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use crate::{ Attribute, Context, Framebuffer, Indices, Object, Pipeline, VertexP2, VertexP2C4, VertexP2T2, VertexP2T2C4, VertexP3, VertexP3C4, VertexP3T2, VertexP3T2C4, VerticesMode, }; use glib::object::IsA; use glib::translate::*; use std::fmt; glib_wrapper! { pub struct Primitive(Object<ffi::CoglPrimitive, PrimitiveClass>) @extends Object; match fn { get_type => || ffi::cogl_primitive_get_gtype(), } } impl Primitive { //pub fn new(mode: VerticesMode, n_vertices: i32, : /*Unknown conversion*//*Unimplemented*/Fundamental: VarArgs) -> Primitive { // unsafe { TODO: call cogl_sys:cogl_primitive_new() } //} /// Provides a convenient way to describe a primitive, such as a single /// triangle strip or a triangle fan, that will internally allocate the /// necessary `AttributeBuffer` storage, describe the position /// attribute with a `Attribute` and upload your data. /// /// For example to draw a convex polygon you can do: /// /// ```text /// CoglVertexP2 triangle[] = /// { /// { 0, 300 }, /// { 150, 0, }, /// { 300, 300 } /// }; /// prim = primitive_new_p2 (VERTICES_MODE_TRIANGLE_FAN, /// 3, triangle); /// primitive_draw (prim); /// ``` /// /// The value passed as `n_vertices` is initially used to determine how /// much can be read from `data` but it will also be used to update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to read when drawing. /// /// `<note>`The primitive API doesn't support drawing with sliced /// textures (since switching between slices implies changing state and /// so that implies multiple primitives need to be submitted). You /// should pass the `TextureFlags::NoSlicing` flag to all textures that /// might be used while drawing with this API. If your hardware doesn't /// support non-power of two textures (For example you are using GLES /// 1.1) then you will need to make sure your assets are resized to a /// power-of-two size (though they don't have to be square)`</note>` /// ## `context` /// A `Context` /// ## `mode` /// A `VerticesMode` defining how to draw the vertices /// ## `n_vertices` /// The number of vertices to read from `data` and also /// the number of vertices to read when later drawing. /// ## `data` /// An array /// of `VertexP2` vertices /// /// # Returns /// /// A newly allocated `Primitive` /// with a reference of 1. This can be freed using `Object::unref`. pub fn new_p2(context: &Context, mode: VerticesMode, data: &[&VertexP2]) -> Primitive { let data: Vec<ffi::CoglVertexP2> = data .iter() .map(|e| unsafe { *e.to_glib_none().0 }) .collect(); let n_vertices = data.len() as i32; unsafe { from_glib_full(ffi::cogl_primitive_new_p2( context.to_glib_none().0, mode.to_glib(), n_vertices, data.as_ptr(), )) } } /// Provides a convenient way to describe a primitive, such as a single /// triangle strip or a triangle fan, that will internally allocate the /// necessary `AttributeBuffer` storage, describe the position /// and color attributes with `Attribute`<!-- -->s and upload /// your data. /// /// For example to draw a convex polygon with a linear gradient you /// can do: /// /// ```text /// CoglVertexP2C4 triangle[] = /// { /// { 0, 300, 0xff, 0x00, 0x00, 0xff }, /// { 150, 0, 0x00, 0xff, 0x00, 0xff }, /// { 300, 300, 0xff, 0x00, 0x00, 0xff } /// }; /// prim = primitive_new_p2c4 (VERTICES_MODE_TRIANGLE_FAN, /// 3, triangle); /// primitive_draw (prim); /// ``` /// /// The value passed as `n_vertices` is initially used to determine how /// much can be read from `data` but it will also be used to update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to read when drawing. /// /// `<note>`The primitive API doesn't support drawing with sliced /// textures (since switching between slices implies changing state and /// so that implies multiple primitives need to be submitted). You /// should pass the `TextureFlags::NoSlicing` flag to all textures that /// might be used while drawing with this API. If your hardware doesn't /// support non-power of two textures (For example you are using GLES /// 1.1) then you will need to make sure your assets are resized to a /// power-of-two size (though they don't have to be square)`</note>` /// ## `context` /// A `Context` /// ## `mode` /// A `VerticesMode` defining how to draw the vertices /// ## `n_vertices` /// The number of vertices to read from `data` and also /// the number of vertices to read when later drawing. /// ## `data` /// An array /// of `VertexP2C4` vertices /// /// # Returns /// /// A newly allocated `Primitive` /// with a reference of 1. This can be freed using `Object::unref`. pub fn new_p2c4(context: &Context, mode: VerticesMode, data: &[&VertexP2C4]) -> Primitive { let data: Vec<ffi::CoglVertexP2C4> = data .iter() .map(|e| unsafe { *e.to_glib_none().0 }) .collect(); let n_vertices = data.len() as i32; unsafe { from_glib_full(ffi::cogl_primitive_new_p2c4( context.to_glib_none().0, mode.to_glib(), n_vertices, data.as_ptr(), )) } } /// Provides a convenient way to describe a primitive, such as a single /// triangle strip or a triangle fan, that will internally allocate the /// necessary `AttributeBuffer` storage, describe the position and /// texture coordinate attributes with `Attribute`<!-- -->s and /// upload your data. /// /// For example to draw a convex polygon with texture mapping you can /// do: /// /// ```text /// CoglVertexP2T2 triangle[] = /// { /// { 0, 300, 0.0, 1.0}, /// { 150, 0, 0.5, 0.0}, /// { 300, 300, 1.0, 1.0} /// }; /// prim = primitive_new_p2t2 (VERTICES_MODE_TRIANGLE_FAN, /// 3, triangle); /// primitive_draw (prim); /// ``` /// /// The value passed as `n_vertices` is initially used to determine how /// much can be read from `data` but it will also be used to update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to read when drawing. /// /// `<note>`The primitive API doesn't support drawing with sliced /// textures (since switching between slices implies changing state and /// so that implies multiple primitives need to be submitted). You /// should pass the `TextureFlags::NoSlicing` flag to all textures that /// might be used while drawing with this API. If your hardware doesn't /// support non-power of two textures (For example you are using GLES /// 1.1) then you will need to make sure your assets are resized to a /// power-of-two size (though they don't have to be square)`</note>` /// ## `context` /// A `Context` /// ## `mode` /// A `VerticesMode` defining how to draw the vertices /// ## `n_vertices` /// The number of vertices to read from `data` and also /// the number of vertices to read when later drawing. /// ## `data` /// An array /// of `VertexP2T2` vertices /// /// # Returns /// /// A newly allocated `Primitive` /// with a reference of 1. This can be freed using `Object::unref`. pub fn new_p2t2(context: &Context, mode: VerticesMode, data: &[&VertexP2T2]) -> Primitive { let data: Vec<ffi::CoglVertexP2T2> = data .iter() .map(|e| unsafe { *e.to_glib_none().0 }) .collect(); let n_vertices = data.len() as i32; unsafe { from_glib_full(ffi::cogl_primitive_new_p2t2( context.to_glib_none().0, mode.to_glib(), n_vertices, data.as_ptr(), )) } } /// Provides a convenient way to describe a primitive, such as a single /// triangle strip or a triangle fan, that will internally allocate the /// necessary `AttributeBuffer` storage, describe the position, texture /// coordinate and color attributes with `Attribute`<!-- -->s and /// upload your data. /// /// For example to draw a convex polygon with texture mapping and a /// linear gradient you can do: /// /// ```text /// CoglVertexP2T2C4 triangle[] = /// { /// { 0, 300, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff}, /// { 150, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff}, /// { 300, 300, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff} /// }; /// prim = primitive_new_p2t2c4 (VERTICES_MODE_TRIANGLE_FAN, /// 3, triangle); /// primitive_draw (prim); /// ``` /// /// The value passed as `n_vertices` is initially used to determine how /// much can be read from `data` but it will also be used to update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to read when drawing. /// /// `<note>`The primitive API doesn't support drawing with sliced /// textures (since switching between slices implies changing state and /// so that implies multiple primitives need to be submitted). You /// should pass the `TextureFlags::NoSlicing` flag to all textures that /// might be used while drawing with this API. If your hardware doesn't /// support non-power of two textures (For example you are using GLES /// 1.1) then you will need to make sure your assets are resized to a /// power-of-two size (though they don't have to be square)`</note>` /// ## `context` /// A `Context` /// ## `mode` /// A `VerticesMode` defining how to draw the vertices /// ## `n_vertices` /// The number of vertices to read from `data` and also /// the number of vertices to read when later drawing. /// ## `data` /// An /// array of `VertexP2T2C4` vertices /// /// # Returns /// /// A newly allocated `Primitive` /// with a reference of 1. This can be freed using `Object::unref`. pub fn new_p2t2c4(context: &Context, mode: VerticesMode, data: &[&VertexP2T2C4]) -> Primitive { let data: Vec<ffi::CoglVertexP2T2C4> = data .iter() .map(|e| unsafe { *e.to_glib_none().0 }) .collect(); let n_vertices = data.len() as i32; unsafe { from_glib_full(ffi::cogl_primitive_new_p2t2c4( context.to_glib_none().0, mode.to_glib(), n_vertices, data.as_ptr(), )) } } /// Provides a convenient way to describe a primitive, such as a single /// triangle strip or a triangle fan, that will internally allocate the /// necessary `AttributeBuffer` storage, describe the position /// attribute with a `Attribute` and upload your data. /// /// For example to draw a convex polygon you can do: /// /// ```text /// CoglVertexP3 triangle[] = /// { /// { 0, 300, 0 }, /// { 150, 0, 0 }, /// { 300, 300, 0 } /// }; /// prim = primitive_new_p3 (VERTICES_MODE_TRIANGLE_FAN, /// 3, triangle); /// primitive_draw (prim); /// ``` /// /// The value passed as `n_vertices` is initially used to determine how /// much can be read from `data` but it will also be used to update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to read when drawing. /// /// `<note>`The primitive API doesn't support drawing with sliced /// textures (since switching between slices implies changing state and /// so that implies multiple primitives need to be submitted). You /// should pass the `TextureFlags::NoSlicing` flag to all textures that /// might be used while drawing with this API. If your hardware doesn't /// support non-power of two textures (For example you are using GLES /// 1.1) then you will need to make sure your assets are resized to a /// power-of-two size (though they don't have to be square)`</note>` /// ## `context` /// A `Context` /// ## `mode` /// A `VerticesMode` defining how to draw the vertices /// ## `n_vertices` /// The number of vertices to read from `data` and also /// the number of vertices to read when later drawing. /// ## `data` /// An array of /// `VertexP3` vertices /// /// # Returns /// /// A newly allocated `Primitive` /// with a reference of 1. This can be freed using `Object::unref`. pub fn new_p3(context: &Context, mode: VerticesMode, data: &[&VertexP3]) -> Primitive { let data: Vec<ffi::CoglVertexP3> = data .iter() .map(|e| unsafe { *e.to_glib_none().0 }) .collect(); let n_vertices = data.len() as i32; unsafe { from_glib_full(ffi::cogl_primitive_new_p3( context.to_glib_none().0, mode.to_glib(), n_vertices, data.as_ptr(), )) } } /// Provides a convenient way to describe a primitive, such as a single /// triangle strip or a triangle fan, that will internally allocate the /// necessary `AttributeBuffer` storage, describe the position /// and color attributes with `Attribute`<!-- -->s and upload /// your data. /// /// For example to draw a convex polygon with a linear gradient you /// can do: /// /// ```text /// CoglVertexP3C4 triangle[] = /// { /// { 0, 300, 0, 0xff, 0x00, 0x00, 0xff }, /// { 150, 0, 0, 0x00, 0xff, 0x00, 0xff }, /// { 300, 300, 0, 0xff, 0x00, 0x00, 0xff } /// }; /// prim = primitive_new_p3c4 (VERTICES_MODE_TRIANGLE_FAN, /// 3, triangle); /// primitive_draw (prim); /// ``` /// /// The value passed as `n_vertices` is initially used to determine how /// much can be read from `data` but it will also be used to update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to read when drawing. /// /// `<note>`The primitive API doesn't support drawing with sliced /// textures (since switching between slices implies changing state and /// so that implies multiple primitives need to be submitted). You /// should pass the `TextureFlags::NoSlicing` flag to all textures that /// might be used while drawing with this API. If your hardware doesn't /// support non-power of two textures (For example you are using GLES /// 1.1) then you will need to make sure your assets are resized to a /// power-of-two size (though they don't have to be square)`</note>` /// ## `context` /// A `Context` /// ## `mode` /// A `VerticesMode` defining how to draw the vertices /// ## `n_vertices` /// The number of vertices to read from `data` and also /// the number of vertices to read when later drawing. /// ## `data` /// An array /// of `VertexP3C4` vertices /// /// # Returns /// /// A newly allocated `Primitive` /// with a reference of 1. This can be freed using `Object::unref`. pub fn new_p3c4(context: &Context, mode: VerticesMode, data: &[&VertexP3C4]) -> Primitive { let data: Vec<ffi::CoglVertexP3C4> = data .iter() .map(|e| unsafe { *e.to_glib_none().0 }) .collect(); let n_vertices = data.len() as i32; unsafe { from_glib_full(ffi::cogl_primitive_new_p3c4( context.to_glib_none().0, mode.to_glib(), n_vertices, data.as_ptr(), )) } } /// Provides a convenient way to describe a primitive, such as a single /// triangle strip or a triangle fan, that will internally allocate the /// necessary `AttributeBuffer` storage, describe the position and /// texture coordinate attributes with `Attribute`<!-- -->s and /// upload your data. /// /// For example to draw a convex polygon with texture mapping you can /// do: /// /// ```text /// CoglVertexP3T2 triangle[] = /// { /// { 0, 300, 0, 0.0, 1.0}, /// { 150, 0, 0, 0.5, 0.0}, /// { 300, 300, 0, 1.0, 1.0} /// }; /// prim = primitive_new_p3t2 (VERTICES_MODE_TRIANGLE_FAN, /// 3, triangle); /// primitive_draw (prim); /// ``` /// /// The value passed as `n_vertices` is initially used to determine how /// much can be read from `data` but it will also be used to update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to read when drawing. /// /// `<note>`The primitive API doesn't support drawing with sliced /// textures (since switching between slices implies changing state and /// so that implies multiple primitives need to be submitted). You /// should pass the `TextureFlags::NoSlicing` flag to all textures that /// might be used while drawing with this API. If your hardware doesn't /// support non-power of two textures (For example you are using GLES /// 1.1) then you will need to make sure your assets are resized to a /// power-of-two size (though they don't have to be square)`</note>` /// ## `context` /// A `Context` /// ## `mode` /// A `VerticesMode` defining how to draw the vertices /// ## `n_vertices` /// The number of vertices to read from `data` and also /// the number of vertices to read when later drawing. /// ## `data` /// An array /// of `VertexP3T2` vertices /// /// # Returns /// /// A newly allocated `Primitive` /// with a reference of 1. This can be freed using `Object::unref`. pub fn new_p3t2(context: &Context, mode: VerticesMode, data: &[&VertexP3T2]) -> Primitive { let data: Vec<ffi::CoglVertexP3T2> = data .iter() .map(|e| unsafe { *e.to_glib_none().0 }) .collect(); let n_vertices = data.len() as i32; unsafe { from_glib_full(ffi::cogl_primitive_new_p3t2( context.to_glib_none().0, mode.to_glib(), n_vertices, data.as_ptr(), )) } } /// Provides a convenient way to describe a primitive, such as a single /// triangle strip or a triangle fan, that will internally allocate the /// necessary `AttributeBuffer` storage, describe the position, texture /// coordinate and color attributes with `Attribute`<!-- -->s and /// upload your data. /// /// For example to draw a convex polygon with texture mapping and a /// linear gradient you can do: /// /// ```text /// CoglVertexP3T2C4 triangle[] = /// { /// { 0, 300, 0, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff}, /// { 150, 0, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff}, /// { 300, 300, 0, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff} /// }; /// prim = primitive_new_p3t2c4 (VERTICES_MODE_TRIANGLE_FAN, /// 3, triangle); /// primitive_draw (prim); /// ``` /// /// The value passed as `n_vertices` is initially used to determine how /// much can be read from `data` but it will also be used to update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to read when drawing. /// /// `<note>`The primitive API doesn't support drawing with sliced /// textures (since switching between slices implies changing state and /// so that implies multiple primitives need to be submitted). You /// should pass the `TextureFlags::NoSlicing` flag to all textures that /// might be used while drawing with this API. If your hardware doesn't /// support non-power of two textures (For example you are using GLES /// 1.1) then you will need to make sure your assets are resized to a /// power-of-two size (though they don't have to be square)`</note>` /// ## `context` /// A `Context` /// ## `mode` /// A `VerticesMode` defining how to draw the vertices /// ## `n_vertices` /// The number of vertices to read from `data` and also /// the number of vertices to read when later drawing. /// ## `data` /// An /// array of `VertexP3T2C4` vertices /// /// # Returns /// /// A newly allocated `Primitive` /// with a reference of 1. This can be freed using `Object::unref`. pub fn new_p3t2c4(context: &Context, mode: VerticesMode, data: &[&VertexP3T2C4]) -> Primitive { let data: Vec<ffi::CoglVertexP3T2C4> = data .iter() .map(|e| unsafe { *e.to_glib_none().0 }) .collect(); let n_vertices = data.len() as i32; unsafe { from_glib_full(ffi::cogl_primitive_new_p3t2c4( context.to_glib_none().0, mode.to_glib(), n_vertices, data.as_ptr(), )) } } // TODO: // pub fn with_attributes( // mode: VerticesMode, // n_vertices: i32, // attributes: &[&Attribute], // n_attributes: i32, // ) -> Primitive { // // unsafe { // from_glib_full(ffi::cogl_primitive_new_with_attributes( // mode.to_glib(), // n_vertices, // attributes.to_glib_none().0, // n_attributes, // )) // } // } /// Makes a copy of an existing `Primitive`. Note that the primitive /// is a shallow copy which means it will use the same attributes and /// attribute buffers as the original primitive. /// /// # Returns /// /// the new primitive pub fn copy(&self) -> Option<Primitive> { unsafe { from_glib_full(ffi::cogl_primitive_copy(self.to_glib_none().0)) } } /// Draws the given `self` geometry to the specified destination /// `framebuffer` using the graphics processing state described by `pipeline`. /// /// This drawing api doesn't support high-level meta texture types such /// as `Texture2DSliced` so it is the user's responsibility to /// ensure that only low-level textures that can be directly sampled by /// a GPU such as `Texture2D`, `TextureRectangle` or `Texture3D` /// are associated with layers of the given `pipeline`. /// ## `framebuffer` /// A destination `Framebuffer` /// ## `pipeline` /// A `Pipeline` state object pub fn draw<P: IsA<Framebuffer>>(&self, framebuffer: &P, pipeline: &Pipeline) { unsafe { ffi::cogl_primitive_draw( self.to_glib_none().0, framebuffer.as_ref().to_glib_none().0, pipeline.to_glib_none().0, ); } } /// Iterates all the attributes of the given `Primitive`. /// ## `callback` /// A `CoglPrimitiveAttributeCallback` to be /// called for each attribute /// ## `user_data` /// Private data that will be passed to the /// callback pub fn foreach_attribute<P: FnMut(&Primitive, &Attribute) -> i32>(&self, callback: P) { //TODO: should replace i32 to bool in callback let callback_data: P = callback; unsafe extern "C" fn callback_func<P: FnMut(&Primitive, &Attribute) -> i32>( primitive: *mut ffi::CoglPrimitive, attribute: *mut ffi::CoglAttribute, user_data: glib_sys::gpointer, ) -> ffi::CoglBool { let primitive = from_glib_borrow(primitive); let attribute = from_glib_borrow(attribute); let callback: *mut P = user_data as *const _ as usize as *mut P; (*callback)(&primitive, &attribute) } let callback = Some(callback_func::<P> as _); let super_callback0: &P = &callback_data; unsafe { ffi::cogl_primitive_foreach_attribute( self.to_glib_none().0, callback, super_callback0 as *const _ as usize as *mut _, ); } } pub fn get_first_vertex(&self) -> i32 { unsafe { ffi::cogl_primitive_get_first_vertex(self.to_glib_none().0) } } /// /// # Returns /// /// the indices that were set with /// `Primitive::set_indices` or `None` if no indices were set. pub fn get_indices(&self) -> Option<Indices> { unsafe { from_glib_none(ffi::cogl_primitive_get_indices(self.to_glib_none().0)) } } pub fn get_mode(&self) -> VerticesMode { unsafe { from_glib(ffi::cogl_primitive_get_mode(self.to_glib_none().0)) } } /// Queries the number of vertices to read when drawing the given /// `self`. Usually this value is implicitly set when associating /// vertex data or indices with a `Primitive`. /// /// If `Primitive::set_indices` has been used to associate a /// sequence of `Indices` with the given `self` then the /// number of vertices to read can also be phrased as the number /// of indices to read. /// /// `<note>`To be clear; it doesn't refer to the number of vertices - in /// terms of data - associated with the primitive it's just the number /// of vertices to read and draw.`</note>` /// /// # Returns /// /// The number of vertices to read when drawing. pub fn get_n_vertices(&self) -> i32 { unsafe { ffi::cogl_primitive_get_n_vertices(self.to_glib_none().0) } } // TODO: // /// Replaces all the attributes of the given `Primitive` object. // /// ## `attributes` // /// an array of `Attribute` pointers // /// ## `n_attributes` // /// the number of elements in `attributes` // pub fn set_attributes(&self, attributes: &[&Attribute], n_attributes: i32) { // unsafe { // ffi::cogl_primitive_set_attributes( // self.to_glib_none().0, // attributes.to_glib_none().0, // n_attributes, // ); // } // } pub fn set_first_vertex(&self, first_vertex: i32) { unsafe { ffi::cogl_primitive_set_first_vertex(self.to_glib_none().0, first_vertex); } } /// Associates a sequence of `Indices` with the given `self`. /// /// `Indices` provide a way to virtualize your real vertex data by /// providing a sequence of indices that index into your real vertex /// data. The GPU will walk though the index values to indirectly /// lookup the data for each vertex instead of sequentially walking /// through the data directly. This lets you save memory by indexing /// shared data multiple times instead of duplicating the data. /// /// The value passed as `n_indices` will simply update the /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if /// `Primitive::set_n_vertices` were called. This property defines /// the number of vertices to draw or, put another way, how many /// indices should be read from `indices` when drawing. /// /// `<note>`The `Primitive` `<structfield>`first_vertex`</structfield>` property /// also affects drawing with indices by defining the first entry of the /// indices to start drawing from.`</note>` /// ## `indices` /// A `Indices` array /// ## `n_indices` /// The number of indices to reference when drawing pub fn set_indices(&self, indices: &Indices, n_indices: i32) { unsafe { ffi::cogl_primitive_set_indices( self.to_glib_none().0, indices.to_glib_none().0, n_indices, ); } } pub fn set_mode(&self, mode: VerticesMode) { unsafe { ffi::cogl_primitive_set_mode(self.to_glib_none().0, mode.to_glib()); } } /// Specifies how many vertices should be read when drawing the given /// `self`. /// /// Usually this value is set implicitly when associating vertex data /// or indices with a `Primitive`. /// /// `<note>`To be clear; it doesn't refer to the number of vertices - in /// terms of data - associated with the primitive it's just the number /// of vertices to read and draw.`</note>` /// ## `n_vertices` /// The number of vertices to read when drawing. pub fn set_n_vertices(&self, n_vertices: i32) { unsafe { ffi::cogl_primitive_set_n_vertices(self.to_glib_none().0, n_vertices); } } //pub fn texture_set_auto_mipmap(primitive_texture: /*Unknown conversion*//*Unimplemented*/PrimitiveTexture, value: Bool) { // unsafe { TODO: call cogl_sys:cogl_primitive_texture_set_auto_mipmap() } //} } impl fmt::Display for Primitive { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { write!(f, "Primitive") } }