};
// Load a font for the widgets
let font = font();
// Open the window and start the game-loop
pixel_game_lib::window(
// We don't use any state so we pass a zero-sized type
(),
window_config.clone(),
// Update loop exposing input events we can handle, this is where you would handle the game logic
|_state, input, _mouse, _dt| {
// Exit when escape is pressed
input.key_pressed(KeyCode::Escape)
},
// Render loop exposing the pixel buffer we can mutate
move |_state, canvas, _dt| {
// Draw the text at the center of the screen
font.render_centered(
"pixel-game-lib font example",
Vec2::new(
window_config.buffer_size.w / 2,
window_config.buffer_size.h / 2,
)
.as_(),
canvas,
);
},
)
.expect("Error opening window");
}
Trait Implementations§
source§impl Compound for Font
impl Compound for Font
source§fn load(cache: AnyCache<'_>, id: &SharedString) -> Result<Self, BoxedError>
fn load(cache: AnyCache<'_>, id: &SharedString) -> Result<Self, BoxedError>
Loads an asset from the cache. Read more
source§const HOT_RELOADED: bool = true
const HOT_RELOADED: bool = true
If
false
, disable hot-reloading for assets of this type (true
by
default). If so, you may want to implement NotHotReloaded
for this
type to enable additional functions.Auto Trait Implementations§
impl Freeze for Font
impl RefUnwindSafe for Font
impl Send for Font
impl Sync for Font
impl Unpin for Font
impl UnwindSafe for Font
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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(where Trait: Downcast
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can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
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. Rc<Any>
can then be
further downcast
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source§impl<SS, SP> SupersetOf<SS> for SPwhere
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