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use std::{fmt, rc::Rc};
use super::{BlendMode, Texture};
/// Draws to a surface.
pub trait Graphics: fmt::Debug {
/// Called at the beginning of a frame.
fn will_render(&self);
/// Called at the end of a frame.
fn did_render(&self);
/// Called when the buffer being drawn to was resized.
fn on_resize(&self, width: i32, height: i32);
/// Saves the graphics state until the next restore(). The state contains the transformation
/// matrix, alpha, blend mode, and scissor rectangle.
fn save(&self);
/// Translates the transformation matrix.
fn translate(&self, x: f32, y: f32);
/// Scales the transformation matrix.
fn scale(&self, x: f32, y: f32);
/// Rotates the transformation matrix by the given angle, in degrees.
fn rotate(&self, rotation: f32);
/// Multiplies the transformation matrix by the given matrix.
fn transform(&self, m00: f32, m10: f32, m01: f32, m11: f32, m02: f32, m12: f32);
/// Multiplies the alpha by the given factor.
fn multiply_alpha(&self, factor: f32);
/// Sets the alpha to use for drawing.
fn set_alpha(&self, alpha: f32);
/// Sets the blend mode to use for drawing.
fn set_blend_mode(&self, blend_mode: BlendMode);
/// Sets the scissor rectangle to the intersection of the current scissor rectangle and the given
/// rectangle, in local coordinates.
fn apply_scissor(&self, x: f32, y: f32, width: f32, height: f32);
/// Restores the graphics state back to the previous save().
fn restore(&self);
/// Draws a texture at the given point.
fn draw_texture(&self, texture: &Rc<dyn Texture>, dest_x: f32, dest_y: f32);
/// Draws a texture sub-region at the given point.
fn draw_sub_texture(
&self,
texture: &Rc<dyn Texture>,
dest_x: f32,
dest_y: f32,
source_x: f32,
source_y: f32,
source_w: f32,
source_h: f32,
);
/// Draws a repeating texture to the given region.
fn draw_pattern(
&self,
texture: &Rc<dyn Texture>,
dest_x: f32,
dest_y: f32,
width: f32,
height: f32,
);
/// Draws a colored rectangle at the given region.
fn fill_rect(&self, color: i32, x: f32, y: f32, width: f32, height: f32);
}