Struct rusty_gfx::Sprite

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pub struct Sprite {
    pub transform: Transform,
    /* private fields */
}

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§transform: Transform

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impl Sprite

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pub fn smooth_circle( window: &Window, pos: Vec2, direction: f32, scale: f32, radius: f32, color: Color ) -> Self

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pub fn new_rectangle( window: &Window, pos: Vec2, direction: f32, scale: f32, width: f32, height: f32, color: Color, shape_style: ShapeStyle ) -> Self

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pub fn new_image( window: &Window, pos: Vec2, direction: f32, scale: f32, tint: Option<Color>, filename: &str ) -> Self

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pub fn new_circle( window: &Window, pos: Vec2, direction: f32, scale: f32, radius: f32, color: Color, shape_style: ShapeStyle ) -> Self

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pub fn with_drawable<T: 'static + Drawable>(drawable: T) -> Self

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pub fn with_drawable_at<T: 'static + Drawable>( drawable: T, transform: Transform ) -> Self

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pub fn draw(&mut self, window: &mut Window)

You must call a Window’s .drawstart() before calling this method. draw() will draw your image to the current off-screen framebuffer. After the first time a given image value is drawn it stays on the GPU and during subsequent calls it only sends updated position/rotation, which is super efficient, so don’t destroy and recreate images every frame! Draw calls draw to the framebuffer in the order that they occur, so the last image is on top.

Auto Trait Implementations§

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impl !RefUnwindSafe for Sprite

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impl !Send for Sprite

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impl !Sync for Sprite

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impl Unpin for Sprite

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impl !UnwindSafe for Sprite

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

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Calls U::from(self).

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const ALIGN: usize = mem::align_of::<T>()

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Initializes a with the given initializer. Read more
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