pub struct RaylibScissorMode<'a, T: 'a>(/* private fields */);Expand description
RAII draw handle for a scissor (clipping rectangle) mode — calls EndScissorMode on drop.
While alive, the GPU discards fragments outside the rectangle (x, y, width, height)
passed to the constructor — draws are clipped to that region. Drop runs EndScissorMode,
removing the scissor test so subsequent draws cover the full framebuffer again.
Implements RaylibDraw (and RaylibDraw3D when the parent surface does) via deref.
§Examples
use raylib::prelude::*;
use raylib::test_harness::*;
with_headless(64, 64, |rl, thread| {
let img = render_frame(rl, thread, |d| {
d.clear_background(Color::WHITE);
{
// Clip subsequent draws to a 20×20 region at (10, 10).
let mut s = d.begin_scissor_mode(10, 10, 20, 20);
// Even though the rectangle is 64×64, only the clipped 20×20 paints RED.
s.draw_rectangle(0, 0, 64, 64, Color::RED);
}
});
// Inside the scissor region: RED.
assert_pixel(&img, 15, 15, Color::RED, 0);
// Outside the scissor region: untouched WHITE.
assert_pixel(&img, 5, 5, Color::WHITE, 0);
assert_pixel(&img, 40, 40, Color::WHITE, 0);
});§See also
RaylibScissorModeExt::begin_scissor_mode— constructor for this guard.
Trait Implementations§
Source§impl<'a, T: 'a> Deref for RaylibScissorMode<'a, T>
impl<'a, T: 'a> Deref for RaylibScissorMode<'a, T>
Source§impl<'a, T: 'a> DerefMut for RaylibScissorMode<'a, T>
impl<'a, T: 'a> DerefMut for RaylibScissorMode<'a, T>
Source§impl<'a, T: 'a> Drop for RaylibScissorMode<'a, T>
impl<'a, T: 'a> Drop for RaylibScissorMode<'a, T>
Source§impl<'a, T: 'a> RaylibDraw for RaylibScissorMode<'a, T>
impl<'a, T: 'a> RaylibDraw for RaylibScissorMode<'a, T>
Source§fn clear_background(&mut self, color: impl Into<Color>)
fn clear_background(&mut self, color: impl Into<Color>)
Sets background color (framebuffer clear color.into()).
Source§fn get_shapes_texture(&self) -> Texture2D
fn get_shapes_texture(&self) -> Texture2D
Get texture that is used for shapes drawing
Source§fn get_shapes_texture_rectangle(&self) -> Rectangle
fn get_shapes_texture_rectangle(&self) -> Rectangle
Get texture source rectangle that is used for shapes drawing
Source§fn set_shapes_texture(
&mut self,
texture: impl AsRef<Texture2D>,
source: impl Into<Rectangle>,
)
fn set_shapes_texture( &mut self, texture: impl AsRef<Texture2D>, source: impl Into<Rectangle>, )
Define default texture used to draw shapes
Source§fn draw_pixel_v(
&mut self,
position: impl Into<Vector2>,
color: impl Into<Color>,
)
fn draw_pixel_v( &mut self, position: impl Into<Vector2>, color: impl Into<Color>, )
Draws a pixel (Vector version).
Source§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>,
)
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>, )
Draws a line.
Source§fn draw_line_v(
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
color: impl Into<Color>,
)
fn draw_line_v( &mut self, start_pos: impl Into<Vector2>, end_pos: impl Into<Vector2>, color: impl Into<Color>, )
Draws a line (Vector version).
Source§fn draw_line_ex(
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
thick: f32,
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>, )
Draws a line with thickness.
Source§fn draw_line_bezier(
&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>, )
Draws a line using cubic-bezier curves in-out.
Source§fn draw_line_dashed(
&mut self,
start: impl Into<Vector2>,
end: impl Into<Vector2>,
dash_size: i32,
space_size: i32,
color: impl Into<Color>,
)
fn draw_line_dashed( &mut self, start: impl Into<Vector2>, end: impl Into<Vector2>, dash_size: i32, space_size: i32, color: impl Into<Color>, )
Draw a dashed line. Read more
Source§fn draw_line_strip(&mut self, points: &[Vector2], color: impl Into<Color>)
fn draw_line_strip(&mut self, points: &[Vector2], color: impl Into<Color>)
Draw lines sequence
Source§fn draw_circle(
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
color: impl Into<Color>,
)
fn draw_circle( &mut self, center_x: i32, center_y: i32, radius: f32, color: impl Into<Color>, )
Draws a color-filled circle.
Source§fn draw_circle_sector(
&mut self,
center: impl Into<Vector2>,
radius: f32,
start_angle: f32,
end_angle: f32,
segments: i32,
color: impl Into<Color>,
)
fn draw_circle_sector( &mut self, center: impl Into<Vector2>, radius: f32, start_angle: f32, end_angle: f32, segments: i32, color: impl Into<Color>, )
Draw a piece of a circle
Source§fn draw_circle_sector_lines(
&mut self,
center: impl Into<Vector2>,
radius: f32,
start_angle: f32,
end_angle: f32,
segments: i32,
color: impl Into<Color>,
)
fn draw_circle_sector_lines( &mut self, center: impl Into<Vector2>, radius: f32, start_angle: f32, end_angle: f32, segments: i32, color: impl Into<Color>, )
Draw circle sector outline
Source§fn draw_circle_gradient(
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
inner: impl Into<Color>,
outer: impl Into<Color>,
)
fn draw_circle_gradient( &mut self, center_x: i32, center_y: i32, radius: f32, inner: impl Into<Color>, outer: impl Into<Color>, )
Draws a gradient-filled circle.
Source§fn draw_circle_v(
&mut self,
center: impl Into<Vector2>,
radius: f32,
color: impl Into<Color>,
)
fn draw_circle_v( &mut self, center: impl Into<Vector2>, radius: f32, color: impl Into<Color>, )
Draws a color-filled circle (Vector version).
Source§fn draw_circle_lines(
&mut self,
center_x: i32,
center_y: i32,
radius: f32,
color: impl Into<Color>,
)
fn draw_circle_lines( &mut self, center_x: i32, center_y: i32, radius: f32, color: impl Into<Color>, )
Draws circle outline.
Source§fn draw_circle_lines_v(
&mut self,
center: impl Into<Vector2>,
radius: f32,
color: impl Into<Color>,
)
fn draw_circle_lines_v( &mut self, center: impl Into<Vector2>, radius: f32, color: impl Into<Color>, )
Draws circle outline. (Vector Version)
Source§fn draw_ellipse(
&mut self,
center_x: i32,
center_y: i32,
radius_h: f32,
radius_v: 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>, )
Draws ellipse.
Source§fn draw_ellipse_v(
&mut self,
center: impl Into<Vector2>,
radius_h: f32,
radius_v: f32,
color: impl Into<Color>,
)
fn draw_ellipse_v( &mut self, center: impl Into<Vector2>, radius_h: f32, radius_v: f32, color: impl Into<Color>, )
Draws ellipse using a Vector2 center.
Source§fn draw_ellipse_lines(
&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>, )
Draws ellipse.
Source§fn draw_ellipse_lines_v(
&mut self,
center: impl Into<Vector2>,
radius_h: f32,
radius_v: f32,
color: impl Into<Color>,
)
fn draw_ellipse_lines_v( &mut self, center: impl Into<Vector2>, radius_h: f32, radius_v: f32, color: impl Into<Color>, )
Draws ellipse outline using a Vector2 center.
Source§fn draw_ring(
&mut self,
center: impl Into<Vector2>,
inner_radius: f32,
outer_radius: f32,
start_angle: f32,
end_angle: f32,
segments: i32,
color: impl Into<Color>,
)
fn draw_ring( &mut self, center: impl Into<Vector2>, inner_radius: f32, outer_radius: f32, start_angle: f32, end_angle: f32, segments: i32, color: impl Into<Color>, )
Draw ring
Source§fn draw_ring_lines(
&mut self,
center: impl Into<Vector2>,
inner_radius: f32,
outer_radius: f32,
start_angle: f32,
end_angle: f32,
segments: i32,
color: impl Into<Color>,
)
fn draw_ring_lines( &mut self, center: impl Into<Vector2>, inner_radius: f32, outer_radius: f32, start_angle: f32, end_angle: f32, segments: i32, color: impl Into<Color>, )
Draw ring lines
Source§fn draw_rectangle(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color: impl Into<Color>,
)
fn draw_rectangle( &mut self, x: i32, y: i32, width: i32, height: i32, color: impl Into<Color>, )
Draws a color-filled rectangle.
Source§fn draw_rectangle_v(
&mut self,
position: impl Into<Vector2>,
size: impl Into<Vector2>,
color: impl Into<Color>,
)
fn draw_rectangle_v( &mut self, position: impl Into<Vector2>, size: impl Into<Vector2>, color: impl Into<Color>, )
Draws a color-filled rectangle (Vector version).
Source§fn draw_rectangle_rec(
&mut self,
rec: impl Into<Rectangle>,
color: impl Into<Color>,
)
fn draw_rectangle_rec( &mut self, rec: impl Into<Rectangle>, color: impl Into<Color>, )
Draws a color-filled rectangle from
rec.Source§fn draw_rectangle_pro(
&mut self,
rec: impl Into<Rectangle>,
origin: impl Into<Vector2>,
rotation: f32,
color: impl Into<Color>,
)
fn draw_rectangle_pro( &mut self, rec: impl Into<Rectangle>, origin: impl Into<Vector2>, rotation: f32, color: impl Into<Color>, )
Draws a color-filled rectangle with pro parameters.
Source§fn draw_rectangle_gradient_v(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color1: impl Into<Color>,
color2: 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>, )
Draws a vertical-gradient-filled rectangle. Read more
Source§fn draw_rectangle_gradient_h(
&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>, )
Draws a horizontal-gradient-filled rectangle. Read more
Source§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>,
)
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>, )
Draws a gradient-filled rectangle with custom vertex colors. Read more
Source§fn draw_rectangle_lines(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
color: impl Into<Color>,
)
fn draw_rectangle_lines( &mut self, x: i32, y: i32, width: i32, height: i32, color: impl Into<Color>, )
Draws rectangle outline.
Source§fn draw_rectangle_lines_ex(
&mut self,
rec: impl Into<Rectangle>,
line_thick: f32,
color: impl Into<Color>,
)
fn draw_rectangle_lines_ex( &mut self, rec: impl Into<Rectangle>, line_thick: f32, color: impl Into<Color>, )
Draws rectangle outline with extended parameters.
Source§fn draw_rectangle_rounded(
&mut self,
rec: impl Into<Rectangle>,
roundness: f32,
segments: i32,
color: impl Into<Color>,
)
fn draw_rectangle_rounded( &mut self, rec: impl Into<Rectangle>, roundness: f32, segments: i32, color: impl Into<Color>, )
Draws rectangle with rounded edges.
Source§fn draw_rectangle_rounded_lines(
&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, color: impl Into<Color>, )
Draws rectangle outline with rounded edges included.
Source§fn draw_rectangle_rounded_lines_ex(
&mut self,
rec: impl Into<Rectangle>,
roundness: f32,
segments: i32,
line_thickness: f32,
color: impl Into<Color>,
)
fn draw_rectangle_rounded_lines_ex( &mut self, rec: impl Into<Rectangle>, roundness: f32, segments: i32, line_thickness: f32, color: impl Into<Color>, )
Draw rectangle with rounded edges outline
Source§fn draw_triangle(
&mut self,
v1: impl Into<Vector2>,
v2: impl Into<Vector2>,
v3: impl Into<Vector2>,
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>, )
Draws a triangle.
Source§fn draw_triangle_lines(
&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>, )
Draws a triangle using lines.
Source§fn draw_triangle_fan(&mut self, points: &[Vector2], color: impl Into<Color>)
fn draw_triangle_fan(&mut self, points: &[Vector2], color: impl Into<Color>)
Draw a triangle fan defined by points.
Source§fn draw_triangle_strip(&mut self, points: &[Vector2], color: impl Into<Color>)
fn draw_triangle_strip(&mut self, points: &[Vector2], color: impl Into<Color>)
Draw a triangle strip defined by points
Source§fn draw_poly(
&mut self,
center: impl Into<Vector2>,
sides: i32,
radius: f32,
rotation: f32,
color: impl Into<Color>,
)
fn draw_poly( &mut self, center: impl Into<Vector2>, sides: i32, radius: f32, rotation: f32, color: impl Into<Color>, )
Draws a regular polygon of n sides (Vector version).
Source§fn draw_poly_lines(
&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>, )
Draws a regular polygon of n sides (Vector version).
Source§fn draw_texture(
&mut self,
texture: impl AsRef<Texture2D>,
x: i32,
y: i32,
tint: impl Into<Color>,
)
fn draw_texture( &mut self, texture: impl AsRef<Texture2D>, x: i32, y: i32, tint: impl Into<Color>, )
Draws a
texture using specified position and tint color.Source§fn draw_texture_v(
&mut self,
texture: impl AsRef<Texture2D>,
position: impl Into<Vector2>,
tint: impl Into<Color>,
)
fn draw_texture_v( &mut self, texture: impl AsRef<Texture2D>, position: impl Into<Vector2>, tint: impl Into<Color>, )
Draws a
texture using specified position vector and tint color.Source§fn draw_texture_ex(
&mut self,
texture: impl AsRef<Texture2D>,
position: impl Into<Vector2>,
rotation: f32,
scale: f32,
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>, )
Draws a
texture with extended parameters.Source§fn draw_texture_rec(
&mut self,
texture: impl AsRef<Texture2D>,
source_rec: impl Into<Rectangle>,
position: impl Into<Vector2>,
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>, )
Draws from a region of
texture defined by the source_rec rectangle.Source§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>,
)
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>, )
Draw from a region of
texture defined by the source_rec rectangle with pro parameters.Source§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>,
)
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>, )
Draws a texture (or part of it) that stretches or shrinks nicely
Source§fn draw_text(
&mut self,
text: &str,
x: i32,
y: i32,
font_size: i32,
color: impl Into<Color>,
)
fn draw_text( &mut self, text: &str, x: i32, y: i32, font_size: i32, color: impl Into<Color>, )
Draws text (using default font).
This does not support UTF-8. Use
[RaylibDrawHandle::draw_text_codepoints] for that.Source§fn draw_text_codepoints(
&mut self,
font: impl AsRef<Font>,
text: &str,
position: impl Into<Vector2>,
font_size: f32,
spacing: f32,
tint: impl Into<Color>,
)
fn draw_text_codepoints( &mut self, font: impl AsRef<Font>, text: &str, position: impl Into<Vector2>, font_size: f32, spacing: f32, tint: impl Into<Color>, )
Draws text (using default font) with support for UTF-8.
If you do not need UTF-8, use
[RaylibDrawHandle::draw_text].Source§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>,
)
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>, )
Draws text using
font and additional parameters.Source§fn draw_text_pro(
&mut self,
font: impl AsRef<Font>,
text: &str,
position: impl Into<Vector2>,
origin: impl Into<Vector2>,
rotation: f32,
font_size: f32,
spacing: f32,
tint: impl Into<Color>,
)
fn draw_text_pro( &mut self, font: impl AsRef<Font>, text: &str, position: impl Into<Vector2>, origin: impl Into<Vector2>, rotation: f32, font_size: f32, spacing: f32, tint: impl Into<Color>, )
Draw text using Font and pro parameters (rotation)
Source§fn draw_text_codepoint(
&mut self,
font: impl AsRef<Font>,
codepoint: i32,
position: impl Into<Vector2>,
scale: f32,
tint: 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>, )
Draw one character (codepoint)
Source§fn enable_event_waiting(&self)
fn enable_event_waiting(&self)
Enable waiting for events when the handle is dropped, no automatic event polling
Source§fn disable_event_waiting(&self)
fn disable_event_waiting(&self)
Disable waiting for events when the handle is dropped, no automatic event polling
Source§fn draw_poly_lines_ex(
&mut self,
center: impl Into<Vector2>,
sides: i32,
radius: f32,
rotation: f32,
line_thick: f32,
color: impl Into<Color>,
)
fn draw_poly_lines_ex( &mut self, center: impl Into<Vector2>, sides: i32, radius: f32, rotation: f32, line_thick: f32, color: impl Into<Color>, )
Draw a polygon outline of n sides with extended parameters
Source§fn draw_spline_linear(
&mut self,
points: &[Vector2],
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_linear( &mut self, points: &[Vector2], thick: f32, color: impl Into<Color>, )
Draw spline: Linear, minimum 2 points
Source§fn draw_spline_basis(
&mut self,
points: &[Vector2],
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_basis( &mut self, points: &[Vector2], thick: f32, color: impl Into<Color>, )
Draw spline: B-Spline, minimum 4 points
Source§fn draw_spline_catmull_rom(
&mut self,
points: &[Vector2],
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_catmull_rom( &mut self, points: &[Vector2], thick: f32, color: impl Into<Color>, )
Draw spline: Catmull-Rom, minimum 4 points
Source§fn draw_spline_bezier_quadratic(
&mut self,
points: &[Vector2],
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_bezier_quadratic( &mut self, points: &[Vector2], thick: f32, color: impl Into<Color>, )
Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4…]
Source§fn draw_spline_bezier_cubic(
&mut self,
points: &[Vector2],
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_bezier_cubic( &mut self, points: &[Vector2], thick: f32, color: impl Into<Color>, )
Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6…]
Source§fn draw_spline_segment_linear(
&mut self,
p1: impl Into<Vector2>,
p2: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_segment_linear( &mut self, p1: impl Into<Vector2>, p2: impl Into<Vector2>, thick: f32, color: impl Into<Color>, )
Draw spline segment: Linear, 2 points
Source§fn draw_spline_segment_basis(
&mut self,
p1: impl Into<Vector2>,
p2: impl Into<Vector2>,
p3: impl Into<Vector2>,
p4: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_segment_basis( &mut self, p1: impl Into<Vector2>, p2: impl Into<Vector2>, p3: impl Into<Vector2>, p4: impl Into<Vector2>, thick: f32, color: impl Into<Color>, )
Draw spline segment: B-Spline, 4 points
Source§fn draw_spline_segment_catmull_rom(
&mut self,
p1: impl Into<Vector2>,
p2: impl Into<Vector2>,
p3: impl Into<Vector2>,
p4: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_segment_catmull_rom( &mut self, p1: impl Into<Vector2>, p2: impl Into<Vector2>, p3: impl Into<Vector2>, p4: impl Into<Vector2>, thick: f32, color: impl Into<Color>, )
Draw spline segment: Catmull-Rom, 4 points
Source§fn draw_spline_segment_bezier_quadratic(
&mut self,
p1: impl Into<Vector2>,
c2: impl Into<Vector2>,
p3: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_segment_bezier_quadratic( &mut self, p1: impl Into<Vector2>, c2: impl Into<Vector2>, p3: impl Into<Vector2>, thick: f32, color: impl Into<Color>, )
Draw spline segment: Quadratic Bezier, 2 points, 1 control point
Source§fn draw_spline_segment_bezier_cubic(
&mut self,
p1: impl Into<Vector2>,
c2: impl Into<Vector2>,
c3: impl Into<Vector2>,
p4: impl Into<Vector2>,
thick: f32,
color: impl Into<Color>,
)
fn draw_spline_segment_bezier_cubic( &mut self, p1: impl Into<Vector2>, c2: impl Into<Vector2>, c3: impl Into<Vector2>, p4: impl Into<Vector2>, thick: f32, color: impl Into<Color>, )
Draw spline segment: Cubic Bezier, 2 points, 2 control points
Source§fn get_spline_point_linear(
&mut self,
start_pos: impl Into<Vector2>,
end_pos: impl Into<Vector2>,
t: f32,
) -> Vector2
fn get_spline_point_linear( &mut self, start_pos: impl Into<Vector2>, end_pos: impl Into<Vector2>, t: f32, ) -> Vector2
Get (evaluate) spline point: Linear
Source§fn get_spline_point_basis(
&mut self,
p1: impl Into<Vector2>,
p2: impl Into<Vector2>,
p3: impl Into<Vector2>,
p4: impl Into<Vector2>,
t: f32,
) -> Vector2
fn get_spline_point_basis( &mut self, p1: impl Into<Vector2>, p2: impl Into<Vector2>, p3: impl Into<Vector2>, p4: impl Into<Vector2>, t: f32, ) -> Vector2
Get (evaluate) spline point: B-Spline
Source§fn get_spline_point_catmull_rom(
&mut self,
p1: impl Into<Vector2>,
p2: impl Into<Vector2>,
p3: impl Into<Vector2>,
p4: impl Into<Vector2>,
t: f32,
) -> Vector2
fn get_spline_point_catmull_rom( &mut self, p1: impl Into<Vector2>, p2: impl Into<Vector2>, p3: impl Into<Vector2>, p4: impl Into<Vector2>, t: f32, ) -> Vector2
Get (evaluate) spline point: Catmull-Rom
Source§impl<'a, T: 'a + RaylibDraw3D> RaylibDraw3D for RaylibScissorMode<'a, T>
impl<'a, T: 'a + RaylibDraw3D> RaylibDraw3D for RaylibScissorMode<'a, T>
Source§fn draw_point3D(
&mut self,
position: impl Into<Vector3>,
color: impl Into<Color>,
)
fn draw_point3D( &mut self, position: impl Into<Vector3>, color: impl Into<Color>, )
Draw a point in 3D space, actually a small line
Source§fn draw_triangle3D(
&mut self,
v1: impl Into<Vector3>,
v2: impl Into<Vector3>,
v3: impl Into<Vector3>,
color: impl Into<Color>,
)
fn draw_triangle3D( &mut self, v1: impl Into<Vector3>, v2: impl Into<Vector3>, v3: impl Into<Vector3>, color: impl Into<Color>, )
Draw a color-filled triangle (vertex in counter-clockwise order!)
Source§fn draw_triangle_strip3D(&mut self, points: &[Vector3], color: impl Into<Color>)
fn draw_triangle_strip3D(&mut self, points: &[Vector3], color: impl Into<Color>)
Draw a triangle strip defined by points
Source§fn draw_line3D(
&mut self,
start_pos: impl Into<Vector3>,
end_pos: impl Into<Vector3>,
color: impl Into<Color>,
)
fn draw_line3D( &mut self, start_pos: impl Into<Vector3>, end_pos: impl Into<Vector3>, color: impl Into<Color>, )
Draws a line in 3D world space.
Source§fn draw_circle3D(
&mut self,
center: impl Into<Vector3>,
radius: f32,
rotation_axis: impl Into<Vector3>,
rotation_angle: f32,
color: impl Into<Color>,
)
fn draw_circle3D( &mut self, center: impl Into<Vector3>, radius: f32, rotation_axis: impl Into<Vector3>, rotation_angle: f32, color: impl Into<Color>, )
Draws a circle in 3D world space.
Source§fn draw_cube(
&mut self,
position: impl Into<Vector3>,
width: f32,
height: f32,
length: f32,
color: impl Into<Color>,
)
fn draw_cube( &mut self, position: impl Into<Vector3>, width: f32, height: f32, length: f32, color: impl Into<Color>, )
Draws a cube.
Source§fn draw_cube_v(
&mut self,
position: impl Into<Vector3>,
size: impl Into<Vector3>,
color: impl Into<Color>,
)
fn draw_cube_v( &mut self, position: impl Into<Vector3>, size: impl Into<Vector3>, color: impl Into<Color>, )
Draws a cube (Vector version).
Source§fn draw_cube_wires(
&mut self,
position: impl Into<Vector3>,
width: f32,
height: f32,
length: f32,
color: impl Into<Color>,
)
fn draw_cube_wires( &mut self, position: impl Into<Vector3>, width: f32, height: f32, length: f32, color: impl Into<Color>, )
Draws a cube in wireframe.
Source§fn draw_cube_wires_v(
&mut self,
position: impl Into<Vector3>,
size: impl Into<Vector3>,
color: impl Into<Color>,
)
fn draw_cube_wires_v( &mut self, position: impl Into<Vector3>, size: impl Into<Vector3>, color: impl Into<Color>, )
Draws a cube in wireframe. (Vector Version)
Source§fn draw_mesh(
&mut self,
mesh: impl AsRef<Mesh>,
material: WeakMaterial,
transform: impl Into<Matrix>,
)
fn draw_mesh( &mut self, mesh: impl AsRef<Mesh>, material: WeakMaterial, transform: impl Into<Matrix>, )
Draw a 3d mesh with material and transform
Source§fn draw_mesh_instanced(
&mut self,
mesh: impl AsRef<Mesh>,
material: WeakMaterial,
transforms: &[Matrix],
)
fn draw_mesh_instanced( &mut self, mesh: impl AsRef<Mesh>, material: WeakMaterial, transforms: &[Matrix], )
Draw multiple mesh instances with material and different transforms
Source§fn draw_sphere(
&mut self,
center_pos: impl Into<Vector3>,
radius: f32,
color: impl Into<Color>,
)
fn draw_sphere( &mut self, center_pos: impl Into<Vector3>, radius: f32, color: impl Into<Color>, )
Draws a sphere.
Source§fn draw_sphere_ex(
&mut self,
center_pos: impl Into<Vector3>,
radius: f32,
rings: i32,
slices: i32,
color: impl Into<Color>,
)
fn draw_sphere_ex( &mut self, center_pos: impl Into<Vector3>, radius: f32, rings: i32, slices: i32, color: impl Into<Color>, )
Draws a sphere with extended parameters.
Source§fn draw_sphere_wires(
&mut self,
center_pos: impl Into<Vector3>,
radius: f32,
rings: i32,
slices: i32,
color: impl Into<Color>,
)
fn draw_sphere_wires( &mut self, center_pos: impl Into<Vector3>, radius: f32, rings: i32, slices: i32, color: impl Into<Color>, )
Draws a sphere in wireframe.
Source§fn draw_cylinder(
&mut self,
position: impl Into<Vector3>,
radius_top: f32,
radius_bottom: f32,
height: f32,
slices: i32,
color: impl Into<Color>,
)
fn draw_cylinder( &mut self, position: impl Into<Vector3>, radius_top: f32, radius_bottom: f32, height: f32, slices: i32, color: impl Into<Color>, )
Draws a cylinder.
Source§fn draw_cylinder_ex(
&mut self,
start_position: impl Into<Vector3>,
end_position: impl Into<Vector3>,
radius_start: f32,
radius_end: f32,
slices: i32,
color: impl Into<Color>,
)
fn draw_cylinder_ex( &mut self, start_position: impl Into<Vector3>, end_position: impl Into<Vector3>, radius_start: f32, radius_end: f32, slices: i32, color: impl Into<Color>, )
Draws a cylinder with extended parameters.
Source§fn draw_cylinder_wires(
&mut self,
position: impl Into<Vector3>,
radius_top: f32,
radius_bottom: f32,
height: f32,
slices: i32,
color: impl Into<Color>,
)
fn draw_cylinder_wires( &mut self, position: impl Into<Vector3>, radius_top: f32, radius_bottom: f32, height: f32, slices: i32, color: impl Into<Color>, )
Draws a cylinder in wireframe.
Source§fn draw_cylinder_wires_ex(
&mut self,
start_position: impl Into<Vector3>,
end_position: impl Into<Vector3>,
radius_start: f32,
radius_end: f32,
slices: i32,
color: impl Into<Color>,
)
fn draw_cylinder_wires_ex( &mut self, start_position: impl Into<Vector3>, end_position: impl Into<Vector3>, radius_start: f32, radius_end: f32, slices: i32, color: impl Into<Color>, )
Draws a cylinder in wireframe with extended parameters.
Source§fn draw_capsule(
&mut self,
start_pos: impl Into<Vector3>,
end_pos: impl Into<Vector3>,
radius: f32,
slices: i32,
rings: i32,
color: impl Into<Color>,
)
fn draw_capsule( &mut self, start_pos: impl Into<Vector3>, end_pos: impl Into<Vector3>, radius: f32, slices: i32, rings: i32, color: impl Into<Color>, )
Draw capsule with the center of its sphere caps at startPos and endPos
Source§fn draw_capsule_wires(
&mut self,
start_pos: impl Into<Vector3>,
end_pos: impl Into<Vector3>,
radius: f32,
slices: i32,
rings: i32,
color: impl Into<Color>,
)
fn draw_capsule_wires( &mut self, start_pos: impl Into<Vector3>, end_pos: impl Into<Vector3>, radius: f32, slices: i32, rings: i32, color: impl Into<Color>, )
Draw capsule wireframe with the center of its sphere caps at startPos and endPos
Source§fn draw_plane(
&mut self,
center_pos: impl Into<Vector3>,
size: impl Into<Vector2>,
color: impl Into<Color>,
)
fn draw_plane( &mut self, center_pos: impl Into<Vector3>, size: impl Into<Vector2>, color: impl Into<Color>, )
Draws an X/Z plane.
Source§fn draw_model(
&mut self,
model: impl AsRef<Model>,
position: impl Into<Vector3>,
scale: f32,
tint: impl Into<Color>,
)
fn draw_model( &mut self, model: impl AsRef<Model>, position: impl Into<Vector3>, scale: f32, tint: impl Into<Color>, )
Draws a model (with texture if set).
Source§fn draw_model_ex(
&mut self,
model: impl AsRef<Model>,
position: impl Into<Vector3>,
rotation_axis: impl Into<Vector3>,
rotation_angle: f32,
scale: impl Into<Vector3>,
tint: impl Into<Color>,
)
fn draw_model_ex( &mut self, model: impl AsRef<Model>, position: impl Into<Vector3>, rotation_axis: impl Into<Vector3>, rotation_angle: f32, scale: impl Into<Vector3>, tint: impl Into<Color>, )
Draws a model with extended parameters.
Source§fn draw_model_wires(
&mut self,
model: impl AsRef<Model>,
position: impl Into<Vector3>,
scale: f32,
tint: impl Into<Color>,
)
fn draw_model_wires( &mut self, model: impl AsRef<Model>, position: impl Into<Vector3>, scale: f32, tint: impl Into<Color>, )
Draws a model with wires (with texture if set).
Source§fn draw_model_wires_ex(
&mut self,
model: impl AsRef<Model>,
position: impl Into<Vector3>,
rotation_axis: impl Into<Vector3>,
rotation_angle: f32,
scale: impl Into<Vector3>,
tint: impl Into<Color>,
)
fn draw_model_wires_ex( &mut self, model: impl AsRef<Model>, position: impl Into<Vector3>, rotation_axis: impl Into<Vector3>, rotation_angle: f32, scale: impl Into<Vector3>, tint: impl Into<Color>, )
Draws a model with wires.
Source§fn draw_bounding_box(
&mut self,
bbox: impl Into<BoundingBox>,
color: impl Into<Color>,
)
fn draw_bounding_box( &mut self, bbox: impl Into<BoundingBox>, color: impl Into<Color>, )
Draws a bounding box (wires).
Source§fn draw_billboard(
&mut self,
camera: impl Into<Camera3D>,
texture: &Texture2D,
center: impl Into<Vector3>,
size: f32,
tint: impl Into<Color>,
)
fn draw_billboard( &mut self, camera: impl Into<Camera3D>, texture: &Texture2D, center: impl Into<Vector3>, size: f32, tint: impl Into<Color>, )
Draws a billboard texture.
Source§fn draw_billboard_rec(
&mut self,
camera: impl Into<Camera3D>,
texture: &Texture2D,
source_rec: impl Into<Rectangle>,
center: impl Into<Vector3>,
size: impl Into<Vector2>,
tint: impl Into<Color>,
)
fn draw_billboard_rec( &mut self, camera: impl Into<Camera3D>, texture: &Texture2D, source_rec: impl Into<Rectangle>, center: impl Into<Vector3>, size: impl Into<Vector2>, tint: impl Into<Color>, )
Draws a billboard texture defined by
source_rec.Source§fn draw_billboard_pro(
&mut self,
camera: impl Into<Camera>,
texture: impl Into<Texture2D>,
source: impl Into<Rectangle>,
position: impl Into<Vector3>,
up: impl Into<Vector3>,
size: impl Into<Vector2>,
origin: impl Into<Vector2>,
rotation: f32,
tint: impl Into<Color>,
)
fn draw_billboard_pro( &mut self, camera: impl Into<Camera>, texture: impl Into<Texture2D>, source: impl Into<Rectangle>, position: impl Into<Vector3>, up: impl Into<Vector3>, size: impl Into<Vector2>, origin: impl Into<Vector2>, rotation: f32, tint: impl Into<Color>, )
Draw a billboard texture defined by source and rotation
Auto Trait Implementations§
impl<'a, T> !UnwindSafe for RaylibScissorMode<'a, T>
impl<'a, T> Freeze for RaylibScissorMode<'a, T>
impl<'a, T> RefUnwindSafe for RaylibScissorMode<'a, T>where
T: RefUnwindSafe,
impl<'a, T> Send for RaylibScissorMode<'a, T>where
T: Send,
impl<'a, T> Sync for RaylibScissorMode<'a, T>where
T: Sync,
impl<'a, T> Unpin for RaylibScissorMode<'a, T>
impl<'a, T> UnsafeUnpin for RaylibScissorMode<'a, T>
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
Mutably borrows from an owned value. Read more
Source§impl<D> RaylibBlendModeExt for Dwhere
D: RaylibDraw,
impl<D> RaylibBlendModeExt for Dwhere
D: RaylibDraw,
Source§fn begin_blend_mode(
&mut self,
blend_mode: BlendMode,
) -> RaylibBlendMode<'_, Self>
fn begin_blend_mode( &mut self, blend_mode: BlendMode, ) -> RaylibBlendMode<'_, Self>
Begin blending mode (alpha, additive, multiplied, subtract, custom).
Prefer using the closure version, RaylibBlendModeExt::draw_blend_mode. This version returns a handle that calls raylib_sys::EndBlendMode at the end of the scope and is provided as a fallback incase you run into issues with closures(such as lifetime or performance reasons)
Source§fn draw_blend_mode<'a>(
&'a mut self,
blend_mode: BlendMode,
func: impl FnOnce(RaylibBlendMode<'a, Self>),
)
fn draw_blend_mode<'a>( &'a mut self, blend_mode: BlendMode, func: impl FnOnce(RaylibBlendMode<'a, Self>), )
Begin blending mode (alpha, additive, multiplied, subtract, custom).
Source§impl<D> RaylibMode2DExt for Dwhere
D: RaylibDraw,
impl<D> RaylibMode2DExt for Dwhere
D: RaylibDraw,
Source§fn begin_mode2D(
&mut self,
camera: impl Into<Camera2D>,
) -> RaylibMode2D<'_, Self>
fn begin_mode2D( &mut self, camera: impl Into<Camera2D>, ) -> RaylibMode2D<'_, Self>
Begin 2D mode with custom camera (2D).
Prefer using the closure version, RaylibMode2DExt::draw_mode2D. This version returns a handle that calls raylib_sys::EndMode2D at the end of the scope and is provided as a fallback incase you run into issues with closures(such as lifetime or performance reasons)
Source§fn draw_mode2D<'a>(
&'a mut self,
camera: impl Into<Camera2D>,
func: impl FnOnce(RaylibMode2D<'a, Self>),
)
fn draw_mode2D<'a>( &'a mut self, camera: impl Into<Camera2D>, func: impl FnOnce(RaylibMode2D<'a, Self>), )
Begin 2D mode with custom camera (2D).
Source§impl<D> RaylibMode3DExt for Dwhere
D: RaylibDraw,
impl<D> RaylibMode3DExt for Dwhere
D: RaylibDraw,
Source§fn begin_mode3D(
&mut self,
camera: impl Into<Camera3D>,
) -> RaylibMode3D<'_, Self>
fn begin_mode3D( &mut self, camera: impl Into<Camera3D>, ) -> RaylibMode3D<'_, Self>
Begin 3D mode with custom camera (3D).
Prefer using the closure version, RaylibMode3DExt::draw_mode3D. This version returns a handle that calls raylib_sys::EndMode3D at the end of the scope and is provided as a fallback incase you run into issues with closures(such as lifetime or performance reasons)
Source§fn draw_mode3D<'a>(
&'a mut self,
camera: impl Into<Camera3D>,
func: impl FnOnce(RaylibMode3D<'a, Self>),
)
fn draw_mode3D<'a>( &'a mut self, camera: impl Into<Camera3D>, func: impl FnOnce(RaylibMode3D<'a, Self>), )
Begin 3D mode with custom camera (3D).
Source§impl<D> RaylibRlgl for Dwhere
D: RaylibDraw,
impl<D> RaylibRlgl for Dwhere
D: RaylibDraw,
Source§fn rl_push_matrix(&mut self) -> RlMatrix<'_, Self>
fn rl_push_matrix(&mut self) -> RlMatrix<'_, Self>
Push the current matrix onto the stack; the returned guard pops it on drop.
Apply transforms (
rl_translatef/rl_rotatef/rl_scalef) through the guard.Source§fn rl_load_identity(&mut self)
fn rl_load_identity(&mut self)
Reset the current matrix to identity.
Source§fn rl_translatef(&mut self, x: f32, y: f32, z: f32)
fn rl_translatef(&mut self, x: f32, y: f32, z: f32)
Multiply the current matrix by a translation.
Source§fn rl_rotatef(&mut self, angle: f32, x: f32, y: f32, z: f32)
fn rl_rotatef(&mut self, angle: f32, x: f32, y: f32, z: f32)
Multiply the current matrix by a rotation of
angle degrees about (x,y,z).Source§fn rl_mult_matrixf(&mut self, mat: Matrix)
fn rl_mult_matrixf(&mut self, mat: Matrix)
Multiply the current matrix by
mat.Source§fn rl_matrix_mode(&mut self, mode: MatrixMode)
fn rl_matrix_mode(&mut self, mode: MatrixMode)
Choose which matrix subsequent operations affect.
Source§fn rl_ortho(
&mut self,
left: f64,
right: f64,
bottom: f64,
top: f64,
near: f64,
far: f64,
)
fn rl_ortho( &mut self, left: f64, right: f64, bottom: f64, top: f64, near: f64, far: f64, )
Multiply the current matrix by an orthographic projection.
Source§fn rl_set_matrix_projection(&mut self, proj: Matrix)
fn rl_set_matrix_projection(&mut self, proj: Matrix)
Set the projection matrix directly.
Source§fn rl_set_matrix_modelview(&mut self, view: Matrix)
fn rl_set_matrix_modelview(&mut self, view: Matrix)
Set the model-view matrix directly.
Source§fn rl_begin(&mut self, mode: DrawMode) -> RlImmediate<'_, Self>
fn rl_begin(&mut self, mode: DrawMode) -> RlImmediate<'_, Self>
Begin an immediate-mode vertex stream; the returned guard ends it on drop.
Emit vertices/colors through the guard. Prefer
rl_draw.Source§fn rl_draw(
&mut self,
mode: DrawMode,
body: impl FnOnce(&mut RlImmediate<'_, Self>),
)
fn rl_draw( &mut self, mode: DrawMode, body: impl FnOnce(&mut RlImmediate<'_, Self>), )
Run
body inside an immediate-mode block, ending it afterwards (closure form). Read moreSource§fn rl_enable_depth_test(&mut self)
fn rl_enable_depth_test(&mut self)
Enable depth testing.
Source§fn rl_disable_depth_test(&mut self)
fn rl_disable_depth_test(&mut self)
Disable depth testing.
Source§fn rl_enable_backface_culling(&mut self)
fn rl_enable_backface_culling(&mut self)
Enable back-face culling.
Source§fn rl_disable_backface_culling(&mut self)
fn rl_disable_backface_culling(&mut self)
Disable back-face culling.
Source§fn rl_set_texture(&mut self, texture: &Texture2D)
fn rl_set_texture(&mut self, texture: &Texture2D)
Set the active texture for subsequent immediate-mode drawing. Read more
Source§fn rl_enable_texture(&mut self, texture: &Texture2D)
fn rl_enable_texture(&mut self, texture: &Texture2D)
Enable a texture (by binding the safe handle’s GL id).
Source§fn rl_disable_texture(&mut self)
fn rl_disable_texture(&mut self)
Disable the active texture.
Source§fn rl_active_texture_slot(&mut self, slot: i32)
fn rl_active_texture_slot(&mut self, slot: i32)
Select the active multitexture slot.
Source§fn rl_enable_shader(&mut self, shader: &Shader)
fn rl_enable_shader(&mut self, shader: &Shader)
Enable a shader program (by binding the safe handle’s GL id).
Source§fn rl_set_shader(&mut self, shader: &Shader)
fn rl_set_shader(&mut self, shader: &Shader)
Set the active shader and its uniform locations (from the safe handle).
Source§impl<D> RaylibScissorModeExt for Dwhere
D: RaylibDraw,
impl<D> RaylibScissorModeExt for Dwhere
D: RaylibDraw,
Source§fn begin_scissor_mode(
&mut self,
x: i32,
y: i32,
width: i32,
height: i32,
) -> RaylibScissorMode<'_, Self>
fn begin_scissor_mode( &mut self, x: i32, y: i32, width: i32, height: i32, ) -> RaylibScissorMode<'_, Self>
Begin scissor mode (define screen area for following drawing).
Prefer using the closure version, RaylibScissorModeExt::draw_scissor_mode. This version returns a handle that calls raylib_sys::EndScissorMode at the end of the scope and is provided as a fallback incase you run into issues with closures(such as lifetime or performance reasons)
Source§fn draw_scissor_mode<'a>(
&'a mut self,
x: i32,
y: i32,
width: i32,
height: i32,
func: impl FnOnce(RaylibScissorMode<'a, Self>),
)
fn draw_scissor_mode<'a>( &'a mut self, x: i32, y: i32, width: i32, height: i32, func: impl FnOnce(RaylibScissorMode<'a, Self>), )
Begin scissor mode (define screen area for following drawing).
Source§impl<D> RaylibShaderModeExt for Dwhere
D: RaylibDraw,
impl<D> RaylibShaderModeExt for Dwhere
D: RaylibDraw,
Source§fn begin_shader_mode<'a, 'b>(
&'a mut self,
shader: &'b mut Shader,
) -> RaylibShaderMode<'a, 'b, Self>
fn begin_shader_mode<'a, 'b>( &'a mut self, shader: &'b mut Shader, ) -> RaylibShaderMode<'a, 'b, Self>
Begin custom shader drawing.
Prefer using the closure version, RaylibShaderModeExt::draw_shader_mode. This version returns a handle that calls raylib_sys::EndShaderMode at the end of the scope and is provided as a fallback incase you run into issues with closures(such as lifetime or performance reasons)
Source§fn draw_shader_mode<'a, 'b>(
&'a mut self,
shader: &'b mut Shader,
func: impl FnOnce(RaylibShaderMode<'a, 'b, Self>),
)
fn draw_shader_mode<'a, 'b>( &'a mut self, shader: &'b mut Shader, func: impl FnOnce(RaylibShaderMode<'a, 'b, Self>), )
Begin custom shader drawing.
Source§impl<D> RaylibVRModeExt for Dwhere
D: RaylibDraw,
impl<D> RaylibVRModeExt for Dwhere
D: RaylibDraw,
Source§fn begin_vr_stereo_mode<'a, 'b>(
&'a mut self,
_: &RaylibThread,
vr_config: &'b mut VrStereoConfig,
) -> RaylibVRMode<'a, 'b, Self>
fn begin_vr_stereo_mode<'a, 'b>( &'a mut self, _: &RaylibThread, vr_config: &'b mut VrStereoConfig, ) -> RaylibVRMode<'a, 'b, Self>
Begin stereo rendering (requires VR simulator).
Prefer using the closure version, RaylibVRModeExt::draw_vr_stereo_mode . This version returns a handle that calls raylib_sys::EndVrStereoMode at the end of the scope and is provided as a fallback incase you run into issues with closures(such as lifetime or performance reasons)
Source§fn draw_vr_stereo_mode<'a, 'b>(
&'a mut self,
vr_config: &'b mut VrStereoConfig,
func: impl FnOnce(RaylibVRMode<'a, 'b, Self>),
)
fn draw_vr_stereo_mode<'a, 'b>( &'a mut self, vr_config: &'b mut VrStereoConfig, func: impl FnOnce(RaylibVRMode<'a, 'b, Self>), )
Begin stereo rendering (requires VR simulator).