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use std::rc::Rc; use crate::error::Result; use crate::graphics::{DrawParams, Drawable, FilterMode, Texture}; use crate::platform::{GraphicsDevice, RawFramebuffer}; use crate::Context; /// A texture that can be used for off-screen rendering. /// /// This is sometimes referred to as a 'render texture' or 'render target' in other /// frameworks. /// /// Canvases can be useful if you want to do some rendering upfront and then cache the result /// (e.g. a static background), or if you want to apply transformations/shaders to multiple /// things simultaneously. /// /// Note that creating a canvas is a relatively expensive operation! You rarely (if ever) should /// create them in your `draw` or `update` methods. Instead, add it as a member of your `State` /// struct. /// /// # Examples /// /// ```rust /// # use tetra::{Context, State}; /// # use tetra::graphics::{self, Color, Canvas}; /// # use tetra::math::Vec2; /// # /// struct GameState { /// canvas: Canvas, /// } /// /// impl GameState { /// fn new(ctx: &mut Context) -> tetra::Result<GameState> { /// Ok(GameState { /// canvas: Canvas::new(ctx, 640, 480)? /// }) /// } /// } /// /// impl State for GameState { /// fn draw(&mut self, ctx: &mut Context) -> tetra::Result { /// graphics::set_canvas(ctx, &self.canvas); /// /// // Draw some stuff to the canvas here, using the normal graphics API. /// /// // When you're done, reset the canvas: /// graphics::reset_canvas(ctx); /// /// // Now you can draw the canvas to the screen: /// graphics::clear(ctx, Color::BLACK); /// graphics::draw(ctx, &self.canvas, Vec2::new(0.0, 0.0)); /// /// Ok(()) /// } /// } /// ``` #[derive(Debug, Clone, PartialEq)] pub struct Canvas { pub(crate) texture: Texture, pub(crate) framebuffer: Rc<RawFramebuffer>, } impl Canvas { /// Creates a new canvas. /// /// # Errors /// /// * `TetraError::PlatformError` will be returned if the underlying graphics API encounters an error. pub fn new(ctx: &mut Context, width: i32, height: i32) -> Result<Canvas> { Canvas::with_device( &mut ctx.device, width, height, ctx.graphics.default_filter_mode, ) } pub(crate) fn with_device( device: &mut GraphicsDevice, width: i32, height: i32, filter_mode: FilterMode, ) -> Result<Canvas> { let texture = Texture::with_device_empty(device, width, height, filter_mode)?; let framebuffer = device.new_framebuffer(&texture.data.handle, true)?; Ok(Canvas { texture, framebuffer: Rc::new(framebuffer), }) } /// Returns the width of the canvas. pub fn width(&self) -> i32 { self.texture.width() } /// Returns the height of the canvas. pub fn height(&self) -> i32 { self.texture.height() } /// Returns the size of the canvas. pub fn size(&self) -> (i32, i32) { self.texture.size() } /// Returns the filter mode being used by the canvas. pub fn filter_mode(&self) -> FilterMode { self.texture.filter_mode() } /// Sets the filter mode that should be used by the canvas. pub fn set_filter_mode(&mut self, ctx: &mut Context, filter_mode: FilterMode) { self.texture.set_filter_mode(ctx, filter_mode); } /// Returns a reference to the canvas' underlying texture. pub fn texture(&self) -> &Texture { &self.texture } } impl Drawable for Canvas { fn draw<P>(&self, ctx: &mut Context, params: P) where P: Into<DrawParams>, { self.texture.draw(ctx, params) } }