pub struct Connector3D;

Trait Implementations§

source§

impl Clone for Connector3D

source§

fn clone(&self) -> Connector3D

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl Debug for Connector3D

source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
source§

impl Raudio for Connector3D

source§

fn init_audio_device(&self)

Initialize audio device and context
source§

fn close_audio_device(&self)

Close the audio device and context
source§

fn is_audio_device_ready(&self) -> bool

Check whether audio device has been initialized successfully
source§

fn set_master_volume(&self, volume: f32)

Set master volume (listener)
source§

fn get_master_volume(&self) -> f32

Get master volume (listener)
source§

fn load_wave(&self, filename: impl Display) -> Result<Wave, String>

Load wave data from file
source§

fn load_wave_from_memory( &self, tpe: WaveType, data: &[u8] ) -> Result<Wave, String>

Load wave from memory buffer, fileType refers to extension: i.e. ‘.wav’
source§

fn is_wave_ready(&self, wave: Wave) -> bool

Check whether wave data is ready
source§

fn load_sound(&self, filename: impl Display) -> Result<Sound, String>

Load sound from file
source§

fn load_sound_from_wave(&self, wave: Wave) -> Sound

Load sound from wave data
source§

fn load_sound_alias(&self, source: Sound) -> Sound

Create a new sound that shares the same sample data as the source sound, does not own the sound data
source§

fn is_sound_ready(&self, sound: Sound) -> bool

Check whether a sound is ready
source§

fn unload_wave(&self, wave: Wave)

Unload wave data
source§

fn unload_sound(&self, sound: Sound)

Unload sound
source§

fn unload_sound_alias(&self, sound: Sound)

Unload a sound alias (does not deallocate sample data)
source§

fn export_wave(&self, wave: Wave, filename: impl Display) -> bool

Export wave data to file, returns true on success
source§

fn export_wave_as_code(&self, wave: Wave, filename: impl Display) -> bool

Export wave sample data to code (.h), returns true on success
source§

fn play_sound(&self, sound: Sound)

Play a sound
source§

fn stop_sound(&self, sound: Sound)

Stop playing a sound
source§

fn pause_sound(&self, sound: Sound)

Pause a sound
source§

fn resume_sound(&self, sound: Sound)

Resume a paused sound
source§

fn is_sound_playing(&self, sound: Sound) -> bool

Check whether a sound is currently playing
source§

fn set_sound_volume(&self, sound: Sound, volume: f32)

Set volume for a sound (1.0 is max level)
source§

fn set_sound_pitch(&self, sound: Sound, pitch: f32)

Set pitch for a sound (1.0 is base level)
source§

fn set_sound_pan(&self, sound: Sound, pan: f32)

Set pan for a sound (0.5 is center)
source§

fn wave_copy(&self, wave: Wave) -> Wave

Copy a wave to a new wave
source§

fn wave_crop(&self, wave: &mut Wave, init_sample: i32, final_sample: i32)

source§

fn wave_format( &self, wave: &mut Wave, sample_rate: i32, sample_size: i32, channels: i32 )

Convert wave data to desired format
source§

fn load_wave_samples(&self, wave: Wave) -> Result<Vec<f32>, String>

Load samples data from wave as a 32bit float data array
source§

fn load_music_stream(&self, filename: impl Display) -> Result<Music, String>

Load music stream from file
source§

fn load_music_stream_from_memory( &self, tpe: impl Display, data: &[u8] ) -> Result<Music, String>

Load music stream from data
source§

fn is_music_ready(&self, music: Music) -> bool

Check whether a music stream is ready
source§

fn unload_music_stream(&self, music: Music)

Unload music stream
source§

fn play_music_stream(&self, music: Music)

Start music playing
source§

fn is_music_stream_playing(&self, music: Music) -> bool

Check whether music is playing
source§

fn update_music_stream(&self, music: Music)

Updates buffers for music streaming
source§

fn stop_music_stream(&self, music: Music)

Stop music playing
source§

fn pause_music_stream(&self, music: Music)

Pause music playing
source§

fn resume_music_stream(&self, music: Music)

Resume playing paused music
source§

fn seek_music_stream(&self, music: Music, position: f32)

Seek music to a position (in seconds)
source§

fn set_music_volume(&self, music: Music, volume: f32)

Set volume for music (1.0 is max level)
source§

fn set_music_pitch(&self, music: Music, pitch: f32)

Set pitch for a music (1.0 is base level)
source§

fn set_music_pan(&self, music: Music, pan: f32)

Set pan for a music (0.5 is center)
source§

fn get_music_time_length(&self, music: Music) -> f32

Get music time length (in seconds)
source§

fn get_music_time_played(&self, music: Music) -> f32

Get current music time played (in seconds)
source§

fn load_audio_stream( &self, sample_rate: u32, sample_size: u32, channels: u32 ) -> Result<AudioStream, String>

Load audio stream (to stream raw audio pcm data)
source§

fn is_audio_stream_ready(&self, stream: AudioStream) -> bool

Check whether an audio stream is ready
source§

fn unload_audio_stream(&self, stream: AudioStream)

Unload audio stream and free memory
source§

fn update_audio_stream(&self, stream: AudioStream, data: &[u8])

Update audio stream buffers with data
source§

fn is_audio_stream_processed(&self, stream: AudioStream) -> bool

Check whether any audio stream buffers requires refill
source§

fn play_audio_stream(&self, stream: AudioStream)

Play audio stream
source§

fn pause_audio_stream(&self, stream: AudioStream)

Pause audio stream
source§

fn resume_audio_stream(&self, stream: AudioStream)

Resume audio stream
source§

fn is_audio_stream_playing(&self, stream: AudioStream) -> bool

Check whether audio stream is playing
source§

fn stop_audio_stream(&self, stream: AudioStream)

Stop audio stream
source§

fn set_audio_stream_volume(&self, stream: AudioStream, volume: f32)

Set volume for audio stream (1.0 is max level)
source§

fn set_audio_stream_pitch(&self, stream: AudioStream, pitch: f32)

Set pitch for audio stream (1.0 is base level)
source§

fn set_audio_stream_pan(&self, stream: AudioStream, pan: f32)

Set pan for audio stream (0.5 is centered)
source§

fn set_audio_stream_buffer_size_default(&self, size: i32)

Default size for new audio streams
source§

impl Rcamera for Connector3D

source§

fn update_camera(&self, camera: &mut Camera3D, mode: CameraMode)

Update camera position for selected mode
source§

fn update_camera_pro( &self, camera: &mut Camera3D, movement: Vector3, rotation: Vector3, zoom: f32 )

Update camera movement/rotation
source§

impl Rcore for Connector3D

source§

fn init_window(&self, width: i32, height: i32, title: impl Display)

Initialize window and OpenGL context
source§

fn close_window(&self)

Close window and unload OpenGL context
source§

fn window_should_close(&self) -> bool

Check whether application should close (KEY_ESCAPE pressed or windows close icon clicked)
source§

fn is_window_ready() -> bool

Check whether window has been initialized successfully
source§

fn is_window_fullscreen(&self) -> bool

Check whether window is currently fullscreen
source§

fn is_window_hidden(&self) -> bool

Check whether window is currently hidden (only PLATFORM_DESKTOP)
source§

fn is_window_minimized(&self) -> bool

Check whether window is currently minimized (only PLATFORM_DESKTOP)
source§

fn is_window_maximized(&self) -> bool

Check whether window is currently maximized (only PLATFORM_DESKTOP)
source§

fn is_window_focused(&self) -> bool

Check whether window is currently focused (only PLATFORM_DESKTOP)
source§

fn is_window_resized(&self) -> bool

Check whether window has been resized last frame
source§

fn is_window_state(&self, flag: usize) -> bool

Check whether one specific window flag is enabled
source§

fn set_window_state(&self, flag: usize)

Set window configuration state using flags (only PLATFORM_DESKTOP)
source§

fn clear_window_state(&self, flag: usize)

Clear window configuration state flags
source§

fn toggle_fullscreen(&self)

Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
source§

fn toggle_borderless_windowed(&self)

Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
source§

fn maximize_window(&self)

Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
source§

fn minimize_window(&self)

Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
source§

fn restore_window(&self)

Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
source§

fn set_window_icon(&self, image: Image)

Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
source§

fn set_window_icons(&self, images: &mut Vec<Image>)

Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
source§

fn set_window_title(&self, title: impl Display)

Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
source§

fn set_window_position(&self, x: i32, y: i32)

Set window position on screen (only PLATFORM_DESKTOP)
source§

fn set_window_monitor(&self, monitor: i32)

Set monitor for the current window
source§

fn set_window_min_size(&self, width: i32, height: i32)

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
source§

fn set_window_max_size(&self, width: i32, height: i32)

Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
source§

fn set_window_size(&self, width: i32, height: i32)

Set window dimensions
source§

fn set_window_opacity(&self, opacity: f32)

Set window opacity [0.0..1.0] (only PLATFORM_DESKTOP)
source§

fn set_window_focused(&self)

Set window focused (only PLATFORM_DESKTOP)
source§

fn get_window_handle(&self) -> Result<WindowHandle<'_>, String>

Get native window handle
source§

fn get_screen_width(&self) -> i32

Get current screen width
source§

fn get_screen_height(&self) -> i32

Get current screen height
source§

fn get_screen_rec(&self) -> Rectangle

Get current screen geometry as Rectangle
source§

fn get_render_width(&self) -> i32

Get current render width (it considers HiDPI)
source§

fn get_render_height(&self) -> i32

Get current render width (it considers HiDPI)
source§

fn get_render_rec(&self) -> Rectangle

Get current render dimensions as Rectangle
source§

fn get_monitor_count(&self) -> i32

Get number of connected monitors
source§

fn get_current_monitor(&self) -> i32

Get current connected monitor
source§

fn get_monitor_position(&self, monitor: i32) -> Vector2

Get specified monitor position
source§

fn get_monitor_width(&self, monitor: i32) -> i32

Get specified monitor width (current video mode used by monitor)
source§

fn get_monitor_height(&self, monitor: i32) -> i32

Get specified monitor height (current video mode used by monitor)
source§

fn get_monitor_rec(&self, monitor: i32) -> Rectangle

Get specified monitor geometry as Rectangle
source§

fn get_monitor_physical_width(&self, monitor: i32) -> i32

Get specified monitor physical width in millimetres
source§

fn get_monitor_physical_height(&self, monitor: i32) -> i32

Get specified monitor physical height in millimetres
source§

fn get_monitor_refresh_rate(&self, monitor: i32) -> i32

Get specified monitor refresh rate
source§

fn get_window_position(&self) -> Vector2

Get window position XY on monitor
source§

fn get_window_scale_dpi(&self) -> Vector2

Get window scale DPI factor
source§

fn get_monitor_name(&self, monitor: i32) -> Result<String, String>

Get the human-readable, UTF-8 encoded name of the specified monitor
source§

fn set_clipboard_text(&self, text: impl Display)

Set clipboard text content
source§

fn get_clipboard_text(&self) -> Result<String, String>

Get clipboard text content
source§

fn enable_event_waiting(&self)

Enable waiting for events on EndDrawing(), no automatic event polling
source§

fn disable_event_waiting(&self)

Disable waiting for events on EndDrawing(), automatic events polling
source§

fn show_cursor(&self)

Shows cursor
source§

fn hide_cursor(&self)

Hides cursor
source§

fn is_cursor_hiden(&self) -> bool

Check whether cursor is not visible
source§

fn enable_cursor(&self)

Enables cursor (unlock cursor)
source§

fn disable_cursor(&self)

Disables cursor (lock cursor)
source§

fn is_cursor_on_screen(&self) -> bool

Check whether cursor is on the screen
source§

fn clear_background(&self, color: Color)

Set background color (framebuffer clear color)
source§

fn begin_drawing(&self)

Setup canvas (framebuffer) to start drawing
source§

fn end_drawing(&self)

End canvas drawing and swap buffers (double buffering)
source§

fn begin_mode_2d(&self, camera: Camera2D)

Begin 2D mode with custom camera (2D)
source§

fn end_mode_2d(&self)

Ends 2D mode with custom camera
source§

fn begin_mode_3d(&self, camera: Camera3D)

Begin 3D mode with custom camera (3D)
source§

fn end_mode_3d(&self)

Ends 3D mode and returns to default 2D orthographic mode
source§

fn begin_texture_mode(&self, target: RenderTexture)

Begin drawing to render texture
source§

fn end_texture_mode(&self)

Ends drawing to render texture
source§

fn begin_shader_mode(&self, shader: Shader)

Begin custom shader drawing
source§

fn end_shader_mode(&self)

End custom shader drawing (use default shader)
source§

fn begin_blend_mode(&self, mode: BlendMode)

Begin blending mode (alpha, additive, multiplied, subtract, custom)
source§

fn end_blend_mode(&self)

End blending mode (reset to default: alpha blending)
source§

fn begin_scissor_mode(&self, x: i32, y: i32, width: i32, height: i32)

Begin scissor mode (define screen area for following drawing)
source§

fn end_scissor_mode(&self)

End scissor mode
source§

fn begin_vr_stereo_mode(&self, config: VrStereoConfig)

Begin stereo rendering (requires VR simulator)
source§

fn end_vr_stereo_mode(&self)

End stereo rendering (requires VR simulator)
source§

fn texture_mode<F, R, E>(&self, target: RenderTexture, block: F) -> Result<R, E>
where F: FnOnce() -> Result<R, E>,

Run a closure in texture mode
source§

fn shader_mode<F, R, E>(&self, shader: Shader, block: F) -> Result<R, E>
where F: FnOnce() -> Result<R, E>,

Run a closure in shader mode
source§

fn blend_mode<F, R, E>(&self, mode: BlendMode, block: F) -> Result<R, E>
where F: FnOnce() -> Result<R, E>,

Run a closure in blend mode
source§

fn scissor_mode<F, R, E>( &self, x: i32, y: i32, width: i32, height: i32, block: F ) -> Result<R, E>
where F: FnOnce() -> Result<R, E>,

Run a closure in scissor mode
source§

fn vr_stereo_mode<F, R, E>( &self, config: VrStereoConfig, block: F ) -> Result<R, E>
where F: FnOnce() -> Result<R, E>,

Run a closure in VR stereo mode
source§

fn load_vr_stereo_config(&self, device: VrDeviceInfo) -> VrStereoConfig

Load VR stereo config for VR simulator device parameters
source§

fn unload_vr_stereo_config(&self, config: VrStereoConfig)

Unload VR stereo config
source§

fn load_shader( &self, vs_filename: impl Display, fs_filename: impl Display ) -> Result<Shader, String>

Load shader from files and bind default locations
source§

fn load_shader_from_memory( &self, vs_code: impl Display, fs_code: impl Display ) -> Result<Shader, String>

Load shader from code strings and bind default locations
source§

fn is_shader_ready(&self, shader: Shader) -> bool

Check whether a shader is ready
source§

fn get_shader_location(&self, shader: Shader, name: impl Display) -> i32

Get shader uniform location
source§

fn get_shader_location_attrib( &self, shader: Shader, name: impl Display ) -> Result<ShaderLocationIndex, String>

Get shader attribute location
source§

fn set_shader_value<T>( &self, shader: Shader, index: i32, value: &T, tpe: ShaderUniformDataType )

Set shader uniform value
source§

fn set_shader_value_v<T>( &self, shader: Shader, index: i32, value: &[&T], tpe: ShaderUniformDataType )

Set shader uniform value vector
source§

fn set_shader_value_matrix(&self, shader: Shader, loc: i32, mat: Matrix)

Set shader uniform value (matrix 4x4)
source§

fn set_shader_value_texture(&self, shader: Shader, index: i32, texture: Texture)

Set shader uniform value for texture (sampler2d)
source§

fn unload_shader(&self, shader: Shader)

Unload shader from GPU memory (VRAM)
source§

fn get_mouse_ray(&self, mouse_position: Vector2, camera: Camera3D) -> Ray

Get a ray trace from mouse position
source§

fn get_camera_matrix_2d(&self, camera: Camera2D) -> Matrix

Get camera 2D transform matrix
source§

fn get_camera_matrix_3d(&self, camera: Camera3D) -> Matrix

Get camera transform matrix (view matrix)
source§

fn get_world_to_screen_2d(&self, position: Vector2, camera: Camera2D) -> Vector2

Get the screen space position for a 2D camera world space position
source§

fn get_screen_to_world_2d(&self, position: Vector2, camera: Camera2D) -> Vector2

Get the world space position for a 2D camera screen space position
source§

fn get_world_to_screen_3d(&self, position: Vector3, camera: Camera3D) -> Vector2

Get the screen space position for a 3D world space position
source§

fn get_world_to_screen_3d_ex( &self, position: Vector3, camera: Camera3D, width: i32, height: i32 ) -> Vector2

Get size position for a 3D world space position
source§

fn set_target_fps(&self, fps: i32)

Set target FPS (maximum)
source§

fn get_frame_time(&self) -> f32

Get time in seconds for last frame drawn (delta time)
source§

fn get_time(&self) -> f64

Get elapsed time in seconds since InitWindow()
source§

fn get_fps(&self) -> i32

Get current FPS
source§

fn swap_screen_buffer(&self)

Swap back buffer with front buffer (screen drawing)
source§

fn poll_input_events(&self)

Register all input events
source§

fn wait_time(&self, seconds: f64)

Wait for some time (halt program execution)
source§

fn set_random_seed(&self, seed: u32)

Set the seed for the random number generator
source§

fn get_random_value(&self, min: i32, max: i32) -> i32

Get a random value between min and max (both included)
source§

fn load_random_sequence(&self, count: usize, min: i32, max: i32) -> Vec<i32>

Load random values sequence, no values repeated
source§

fn take_screenshot(&self, filename: impl Display)

Takes a screenshot of current screen (filename extension defines format)
source§

fn set_config_flags(&self, flags: impl Into<usize>)

Setup init configuration flags (use ConfigFlags)
source§

fn open_url(&self, url: impl Display)

Open URL with default system browser (if available)
source§

fn trace_log(&self, level: TraceLogLevel, text: impl Display)

Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR…)
source§

fn set_trace_log_level(&self, level: TraceLogLevel)

Set the current threshold (minimum) log level
source§

fn load_file_data(&self, filename: impl Display) -> Result<Vec<u8>, String>

Load file data as byte array (read)
source§

fn save_file_data(&self, filename: impl Display, data: &mut Vec<u8>) -> bool

Save data to file from byte array (write), returns true on success
source§

fn export_data_as_code(&self, data: &str, filename: impl Display) -> bool

Export data to code (.h), returns true on success
source§

fn load_file_text(&self, filename: impl Display) -> Result<String, String>

Load text data from file (read)
source§

fn save_file_text(&self, filename: impl Display, text: impl Display) -> bool

Save text data to file (write), string must be ‘\0’ terminated, returns true on success
source§

fn get_application_directory(&self) -> Result<String, String>

Get the directory of the running application
source§

fn load_automation_event_list( &self, filename: impl Display ) -> Result<AutomationEventList, String>

Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
source§

fn unload_automation_event_list(&self, list: AutomationEventList)

Unload automation events list from file
source§

fn export_automation_event_list( &self, list: AutomationEventList, filename: impl Display ) -> bool

Export automation events list as text file
source§

fn set_automation_event_list(&self, list: AutomationEventList)

Set automation event list to record to
source§

fn set_automation_event_base_frame(&self, frame: i32)

Set automation event internal base frame to start recording
source§

fn start_automation_event_record(&self)

Start recording automation events (AutomationEventList must be set)
source§

fn stop_automation_event_record(&self)

Stop recording automation events
source§

fn play_automation_event(&self, event: AutomationEvent)

Play a recorded automation event
source§

fn is_key_pressed(&self, key: KeyboardKey) -> bool

Check whether a key has been pressed once
source§

fn is_key_pressed_repeat(&self, key: KeyboardKey) -> bool

Check whether a key has been pressed again (Only PLATFORM_DESKTOP)
source§

fn is_key_down(&self, key: KeyboardKey) -> bool

Check whether a key is being pressed
source§

fn is_key_released(&self, key: KeyboardKey) -> bool

Check whether a key has been released once
source§

fn is_key_up(&self, key: KeyboardKey) -> bool

Check whether a key is NOT being pressed
source§

fn get_key_pressed(&self) -> KeyboardKey

Get key pressed, call it multiple times for keys queued, returns KeyboardKey::Null when the queue is empty
source§

fn get_char_pressed(&self) -> String

Get char pressed (unicode), call it multiple times for chars queued, returns empty when the queue is empty
source§

fn set_exit_key(&self, key: KeyboardKey)

Set a custom key to exit program (default is KeyboardKey::Escape)
source§

fn is_gamepad_available(&self, gamepad: i32) -> bool

Check whether a gamepad is available
source§

fn get_gamepad_name(&self, gamepad: i32) -> Result<String, String>

Get gamepad internal name id
source§

fn is_gamepad_button_pressed(&self, gamepad: i32, button: GamepadButton) -> bool

Check whether a gamepad button has been pressed once
source§

fn is_gamepad_button_down(&self, gamepad: i32, button: GamepadButton) -> bool

Check whether a gamepad button is being pressed
source§

fn is_gamepad_button_released( &self, gamepad: i32, button: GamepadButton ) -> bool

Check whether a gamepad button has been released once
source§

fn is_gamepad_button_up(&self, gamepad: i32, button: GamepadButton) -> bool

Check whether a gamepad button is NOT being pressed
source§

fn get_gamepad_button_pressed(&self) -> GamepadButton

Get the last gamepad button pressed
source§

fn get_gamepad_axis_count(&self, gamepad: i32) -> i32

Get gamepad axis count for a gamepad
source§

fn get_gamepad_axis_movement(&self, gamepad: i32, axis: GamepadAxis) -> f32

Get axis movement value for a gamepad axis
source§

fn set_gamepad_mappings(&self, mappings: impl Display) -> i32

Set internal gamepad mappings (SDL_GameControllerDB)
source§

fn is_mouse_button_pressed(&self, button: MouseButton) -> bool

Check whether a mouse button has been pressed once
source§

fn is_mouse_button_down(&self, button: MouseButton) -> bool

Check whether a mouse button is being pressed
source§

fn is_mouse_button_released(&self, button: MouseButton) -> bool

Check whether a mouse button has been released once
source§

fn is_mouse_button_up(&self, button: MouseButton) -> bool

Check whether a mouse button is NOT being pressed
source§

fn get_mouse_x(&self) -> i32

Get mouse position X
source§

fn get_mouse_y(&self) -> i32

Get mouse position Y
source§

fn get_mouse_position(&self) -> Vector2

source§

fn get_mouse_delta(&self) -> Vector2

Get mouse delta between frames
source§

fn set_mouse_position(&self, x: i32, y: i32)

Set mouse position XY
source§

fn set_mouse_offset(&self, x: i32, y: i32)

source§

fn set_mouse_scale(&self, x: f32, y: f32)

Set mouse scaling
source§

fn get_mouse_wheel_move(&self) -> f32

source§

fn get_mouse_wheel_move_v(&self) -> Vector2

Get mouse wheel movement for both X and Y
source§

fn set_mouse_cursor(&self, cursor: MouseCursor)

Set mouse cursor
source§

fn get_touch_x(&self) -> i32

Get touch position X for touch point 0 (relative to screen size)
source§

fn get_touch_y(&self) -> i32

Get touch position Y for touch point 0 (relative to screen size)
source§

fn get_touch_position(&self, index: i32) -> Vector2

Get touch position XY for a touch point index (relative to screen size)
source§

fn get_touch_point_id(&self, index: i32) -> i32

Get touch point identifier for given index
source§

fn get_touch_point_count(&self) -> i32

Get number of touch points
source§

impl Rgestures for Connector3D

source§

fn set_gestures_enable(&self, flags: impl Into<usize>)

source§

fn is_gesture_detected(&self, gesture: Gesture) -> bool

Check whether a gesture have been detected
source§

fn get_gesture_detected(&self) -> Vec<Gesture>

Get latest detected gesture
source§

fn get_gesture_hold_duration(&self) -> f32

Get gesture hold time in milliseconds
source§

fn get_gesture_drag_vector(&self) -> Vector2

Get gesture drag vector
source§

fn get_gesture_drag_angle(&self) -> f32

Get gesture drag angle
source§

fn get_gesture_pinch_vector(&self) -> Vector2

Get gesture pinch delta
source§

fn get_gesture_pinch_angle(&self) -> f32

Get gesture pinch angle
source§

impl Rmodels for Connector3D

source§

fn draw_line_3d(&self, start: Vector3, end: Vector3, color: Color)

Draw a line in 3D world space
source§

fn draw_point_3d(&self, position: Vector3, color: Color)

Draw a point in 3D space, actually a small line
source§

fn draw_circle_3d( &self, center: Vector3, radius: f32, rotation_axis: Vector3, rotation_angle: f32, color: Color )

Draw a circle in 3D world space
source§

fn draw_triangle_3d(&self, v1: Vector3, v2: Vector3, v3: Vector3, color: Color)

Draw a color-filled triangle (vertex in counter-clockwise order!)
source§

fn draw_triangle_strip_3d(&self, points: &mut Vec<Vector3>, color: Color)

Draw a triangle strip defined by points
source§

fn draw_cube( &self, position: Vector3, width: f32, height: f32, length: f32, color: Color )

Draw cube
source§

fn draw_cube_v(&self, position: Vector3, size: Vector3, color: Color)

Draw cube (Vector version)
source§

fn draw_cube_wires( &self, position: Vector3, width: f32, height: f32, length: f32, color: Color )

Draw cube wires
source§

fn draw_cube_wires_v(&self, position: Vector3, size: Vector3, color: Color)

Draw cube wires (Vector version)
source§

fn draw_sphere(&self, center: Vector3, radius: f32, color: Color)

Draw sphere
source§

fn draw_sphere_ex( &self, center: Vector3, radius: f32, rings: i32, slices: i32, color: Color )

Draw sphere with extended parameters
source§

fn draw_sphere_wires( &self, center: Vector3, radius: f32, rings: i32, slices: i32, color: Color )

Draw sphere wires
source§

fn draw_cylinder( &self, position: Vector3, radius_top: f32, radius_bottom: f32, height: f32, slices: i32, color: Color )

Draw a cylinder/cone
source§

fn draw_cylinder_ex( &self, start_pos: Vector3, end_pos: Vector3, start_radius: f32, end_radius: f32, sides: i32, color: Color )

Draw a cylinder with base at startPos and top at endPos
source§

fn draw_cylinder_wires( &self, position: Vector3, radius_top: f32, radius_bottom: f32, height: f32, slices: i32, color: Color )

Draw a cylinder/cone wires
source§

fn draw_cylinder_wires_ex( &self, start_pos: Vector3, end_pos: Vector3, start_radius: f32, end_radius: f32, sides: i32, color: Color )

Draw a cylinder wires with base at startPos and top at endPos
source§

fn draw_capsule( &self, start_pos: Vector3, end_pos: Vector3, radius: f32, slices: i32, rings: i32, color: Color )

Draw a capsule with the center of its sphere caps at startPos and endPos
source§

fn draw_capsule_wires( &self, start_pos: Vector3, end_pos: Vector3, radius: f32, slices: i32, rings: i32, color: Color )

Draw capsule wireframe with the center of its sphere caps at startPos and endPos
source§

fn draw_plane(&self, center: Vector3, size: Vector2, color: Color)

source§

fn draw_ray(&self, ray: Ray, color: Color)

Draw a ray line
source§

fn draw_grid(&self, slices: i32, spacing: f32)

Draw a grid (centered at (0, 0, 0))
source§

fn load_model(&self, filename: impl Display) -> Result<Model, String>

Load model from files (meshes and materials)
source§

fn load_model_from_mesh(&self, mesh: Mesh) -> Model

Load model from generated mesh (default material)
source§

fn is_model_ready(&self, model: Model) -> bool

check whether a model is ready
source§

fn unload_model(&self, model: Model)

Unload model (including meshes) from memory (RAM and/or VRAM)
source§

fn get_model_bounding_box(&self, model: Model) -> BoundingBox

Compute model bounding box limits (considers all meshes)
source§

fn draw_model(&self, model: Model, position: Vector3, scale: f32, tint: Color)

Draw a model (with texture if set)
source§

fn draw_model_ex( &self, model: Model, position: Vector3, rotation_axis: Vector3, rotation_angle: f32, scale: Vector3, tint: Color )

Draw a model with extended parameters
source§

fn draw_model_wires( &self, model: Model, position: Vector3, scale: f32, tint: Color )

Draw a model wires (with texture if set)
source§

fn draw_model_wires_ex( &self, model: Model, position: Vector3, rotation_axis: Vector3, rotation_angle: f32, scale: Vector3, tint: Color )

Draw a model wires (with texture if set) with extended parameters
source§

fn draw_bounding_box(&self, box_: BoundingBox, color: Color)

Draw bounding box (wires)
source§

fn draw_billboard( &self, camera: Camera3D, texture: Texture, position: Vector3, size: f32, tint: Color )

Draw a billboard texture
source§

fn draw_billboard_rec( &self, camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color )

Draw a billboard texture defined by source
source§

fn draw_billboard_pro( &self, camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: f32, tint: Color )

Draw a billboard texture defined by source and rotation
source§

fn upload_mesh(&self, mesh: &mut Mesh, dynamic: bool)

Upload mesh vertex data in GPU and provide VAO/VBO ids
source§

fn update_mesh_buffer( &self, mesh: Mesh, index: i32, data: &mut Vec<u8>, offset: i32 )

Update mesh vertex data in GPU for a specific buffer index
source§

fn unload_mesh(&self, mesh: Mesh)

Unload mesh data from CPU and GPU
source§

fn draw_mesh(&self, mesh: Mesh, material: Material, transform: Matrix)

Draw a 3D mesh with material and transform
source§

fn draw_mesh_instanced( &self, mesh: Mesh, material: Material, transforms: &[Matrix] )

Draw multiple mesh instances with material and different transforms
source§

fn export_mesh(&self, mesh: Mesh, filename: impl Display) -> bool

Export mesh data to file, returns true on success
source§

fn get_mesh_bounding_box(&self, mesh: Mesh) -> BoundingBox

Compute mesh bounding box limits
source§

fn gen_mesh_tangents(&self, mesh: &mut Mesh)

Compute mesh tangents
source§

fn gen_mesh_poly(&self, sides: i32, radius: f32) -> Mesh

source§

fn gen_mesh_plane(&self, width: f32, height: f32, x: i32, z: i32) -> Mesh

Generate plane mesh (with subdivisions)
source§

fn gen_mesh_cube(&self, width: f32, height: f32, length: f32) -> Mesh

Generate cuboid mesh
source§

fn gen_mesh_sphere(&self, radius: f32, rings: i32, slices: i32) -> Mesh

Generate sphere mesh (standard sphere)
source§

fn gen_mesh_hemisphere(&self, radius: f32, rings: i32, slices: i32) -> Mesh

Generate half-sphere mesh (no bottom cap)
source§

fn gen_mesh_cylinder(&self, radius: f32, height: f32, slices: i32) -> Mesh

Generate cylinder mesh
source§

fn gen_mesh_cone(&self, radius: f32, height: f32, slices: i32) -> Mesh

Generate cone/pyramid mesh
source§

fn gen_mesh_torus( &self, radius: f32, size: f32, rad_seg: i32, sides: i32 ) -> Mesh

Generate torus mesh
source§

fn gen_mesh_knot( &self, radius: f32, size: f32, rad_seg: i32, sides: i32 ) -> Mesh

Generate trefoil knot mesh
source§

fn gen_mesh_heightmap(&self, heightmap: Image, size: Vector3) -> Mesh

Generate heightmap mesh from image data
source§

fn gen_mesh_cubicmap(&self, heightmap: Image, size: Vector3) -> Mesh

Generate cubes-based map mesh from image data
source§

fn load_materials( &self, filename: impl Display ) -> Result<Vec<Material>, String>

Load materials from model file
source§

fn load_material_default(&self) -> Material

Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
source§

fn is_material_ready(&self, material: Material) -> bool

check whether a material is ready
source§

fn unload_material(&self, material: Material)

Unload material from GPU memory (VRAM)
source§

fn set_material_texture( &self, material: &mut Material, map_tpe: i32, texture: Texture )

Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR…)
source§

fn set_model_mesh_material( &self, model: &mut Model, mesh_id: i32, material_id: i32 )

Set material for a mesh
source§

fn load_model_animations( &self, filename: impl Display ) -> Result<Vec<ModelAnimation>, String>

Load model animations from file
source§

fn update_model_animation(&self, model: Model, anim: ModelAnimation, frame: i32)

Update model animation pose
source§

fn unload_model_animation(&self, anim: ModelAnimation)

Unload animation data
source§

fn unload_model_animations(&self, anims: &mut [ModelAnimation])

Unload animation array data
source§

fn is_model_animation_invalid(&self, model: Model, anim: ModelAnimation) -> bool

Check model animation skeleton match
source§

impl RmodelsCollisions for Connector3D

source§

fn check_collision_spheres( &self, center1: Vector3, radius1: f32, center2: Vector3, radius2: f32 ) -> bool

source§

fn check_collision_boxes(box1: BoundingBox, box2: BoundingBox) -> bool

Check collision between two bounding boxes
source§

fn check_collision_box_sphere( &self, box_: BoundingBox, center: Vector3, radius: f32 ) -> bool

Check collision between box and sphere
source§

fn get_raycollision_sphere( &self, ray: Ray, center: Vector3, radius: f32 ) -> RayCollision

Get collision info between ray and sphere
source§

fn get_raycollision_box(&self, ray: Ray, box_: BoundingBox) -> RayCollision

Get collision info between ray and box
source§

fn get_raycollision_mesh( &self, ray: Ray, mesh: Mesh, transform: Matrix ) -> RayCollision

Get collision info between ray and mesh
source§

fn get_raycollision_triangle( &self, ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3 ) -> RayCollision

Get collision info between ray and triangle
source§

fn get_raycollision_quad( &self, ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3 ) -> RayCollision

Get collision info between ray and quad
source§

impl Rtextures for Connector3D

source§

fn load_image(&self, filename: impl Display) -> Result<Image, String>

Load image from file into CPU memory (RAM)
source§

fn load_image_raw( &self, filename: impl Display, width: i32, height: i32, format: PixelFormat, header_size: i32 ) -> Result<Image, String>

Load image from RAW file data
source§

fn load_image_svg( &self, filename_or_string: impl Display, width: i32, height: i32 ) -> Result<Image, String>

Load image from SVG file data or string with specified size
source§

fn load_image_anim( &self, filename: impl Display ) -> Result<(Image, i32), String>

Load image sequence from file (frames appended to image.data)
source§

fn load_image_from_memory( &self, tpe: ImageType, data: &[u8] ) -> Result<Image, String>

Load image from memory buffer, fileType refers to extension: i.e. ‘.png’
source§

fn load_image_from_texture(&self, texture: Texture) -> Image

Load image from GPU texture data
source§

fn load_image_from_screen(&self) -> Image

Load image from screen buffer and (screenshot)
source§

fn is_image_ready(&self, image: Image) -> bool

Check whether an image is ready
source§

fn unload_image(&self, image: Image)

Unload image from CPU memory (RAM)
source§

fn export_image(&self, image: Image, filename: impl Display) -> bool

Export image data to file, returns true on success
source§

fn export_image_to_memory( &self, image: Image, tpe: ImageType ) -> Result<Vec<u8>, String>

Export image to memory buffer
source§

fn export_image_as_code(&self, image: Image, filename: impl Display) -> bool

Export image as code file defining an array of bytes, returns true on success
source§

fn gen_image_color(&self, width: i32, height: i32, color: Color) -> Image

Generate image: plain color
source§

fn gen_image_gradient_linear( &self, width: i32, height: i32, angle: f32, start: Color, end: Color ) -> Image

Generate image: linear gradient, direction in radians, 0=Vertical gradient
source§

fn gen_image_gradient_radial( &self, width: i32, height: i32, density: f32, inner: Color, outer: Color ) -> Image

Generate image: radial gradient
source§

fn gen_image_gradient_square( &self, width: i32, height: i32, density: f32, inner: Color, outer: Color ) -> Image

source§

fn gen_image_checked( &self, width: i32, height: i32, checks_x: i32, checks_y: i32, col1: Color, col2: Color ) -> Image

Generate image: checked
source§

fn gen_image_white_noise(&self, width: i32, height: i32, factor: f32) -> Image

Generate image: white noise
source§

fn gen_image_perlin_noise( &self, width: i32, height: i32, offset_x: i32, offset_y: i32, scale: f32 ) -> Image

Generate image: perlin noise
source§

fn gen_image_cellular(&self, width: i32, height: i32, tile_size: i32) -> Image

Generate image: cellular algorithm, bigger tileSize means bigger cells
source§

fn gen_image_text(&self, width: i32, height: i32, text: impl Display) -> Image

Generate image: grayscale image from text data
source§

fn image_copy(&self, image: Image) -> Image

Create an image duplicate (useful for transformations)
source§

fn image_from_image(&self, image: Image, rec: Rectangle) -> Image

Create an image from another image piece
source§

fn image_text(&self, text: impl Display, font_size: i32, color: Color) -> Image

Create an image from text (default font)
source§

fn image_text_ex( &self, font: Font, text: impl Display, font_size: f32, spacing: f32, tint: Color ) -> Image

Create an image from text (custom sprite font)
source§

fn image_format(&self, image: &mut Image, format: PixelFormat)

Convert image data to desired format
source§

fn image_to_pot(&self, image: &mut Image, fill: Color)

Convert image to POT (power-of-two)
source§

fn image_crop(&self, image: &mut Image, crop: Rectangle)

Crop an image to a defined rectangle
source§

fn image_alpha_crop(&self, image: &mut Image, threshold: f32)

Crop image depending on alpha value
source§

fn image_alpha_clear(&self, image: &mut Image, color: Color, threshold: f32)

Clear alpha channel to desired color
source§

fn image_alpha_mask(&self, image: &mut Image, alpha_mask: Image)

Apply alpha mask to image
source§

fn image_alpha_premultiply(&self, image: &mut Image)

Premultiply alpha channel
source§

fn image_blur_gaussian(&self, image: &mut Image, blur_size: i32)

Apply Gaussian blur using a box blur approximation
source§

fn image_resize(&self, image: &mut Image, width: i32, height: i32)

Resize image (Bicubic scaling algorithm)
source§

fn image_resize_nn(&self, image: &mut Image, width: i32, height: i32)

Resize image (Nearest-Neighbor scaling algorithm)
source§

fn image_resize_canvas( &self, image: &mut Image, width: i32, height: i32, offset_x: i32, offset_y: i32, fill: Color )

source§

fn image_mipmaps(&self, image: &mut Image)

Compute all mipmap levels for a provided image
source§

fn image_dither(&self, image: &mut Image, r: i32, g: i32, b: i32, a: i32)

Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
source§

fn image_flip_vertical(&self, image: &mut Image)

Flip image vertically
source§

fn image_flip_horizontal(&self, image: &mut Image)

Flip image horizontally
source§

fn image_rotate(&self, image: &mut Image, angle: f32)

source§

fn image_rotate_cw(&self, image: &mut Image)

Rotate image clockwise 90°
source§

fn image_rotate_ccw(&self, image: &mut Image)

source§

fn image_color_tint(&self, image: &mut Image, tint: Color)

Modify image color: tint
source§

fn image_color_invert(&self, image: &mut Image)

Modify image color: invert
source§

fn image_color_grayscale(&self, image: &mut Image)

Modify image color: grayscale
source§

fn image_color_contrast(&self, image: &mut Image, contrast: f32)

Modify image color: contrast (-100 to 100)
source§

fn image_color_brightness(&self, image: &mut Image, brightness: i32)

Modify image color: brightness (-255 to 255)
source§

fn image_color_replace(&self, image: &mut Image, color: Color, replace: Color)

Modify image color: replace color
source§

fn load_image_colors(&self, image: Image) -> *mut Color

Load color data from image as a Color array (RGBA - 32bit)
source§

fn load_image_pallete( &self, image: Image, max_size: i32 ) -> Result<Vec<Color>, String>

Load colors palette from image as a Color array (RGBA - 32bit)
source§

fn unload_image_colors(&self, colors: *mut Color)

Unload color data loaded with LoadImageColors()
source§

fn get_image_alpha_border(&self, image: Image, threshold: f32) -> Rectangle

Get image alpha border rectangle
source§

fn get_image_color(&self, image: Image, x: i32, y: i32) -> Color

Get image pixel color at (x, y) position
source§

fn image_clear_background(&self, image: &mut Image, color: Color)

Clear image background with given color
source§

fn image_draw_pixel(&self, image: &mut Image, x: i32, y: i32, color: Color)

Draw pixel within an image
source§

fn image_draw_pixel_v(&self, image: &mut Image, position: Vector2, color: Color)

Draw pixel within an image (Vector version)
source§

fn image_draw_line( &self, image: &mut Image, start_x: i32, start_y: i32, end_x: i32, end_y: i32, color: Color )

Draw line within an image
source§

fn image_draw_line_v( &self, image: &mut Image, start: Vector2, end: Vector2, color: Color )

Draw line within an image (Vector version)
source§

fn image_draw_circle( &self, image: &mut Image, center_x: i32, center_y: i32, radius: i32, color: Color )

Draw a filled circle within an image
source§

fn image_draw_circle_v( &self, image: &mut Image, center: Vector2, radius: i32, color: Color )

Draw a filled circle within an image (Vector version)
source§

fn image_draw_circle_lines( &self, image: &mut Image, center_x: i32, center_y: i32, radius: i32, color: Color )

Draw circle outline within an image
source§

fn image_draw_circle_lines_v( &self, image: &mut Image, center: Vector2, radius: i32, color: Color )

Draw circle outline within an image (Vector version)
source§

fn image_draw_rectangle( &self, image: &mut Image, x: i32, y: i32, width: i32, height: i32, color: Color )

Draw rectangle within an image
source§

fn image_draw_rectangle_v( &self, image: &mut Image, position: Vector2, size: Vector2, color: Color )

Draw rectangle within an image (Vector version)
source§

fn image_draw_rectangle_rec( &self, image: &mut Image, rec: Rectangle, color: Color )

Draw rectangle within an image
source§

fn image_draw_rectangle_lines( &self, image: &mut Image, rec: Rectangle, thick: i32, color: Color )

Draw rectangle lines within an image
source§

fn image_draw( &self, image: &mut Image, src: Image, src_rec: Rectangle, dst_rec: Rectangle, tint: Color )

Draw a source image within a destination image (tint applied to source)
source§

fn image_draw_text( &self, image: &mut Image, text: impl Display, x: i32, y: i32, font_size: i32, color: Color )

Draw text (using default font) within an image (destination)
source§

fn image_draw_text_ex( &self, image: &mut Image, font: Font, text: impl Display, position: Vector2, font_size: f32, spacing: f32, tint: Color )

Draw text (custom sprite font) within an image (destination)
source§

fn load_texture(&self, filename: impl Display) -> Result<Texture, String>

Load texture from file into GPU memory (VRAM)
source§

fn load_texture_from_image(&self, image: Image) -> Result<Texture, String>

Load texture from image data
source§

fn load_texture_cubemap( &self, image: Image, layout: CubemapLayout ) -> Result<Texture, String>

Load cubemap from image, multiple image cubemap layouts supported
source§

fn load_render_texture(&self, width: i32, height: i32) -> RenderTexture

Load texture for rendering (framebuffer)
source§

fn is_texture_ready(&self, texture: Texture) -> bool

Check whether a texture is ready
source§

fn unload_texture(&self, texture: Texture)

Unload texture from GPU memory (VRAM)
source§

fn is_render_texture_ready(&self, target: RenderTexture) -> bool

Check whether a render texture is ready
source§

fn unload_render_texture(&self, target: RenderTexture)

Unload render texture from GPU memory (VRAM)
source§

fn update_texture(&self, texture: Texture, pixels: &[u8])

Update GPU texture with new data
source§

fn update_texture_rec(&self, texture: Texture, rec: Rectangle, pixels: &[u8])

Update GPU texture rectangle with new data
source§

fn gen_texture_mipmaps(&self, texture: &mut Texture)

Generate GPU mipmaps for a texture
source§

fn set_texture_filter(&self, texture: Texture, filter: TextureFilter)

Set texture scaling filter mode
source§

fn set_texture_wrap(&self, texture: Texture, wrap: TextureWrap)

Set texture wrapping mode
source§

fn draw_texture(&self, texture: Texture, x: i32, y: i32, tint: Color)

source§

fn draw_texture_v(&self, texture: Texture, position: Vector2, tint: Color)

Draw a Texture2D with position defined as Vector2
source§

fn draw_texture_ex( &self, texture: Texture, position: Vector2, rotation: f32, scale: f32, tint: Color )

Draw a Texture2D with extended parameters
source§

fn draw_texture_rec( &self, texture: Texture, source: Rectangle, position: Vector2, tint: Color )

Draw a part of a texture defined by a rectangle
source§

fn draw_texture_pro( &self, texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color )

Draw a part of a texture defined by a rectangle with pro parameters
source§

fn draw_texture_n_patch( &self, texture: Texture, info: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: f32, tint: Color )

Draws a texture (or part of it) that stretches or shrinks nicely
source§

fn fade(&self, color: Color, alpha: f32) -> Color

Get color with alpha applied, alpha goes from 0.0 to 1.0
source§

fn color_to_int(&self, color: Color) -> i32

Get hexadecimal value for a Color
source§

fn color_normalize(&self, color: Color) -> Vector4

Get Color normalized as float [0..1]
source§

fn color_from_normalized(&self, normalized: Vector4) -> Color

Get Color from normalized values [0..1]
source§

fn color_to_hsv(&self, color: Color) -> Vector3

Get HSV values for a Color, hue [0..360], saturation/value [0..1]
source§

fn color_from_hsv(&self, hue: f32, saturation: f32, value: f32) -> Color

Get a Color from HSV values, hue [0..360], saturation/value [0..1]
source§

fn color_tint(&self, color: Color, tint: Color) -> Color

Get color multiplied with another color
source§

fn color_brightness(&self, color: Color, factor: f32) -> Color

Get color with brightness correction, brightness factor goes from -1.0 to 1.0
source§

fn color_contrast(&self, color: Color, contrast: f32) -> Color

Get color with contrast correction, contrast values between -1.0 and 1.0
source§

fn color_alpha(&self, color: Color, alpha: f32) -> Color

Get color with alpha applied, alpha goes from 0.0 to 1.0
source§

fn color_alpha_blend(&self, dst: Color, src: Color, tint: Color) -> Color

Get src alpha-blended into dst color with tint
source§

fn get_color(&self, hex_value: u32) -> Color

Get Color structure from hexadecimal value
source§

fn get_pixel_color(&self, ptr: &mut Vec<u8>, format: PixelFormat) -> Color

Get Color from a source pixel pointer of certain format
source§

fn set_pixel_color(&self, ptr: &mut Vec<u8>, color: Color, format: PixelFormat)

Set color formatted into destination pixel pointer
source§

fn get_pixel_data_size( &self, width: i32, height: i32, format: PixelFormat ) -> i32

Get pixel data size in bytes for certain format
source§

impl Copy for Connector3D

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.