pub struct SpriteRenderContext<'a> {
pub clock: &'a Clock,
pub from_snap: &'a Snap,
pub to_snap: &'a Snap,
pub tees: &'a mut TeeStorage,
pub map: &'a Map,
pub particles: &'a mut Particles,
pub textures: &'a SpriteTextures,
pub rng: &'a mut Rng,
}Fields§
§clock: &'a Clock§from_snap: &'a Snap§to_snap: &'a Snap§tees: &'a mut TeeStorage§map: &'a Map§particles: &'a mut Particles§textures: &'a SpriteTextures§rng: &'a mut RngImplementations§
Source§impl<'a> SpriteRenderContext<'a>
impl<'a> SpriteRenderContext<'a>
pub fn snap_sprite_generator(&'a mut self) -> SnapSpriteGenerator<'a>
Source§impl SpriteRenderContext<'_>
impl SpriteRenderContext<'_>
Sourcepub fn process_events(&mut self)
pub fn process_events(&mut self)
Process the events in the from-Snap.
Should be called whenever a new snap is introduced.
Also detects events through differences between the two snaps.
Trait Implementations§
Source§impl<'a> GenerateSprites<Laser> for SpriteRenderContext<'a>
impl<'a> GenerateSprites<Laser> for SpriteRenderContext<'a>
fn interpolate_sprites_fg<F>( &mut self, from: &Laser, _to: &Laser, _: SnapId, sprite_fn: F, )
Source§fn interpolate_sprites_bg<F>(
&mut self,
from: &T,
to: &T,
snap_id: SnapId,
sprite_fn: F,
)
fn interpolate_sprites_bg<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Only implement, if a second render pass is required.
fn interpolate_sprites<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Source§impl<'a> GenerateSprites<MapProjectile> for SpriteRenderContext<'a>
impl<'a> GenerateSprites<MapProjectile> for SpriteRenderContext<'a>
fn interpolate_sprites_fg<F>( &mut self, from: &MapProjectile, _to: &MapProjectile, _: SnapId, sprite_fn: F, )
Source§fn interpolate_sprites_bg<F>(
&mut self,
from: &T,
to: &T,
snap_id: SnapId,
sprite_fn: F,
)
fn interpolate_sprites_bg<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Only implement, if a second render pass is required.
fn interpolate_sprites<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Source§impl<'a> GenerateSprites<Pickup> for SpriteRenderContext<'a>
impl<'a> GenerateSprites<Pickup> for SpriteRenderContext<'a>
fn interpolate_sprites_fg<F>( &mut self, from: &Pickup, to: &Pickup, _: SnapId, sprite_fn: F, )
Source§fn interpolate_sprites_bg<F>(
&mut self,
from: &T,
to: &T,
snap_id: SnapId,
sprite_fn: F,
)
fn interpolate_sprites_bg<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Only implement, if a second render pass is required.
fn interpolate_sprites<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Source§impl<'a> GenerateSprites<Player> for SpriteRenderContext<'a>
impl<'a> GenerateSprites<Player> for SpriteRenderContext<'a>
fn interpolate_sprites_fg<F>( &mut self, from: &Player, _to: &Player, snap_id: SnapId, sprite_fn: F, )
Source§fn interpolate_sprites_bg<F>(
&mut self,
from: &Player,
_to: &Player,
snap_id: SnapId,
sprite_fn: F,
)
fn interpolate_sprites_bg<F>( &mut self, from: &Player, _to: &Player, snap_id: SnapId, sprite_fn: F, )
Only implement, if a second render pass is required.
fn interpolate_sprites<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Source§impl<'a> GenerateSprites<Projectile> for SpriteRenderContext<'a>
impl<'a> GenerateSprites<Projectile> for SpriteRenderContext<'a>
fn interpolate_sprites_fg<F>( &mut self, from: &Projectile, _to: &Projectile, _: SnapId, sprite_fn: F, )
Source§fn interpolate_sprites_bg<F>(
&mut self,
from: &T,
to: &T,
snap_id: SnapId,
sprite_fn: F,
)
fn interpolate_sprites_bg<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Only implement, if a second render pass is required.
fn interpolate_sprites<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Source§impl<'a> GenerateSprites<PvpFlag> for SpriteRenderContext<'a>
impl<'a> GenerateSprites<PvpFlag> for SpriteRenderContext<'a>
fn interpolate_sprites_fg<F>( &mut self, from: &PvpFlag, to: &PvpFlag, _: SnapId, sprite_fn: F, )
Source§fn interpolate_sprites_bg<F>(
&mut self,
from: &T,
to: &T,
snap_id: SnapId,
sprite_fn: F,
)
fn interpolate_sprites_bg<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Only implement, if a second render pass is required.
fn interpolate_sprites<F>( &mut self, from: &T, to: &T, snap_id: SnapId, sprite_fn: F, )
Auto Trait Implementations§
impl<'a> Freeze for SpriteRenderContext<'a>
impl<'a> !RefUnwindSafe for SpriteRenderContext<'a>
impl<'a> Send for SpriteRenderContext<'a>
impl<'a> Sync for SpriteRenderContext<'a>
impl<'a> Unpin for SpriteRenderContext<'a>
impl<'a> !UnwindSafe for SpriteRenderContext<'a>
Blanket Implementations§
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
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impl<T> CheckedAs for T
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T: CheckedCast<Dst>,
Casts the value.
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Src: CheckedCast<Dst>,
impl<Src, Dst> CheckedCastFrom<Src> for Dstwhere
Src: CheckedCast<Dst>,
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Casts the value.
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