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Player

Struct Player 

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pub struct Player {
    pub project: RenFile,
    pub engine: Engine,
}
Expand description

Topmost pickable item under pt (world space). Moved to renamite-model so canvas behaviors can hit-test without pulling the player in. See renamite_model::pick. Self-contained player: owns the project, hides the borrow plumbing.

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§project: RenFile§engine: Engine

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impl Player

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pub fn new(project: RenFile) -> Result<Player, PlayerError>

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pub fn from_ren_str(text: &str) -> Result<Player, PlayerError>

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pub fn from_ren_bytes(bytes: &[u8]) -> Result<Player, PlayerError>

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pub fn from_bytes(bytes: &[u8]) -> Result<Player, PlayerError>

Load from raw bytes, auto-detecting .ren (text) vs .renb (binary) by magic header. .renb requires the binary feature.

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pub fn tick(&mut self, dt_secs: f64) -> &[String]

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pub fn bake(&mut self, frames: usize, dt_secs: f64) -> Vec<Scene>

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pub fn scene(&self) -> &Scene

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pub fn events(&self) -> &[String]

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pub fn head(&self) -> f64

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pub fn rate(&self) -> FrameRate

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pub fn composition(&self) -> CompId

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pub fn active_machine_states(&self) -> Option<Vec<usize>>

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pub fn artboard_size(&self) -> (u32, u32)

Pixel size of the active composition’s artboard.

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pub fn reevaluate(&mut self)

Re-evaluate at the current head without advancing time. Call after any mutation of self.project (e.g. live edits from the embed host).

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pub fn pause(&mut self)

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pub fn resume(&mut self)

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pub fn is_paused(&self) -> bool

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pub fn scrub(&mut self, frame: f64)

Lock to a frame. Machine state is discarded.

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pub fn set_composition(&mut self, comp: CompId) -> bool

Switch the active composition (artboard). Resets playback to its range.

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pub fn set_host_override(&mut self, id: NodeId, prop: PropPath, v: Value)

Patch a property for this frame and onward (e.g. game tint / bow stretch). Host overrides survive tick, win over machine overrides, and take effect immediately (the scene is re-evaluated here).

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pub fn clear_host_overrides(&mut self)

Drop every host override patch and re-evaluate.

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pub fn set_bool(&mut self, name: &str, v: bool) -> bool

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pub fn set_number(&mut self, name: &str, v: f64) -> bool

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pub fn fire(&mut self, name: &str) -> bool

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pub fn pointer_move(&mut self, pt: DVec2)

Pointer events apply machine listener side-effects immediately: each routes the pick, then re-evaluates with a zero-dt tick (editor parity).

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pub fn pointer_down(&mut self, pt: DVec2)

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pub fn pointer_up(&mut self, pt: DVec2)

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pub fn pointer_leave(&mut self)

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pub fn play_machine(&mut self, id: MachineId) -> bool

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pub fn play_timeline(&mut self, loop_mode: LoopMode)

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pub fn set_timeline_playback(&mut self, pb: Playback)

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