[−][src]Struct raylib::core::drawing::RaylibDrawHandle
Methods from Deref<Target = RaylibHandle>
pub fn update_camera(&self, camera: &mut Camera3D)[src]
Updates camera position for selected mode.
pub fn is_file_dropped(&self) -> bool[src]
Checks if a file has been dropped into the window.
pub fn get_dropped_files(&self) -> Vec<String>[src]
Gets dropped filenames.
pub fn is_key_pressed(&self, key: KeyboardKey) -> bool[src]
Detect if a key has been pressed once.
pub fn is_key_down(&self, key: KeyboardKey) -> bool[src]
Detect if a key is being pressed.
pub fn is_key_released(&self, key: KeyboardKey) -> bool[src]
Detect if a key has been released once.
pub fn is_key_up(&self, key: KeyboardKey) -> bool[src]
Detect if a key is NOT being pressed.
pub fn is_gamepad_available(&self, gamepad: u32) -> bool[src]
Detect if a gamepad is available.
pub fn is_gamepad_name(&self, gamepad: u32, name: &str) -> bool[src]
Checks gamepad name (if available).
pub fn get_gamepad_name(&self, gamepad: u32) -> Option<String>[src]
Returns gamepad internal name id.
pub fn is_gamepad_button_pressed(
&self,
gamepad: u32,
button: GamepadButton
) -> bool[src]
&self,
gamepad: u32,
button: GamepadButton
) -> bool
Detect if a gamepad button has been pressed once.
pub fn is_gamepad_button_down(
&self,
gamepad: u32,
button: GamepadButton
) -> bool[src]
&self,
gamepad: u32,
button: GamepadButton
) -> bool
Detect if a gamepad button is being pressed.
pub fn is_gamepad_button_released(
&self,
gamepad: u32,
button: GamepadButton
) -> bool[src]
&self,
gamepad: u32,
button: GamepadButton
) -> bool
Detect if a gamepad button has been released once.
pub fn is_gamepad_button_up(&self, gamepad: u32, button: GamepadButton) -> bool[src]
Detect if a gamepad button is NOT being pressed.
pub fn get_gamepad_button_pressed(&self) -> Option<GamepadButton>[src]
Gets the last gamepad button pressed.
pub fn get_gamepad_axis_count(&self, gamepad: u32) -> i32[src]
Returns gamepad axis count for a gamepad.
pub fn get_gamepad_axis_movement(&self, gamepad: u32, axis: u32) -> f32[src]
Returns axis movement value for a gamepad axis.
pub fn is_mouse_button_pressed(&self, button: MouseButton) -> bool[src]
Detect if a mouse button has been pressed once.
pub fn is_mouse_button_down(&self, button: MouseButton) -> bool[src]
Detect if a mouse button is being pressed.
pub fn is_mouse_button_released(&self, button: MouseButton) -> bool[src]
Detect if a mouse button has been released once.
pub fn is_mouse_button_up(&self, button: MouseButton) -> bool[src]
Detect if a mouse button is NOT being pressed.
pub fn get_mouse_x(&self) -> i32[src]
Returns mouse position X.
pub fn get_mouse_y(&self) -> i32[src]
Returns mouse position Y.
pub fn get_mouse_position(&self) -> Vector2[src]
Returns mouse position.
pub fn get_mouse_wheel_move(&self) -> i32[src]
Returns mouse wheel movement Y.
pub fn get_touch_x(&self) -> i32[src]
Returns touch position X for touch point 0 (relative to screen size).
pub fn get_touch_y(&self) -> i32[src]
Returns touch position Y for touch point 0 (relative to screen size).
pub fn get_touch_position(&self, index: u32) -> Vector2[src]
Returns touch position XY for a touch point index (relative to screen size).
pub fn set_gestures_enabled(&self, gesture_flags: u32)[src]
Enables a set of gestures using flags.
pub fn is_gesture_detected(&self, gesture: GestureType) -> bool[src]
Checks if a gesture have been detected.
pub fn get_gesture_detected(&self) -> u32[src]
Gets latest detected gesture.
pub fn get_touch_points_count(&self) -> u32[src]
Gets touch points count.
pub fn get_gesture_hold_duration(&self) -> f32[src]
Gets gesture hold time in milliseconds.
pub fn get_gesture_drag_vector(&self) -> Vector2[src]
Gets gesture drag vector.
pub fn get_gesture_drag_angle(&self) -> f32[src]
Gets gesture drag angle.
pub fn get_gesture_pinch_vector(&self) -> Vector2[src]
Gets gesture pinch delta.
pub fn get_gesture_pinch_angle(&self) -> f32[src]
Gets gesture pinch angle.
pub fn load_material_default(&self, _: &RaylibThread) -> WeakMaterial[src]
pub fn get_matrix_modelview(&self) -> Matrix[src]
Gets internal modelview matrix.
pub fn get_matrix_projection(&self) -> Matrix[src]
Gets internal projection matrix.
pub fn get_font_default(&self) -> WeakFont[src]
Gets the default font.
pub fn get_clipboard_text(&self) -> Result<String, Utf8Error>[src]
Get clipboard text content
pub fn get_mouse_ray(
&self,
mouse_position: impl Into<Vector2>,
camera: impl Into<Camera>
) -> Ray[src]
&self,
mouse_position: impl Into<Vector2>,
camera: impl Into<Camera>
) -> Ray
Returns a ray trace from mouse position
pub fn get_world_to_screen(
&self,
position: impl Into<Vector3>,
camera: impl Into<Camera>
) -> Vector2[src]
&self,
position: impl Into<Vector3>,
camera: impl Into<Camera>
) -> Vector2
Returns the screen space position for a 3d world space position
pub fn get_world_to_screen2D(
&self,
position: impl Into<Vector2>,
camera: impl Into<Camera2D>
) -> Vector2[src]
&self,
position: impl Into<Vector2>,
camera: impl Into<Camera2D>
) -> Vector2
Returns the screen space position for a 2d camera world space position
pub fn get_world_to_screen_ex(
&self,
position: impl Into<Vector3>,
camera: impl Into<Camera>,
width: i32,
height: i32
) -> Vector2[src]
&self,
position: impl Into<Vector3>,
camera: impl Into<Camera>,
width: i32,
height: i32
) -> Vector2
Returns size position for a 3d world space position
pub fn get_screen_to_world2D(
&self,
position: impl Into<Vector2>,
camera: impl Into<Camera2D>
) -> Vector2[src]
&self,
position: impl Into<Vector2>,
camera: impl Into<Camera2D>
) -> Vector2
Returns the world space position for a 2d camera screen space position
pub fn get_fps(&self) -> u32[src]
Returns current FPS
pub fn get_frame_time(&self) -> f32[src]
Returns time in seconds for last frame drawn
pub fn get_time(&self) -> f64[src]
Returns elapsed time in seconds since InitWindow()
pub fn window_should_close(&self) -> bool[src]
Checks if KEY_ESCAPE or Close icon was pressed.
pub fn is_window_ready(&self) -> bool[src]
Checks if window has been initialized successfully.
pub fn is_window_minimized(&self) -> bool[src]
Checks if window has been minimized (or lost focus).
pub fn is_window_resized(&self) -> bool[src]
Checks if window has been resized.
pub fn is_window_hidden(&self) -> bool[src]
Checks if window has been hidden.
pub fn set_window_title(&self, _: &RaylibThread, title: &str)[src]
Sets title for window (only on desktop platforms).
pub fn get_screen_width(&self) -> i32[src]
Gets current screen width.
pub fn get_screen_height(&self) -> i32[src]
Gets current screen height.
pub fn get_window_position(&self) -> Vector2[src]
Get window position
pub fn is_cursor_hidden(&self) -> bool[src]
Checks if mouse cursor is not visible.
Trait Implementations
impl<'a> Deref for RaylibDrawHandle<'a>[src]
type Target = RaylibHandle
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target[src]
impl<'a> Drop for RaylibDrawHandle<'a>[src]
impl<'a> RaylibDraw for RaylibDrawHandle<'a>[src]
fn clear_background(&mut self, color: impl Into<Color>)[src]
fn set_shapes_texture(
&mut self,
texture: impl AsRef<Texture2D>,
source: impl Into<Rectangle>
)[src]
&mut self,
texture: impl AsRef<Texture2D>,
source: impl Into<Rectangle>
)
fn draw_pixel(&mut self, x: i32, y: i32, color: impl Into<Color>)[src]
fn draw_pixel_v(
&mut self,
position: impl Into<Vector2>,
color: impl Into<Color>
)[src]
&mut self,
position: impl Into<Vector2>,
color: impl Into<Color>
)
fn draw_line(
&mut self,
start_pos_x: i32,
start_pos_y: i32,
end_pos_x: i32,
end_pos_y: i32,
color: impl Into<Color>
)[src]
&mut self,
start_pos_x: i32,
start_pos_y: i32,
end_pos_x: i32,
end_pos_y: i32,
color: impl Into<Color>
)
fn draw_line_v(
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
color: impl Into<Color>
)[src]
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
color: impl Into<Color>
)
fn draw_line_ex(
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>
)[src]
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>
)
fn draw_line_bezier(
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>
)[src]
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>
)
fn draw_line_strip(&mut self, points: &[Vector2], color: impl Into<Color>)[src]
fn draw_circle(
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
color: impl Into<Color>
)[src]
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
color: impl Into<Color>
)
fn draw_circle_sector(
&mut self,
center: impl Into<Vector2>,
radius: f32,
start_angle: i32,
end_angle: i32,
segments: i32,
color: impl Into<Color>
)[src]
&mut self,
center: impl Into<Vector2>,
radius: f32,
start_angle: i32,
end_angle: i32,
segments: i32,
color: impl Into<Color>
)
fn draw_circle_sector_lines(
&mut self,
center: impl Into<Vector2>,
radius: f32,
start_angle: i32,
end_angle: i32,
segments: i32,
color: impl Into<Color>
)[src]
&mut self,
center: impl Into<Vector2>,
radius: f32,
start_angle: i32,
end_angle: i32,
segments: i32,
color: impl Into<Color>
)
fn draw_circle_gradient(
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
color1: impl Into<Color>,
color2: impl Into<Color>
)[src]
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
color1: impl Into<Color>,
color2: impl Into<Color>
)
fn draw_circle_v(
&mut self,
center: impl Into<Vector2>,
radius: f32,
color: impl Into<Color>
)[src]
&mut self,
center: impl Into<Vector2>,
radius: f32,
color: impl Into<Color>
)
fn draw_circle_lines(
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
color: impl Into<Color>
)[src]
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
color: impl Into<Color>
)
fn draw_ellipse(
&mut self,
center_x: i32,
center_y: i32,
radius_h: f32,
radius_v: f32,
color: impl Into<Color>
)[src]
&mut self,
center_x: i32,
center_y: i32,
radius_h: f32,
radius_v: f32,
color: impl Into<Color>
)
fn draw_ellipse_lines(
&mut self,
center_x: i32,
center_y: i32,
radius_h: f32,
radius_v: f32,
color: impl Into<Color>
)[src]
&mut self,
center_x: i32,
center_y: i32,
radius_h: f32,
radius_v: f32,
color: impl Into<Color>
)
fn draw_ring(
&mut self,
center: impl Into<Vector2>,
inner_radius: f32,
outer_radius: f32,
start_angle: i32,
end_angle: i32,
segments: i32,
color: impl Into<Color>
)[src]
&mut self,
center: impl Into<Vector2>,
inner_radius: f32,
outer_radius: f32,
start_angle: i32,
end_angle: i32,
segments: i32,
color: impl Into<Color>
)
fn draw_ring_lines(
&mut self,
center: impl Into<Vector2>,
inner_radius: f32,
outer_radius: f32,
start_angle: i32,
end_angle: i32,
segments: i32,
color: impl Into<Color>
)[src]
&mut self,
center: impl Into<Vector2>,
inner_radius: f32,
outer_radius: f32,
start_angle: i32,
end_angle: i32,
segments: i32,
color: impl Into<Color>
)
fn draw_rectangle(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color: impl Into<Color>
)[src]
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color: impl Into<Color>
)
fn draw_rectangle_v(
&mut self,
position: impl Into<Vector2>,
size: impl Into<Vector2>,
color: impl Into<Color>
)[src]
&mut self,
position: impl Into<Vector2>,
size: impl Into<Vector2>,
color: impl Into<Color>
)
fn draw_rectangle_rec(
&mut self,
rec: impl Into<Rectangle>,
color: impl Into<Color>
)[src]
&mut self,
rec: impl Into<Rectangle>,
color: impl Into<Color>
)
fn draw_rectangle_pro(
&mut self,
rec: impl Into<Rectangle>,
origin: impl Into<Vector2>,
rotation: f32,
color: impl Into<Color>
)[src]
&mut self,
rec: impl Into<Rectangle>,
origin: impl Into<Vector2>,
rotation: f32,
color: impl Into<Color>
)
fn draw_rectangle_gradient_v(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color1: impl Into<Color>,
color2: impl Into<Color>
)[src]
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color1: impl Into<Color>,
color2: impl Into<Color>
)
fn draw_rectangle_gradient_h(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color1: impl Into<Color>,
color2: impl Into<Color>
)[src]
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color1: impl Into<Color>,
color2: impl Into<Color>
)
fn draw_rectangle_gradient_ex(
&mut self,
rec: impl Into<Rectangle>,
col1: impl Into<Color>,
col2: impl Into<Color>,
col3: impl Into<Color>,
col4: impl Into<Color>
)[src]
&mut self,
rec: impl Into<Rectangle>,
col1: impl Into<Color>,
col2: impl Into<Color>,
col3: impl Into<Color>,
col4: impl Into<Color>
)
fn draw_rectangle_lines(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color: impl Into<Color>
)[src]
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color: impl Into<Color>
)
fn draw_rectangle_lines_ex(
&mut self,
rec: impl Into<Rectangle>,
line_thick: i32,
color: impl Into<Color>
)[src]
&mut self,
rec: impl Into<Rectangle>,
line_thick: i32,
color: impl Into<Color>
)
fn draw_rectangle_rounded(
&mut self,
rec: impl Into<Rectangle>,
roundness: f32,
segments: i32,
color: impl Into<Color>
)[src]
&mut self,
rec: impl Into<Rectangle>,
roundness: f32,
segments: i32,
color: impl Into<Color>
)
fn draw_rectangle_rounded_lines(
&mut self,
rec: impl Into<Rectangle>,
roundness: f32,
segments: i32,
line_thickness: i32,
color: impl Into<Color>
)[src]
&mut self,
rec: impl Into<Rectangle>,
roundness: f32,
segments: i32,
line_thickness: i32,
color: impl Into<Color>
)
fn draw_triangle(
&mut self,
v1: impl Into<Vector2>,
v2: impl Into<Vector2>,
v3: impl Into<Vector2>,
color: impl Into<Color>
)[src]
&mut self,
v1: impl Into<Vector2>,
v2: impl Into<Vector2>,
v3: impl Into<Vector2>,
color: impl Into<Color>
)
fn draw_triangle_lines(
&mut self,
v1: impl Into<Vector2>,
v2: impl Into<Vector2>,
v3: impl Into<Vector2>,
color: impl Into<Color>
)[src]
&mut self,
v1: impl Into<Vector2>,
v2: impl Into<Vector2>,
v3: impl Into<Vector2>,
color: impl Into<Color>
)
fn draw_triangle_fan(&mut self, points: &[Vector2], color: impl Into<Color>)[src]
fn draw_triangle_strip(&mut self, points: &[Vector2], color: impl Into<Color>)[src]
fn draw_poly(
&mut self,
center: impl Into<Vector2>,
sides: i32,
radius: f32,
rotation: f32,
color: impl Into<Color>
)[src]
&mut self,
center: impl Into<Vector2>,
sides: i32,
radius: f32,
rotation: f32,
color: impl Into<Color>
)
fn draw_poly_lines(
&mut self,
center: impl Into<Vector2>,
sides: i32,
radius: f32,
rotation: f32,
color: impl Into<Color>
)[src]
&mut self,
center: impl Into<Vector2>,
sides: i32,
radius: f32,
rotation: f32,
color: impl Into<Color>
)
fn draw_texture(
&mut self,
texture: impl AsRef<Texture2D>,
x: i32,
y: i32,
tint: impl Into<Color>
)[src]
&mut self,
texture: impl AsRef<Texture2D>,
x: i32,
y: i32,
tint: impl Into<Color>
)
fn draw_texture_v(
&mut self,
texture: impl AsRef<Texture2D>,
position: impl Into<Vector2>,
tint: impl Into<Color>
)[src]
&mut self,
texture: impl AsRef<Texture2D>,
position: impl Into<Vector2>,
tint: impl Into<Color>
)
fn draw_texture_ex(
&mut self,
texture: impl AsRef<Texture2D>,
position: impl Into<Vector2>,
rotation: f32,
scale: f32,
tint: impl Into<Color>
)[src]
&mut self,
texture: impl AsRef<Texture2D>,
position: impl Into<Vector2>,
rotation: f32,
scale: f32,
tint: impl Into<Color>
)
fn draw_texture_rec(
&mut self,
texture: impl AsRef<Texture2D>,
source_rec: impl Into<Rectangle>,
position: impl Into<Vector2>,
tint: impl Into<Color>
)[src]
&mut self,
texture: impl AsRef<Texture2D>,
source_rec: impl Into<Rectangle>,
position: impl Into<Vector2>,
tint: impl Into<Color>
)
fn draw_texture_quad(
&mut self,
texture: impl AsRef<Texture2D>,
tiling: impl Into<Vector2>,
offset: impl Into<Vector2>,
quad: impl Into<Rectangle>,
tint: impl Into<Color>
)[src]
&mut self,
texture: impl AsRef<Texture2D>,
tiling: impl Into<Vector2>,
offset: impl Into<Vector2>,
quad: impl Into<Rectangle>,
tint: impl Into<Color>
)
fn draw_texture_pro(
&mut self,
texture: impl AsRef<Texture2D>,
source_rec: impl Into<Rectangle>,
dest_rec: impl Into<Rectangle>,
origin: impl Into<Vector2>,
rotation: f32,
tint: impl Into<Color>
)[src]
&mut self,
texture: impl AsRef<Texture2D>,
source_rec: impl Into<Rectangle>,
dest_rec: impl Into<Rectangle>,
origin: impl Into<Vector2>,
rotation: f32,
tint: impl Into<Color>
)
fn draw_texture_n_patch(
&mut self,
texture: impl AsRef<Texture2D>,
n_patch_info: impl Into<NPatchInfo>,
dest_rec: impl Into<Rectangle>,
origin: impl Into<Vector2>,
rotation: f32,
tint: impl Into<Color>
)[src]
&mut self,
texture: impl AsRef<Texture2D>,
n_patch_info: impl Into<NPatchInfo>,
dest_rec: impl Into<Rectangle>,
origin: impl Into<Vector2>,
rotation: f32,
tint: impl Into<Color>
)
fn draw_fps(&mut self, x: i32, y: i32)[src]
fn draw_text(
&mut self,
text: &str,
x: i32,
y: i32,
font_size: i32,
color: impl Into<Color>
)[src]
&mut self,
text: &str,
x: i32,
y: i32,
font_size: i32,
color: impl Into<Color>
)
fn draw_text_ex(
&mut self,
font: impl AsRef<Font>,
text: &str,
position: impl Into<Vector2>,
font_size: f32,
spacing: f32,
tint: impl Into<Color>
)[src]
&mut self,
font: impl AsRef<Font>,
text: &str,
position: impl Into<Vector2>,
font_size: f32,
spacing: f32,
tint: impl Into<Color>
)
fn draw_text_rec(
&mut self,
font: impl AsRef<Font>,
text: &str,
rec: impl Into<Rectangle>,
font_size: f32,
spacing: f32,
word_wrap: bool,
tint: impl Into<Color>
)[src]
&mut self,
font: impl AsRef<Font>,
text: &str,
rec: impl Into<Rectangle>,
font_size: f32,
spacing: f32,
word_wrap: bool,
tint: impl Into<Color>
)
fn draw_text_rec_ex(
&mut self,
font: impl AsRef<Font>,
text: &str,
rec: impl Into<Rectangle>,
font_size: f32,
spacing: f32,
word_wrap: bool,
tint: impl Into<Color>,
select_start: i32,
select_length: i32,
select_text: impl Into<Color>,
select_back: impl Into<Color>
)[src]
&mut self,
font: impl AsRef<Font>,
text: &str,
rec: impl Into<Rectangle>,
font_size: f32,
spacing: f32,
word_wrap: bool,
tint: impl Into<Color>,
select_start: i32,
select_length: i32,
select_text: impl Into<Color>,
select_back: impl Into<Color>
)
fn draw_text_codepoint(
&mut self,
font: impl AsRef<Font>,
codepoint: i32,
position: impl Into<Vector2>,
scale: f32,
tint: impl Into<Color>
)[src]
&mut self,
font: impl AsRef<Font>,
codepoint: i32,
position: impl Into<Vector2>,
scale: f32,
tint: impl Into<Color>
)
impl<'a> RaylibTextureModeExt for RaylibDrawHandle<'a>[src]
#[must_use]fn begin_texture_mode<'a>(
&'a mut self,
framebuffer: &'a mut RenderTexture2D
) -> RaylibTextureMode<'_, Self>[src]
&'a mut self,
framebuffer: &'a mut RenderTexture2D
) -> RaylibTextureMode<'_, Self>
impl<'a> RaylibVRModeExt for RaylibDrawHandle<'a>[src]
#[must_use]fn begin_vr_mode<'a>(&'a mut self, vr: &'a RaylibVR) -> RaylibVRMode<'_, Self>[src]
Auto Trait Implementations
impl<'a> RefUnwindSafe for RaylibDrawHandle<'a>
impl<'a> Send for RaylibDrawHandle<'a>
impl<'a> Sync for RaylibDrawHandle<'a>
impl<'a> Unpin for RaylibDrawHandle<'a>
impl<'a> !UnwindSafe for RaylibDrawHandle<'a>
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized, [src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized, [src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T[src]
impl<T> From<T> for T[src]
impl<T, U> Into<U> for T where
U: From<T>, [src]
U: From<T>,
impl<D> RaylibBlendModeExt for D where
D: RaylibDraw, [src]
D: RaylibDraw,
#[must_use]fn begin_blend_mode(
&mut self,
blend_mode: BlendMode
) -> RaylibBlendMode<'_, Self>[src]
&mut self,
blend_mode: BlendMode
) -> RaylibBlendMode<'_, Self>
impl<D> RaylibMode2DExt for D where
D: RaylibDraw, [src]
D: RaylibDraw,
#[must_use]fn begin_mode2D(
&mut self,
camera: impl Into<Camera2D>
) -> RaylibMode2D<'_, Self>[src]
&mut self,
camera: impl Into<Camera2D>
) -> RaylibMode2D<'_, Self>
impl<D> RaylibMode3DExt for D where
D: RaylibDraw, [src]
D: RaylibDraw,
#[must_use]fn begin_mode3D(
&mut self,
camera: impl Into<Camera3D>
) -> RaylibMode3D<'_, Self>[src]
&mut self,
camera: impl Into<Camera3D>
) -> RaylibMode3D<'_, Self>
impl<D> RaylibScissorModeExt for D where
D: RaylibDraw, [src]
D: RaylibDraw,
#[must_use]fn begin_scissor_mode(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32
) -> RaylibScissorMode<'_, Self>[src]
&mut self,
x: i32,
y: i32,
width: i32,
height: i32
) -> RaylibScissorMode<'_, Self>
impl<D> RaylibShaderModeExt for D where
D: RaylibDraw, [src]
D: RaylibDraw,
#[must_use]fn begin_shader_mode<'a>(
&'a mut self,
shader: &'a Shader
) -> RaylibShaderMode<'_, Self>[src]
&'a mut self,
shader: &'a Shader
) -> RaylibShaderMode<'_, Self>
impl<T, U> TryFrom<U> for T where
U: Into<T>, [src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>, [src]
U: TryFrom<T>,