pub trait Settings{
Show 22 methods
// Required method
fn apply<R, F: FnOnce() -> R>(
&self,
gl: &Gl,
cache: &RefCell<SettingsCache>,
callback: F,
) -> R;
// Provided methods
fn depth_test(self, value: bool) -> ComposedSetting<Self, DepthTestSetting> { ... }
fn blend(self, value: bool) -> ComposedSetting<Self, BlendSetting> { ... }
fn blend_equation(
self,
color: BlendEquation,
alpha: BlendEquation,
) -> ComposedSetting<Self, BlendEquationSetting> { ... }
fn blend_function(
self,
src_rgb: BlendFunction,
dst_rgb: BlendFunction,
src_alpha: BlendFunction,
dst_alpha: BlendFunction,
) -> ComposedSetting<Self, BlendFunctionSetting> { ... }
fn depth_function(
self,
function: DepthFunction,
) -> ComposedSetting<Self, DepthFunction> { ... }
fn active_texture(
self,
index: u32,
) -> ComposedSetting<Self, ActiveTextureSetting> { ... }
fn texture(
self,
index: u32,
texture: Texture,
) -> ComposedSetting<Self, TextureSetting> { ... }
fn texture_list<T: IntoIterator<Item = Texture>>(
self,
textures: T,
) -> ComposedSetting<Self, TextureListSetting> { ... }
fn texture_filter(
self,
texture: Texture,
filter: TextureFilter,
) -> ComposedSetting<Self, TextureFilterSetting> { ... }
fn array_buffer(
self,
array_buffer: ArrayBuffer,
) -> ComposedSetting<Self, ArrayBufferSetting> { ... }
fn items_buffer<T: Item>(
self,
array_buffer: ItemsBuffer<T>,
) -> ComposedSetting<Self, ArrayBufferSetting> { ... }
fn element_buffer(
self,
element_buffer: ElementsBuffer,
) -> ComposedSetting<Self, ElementBufferSetting> { ... }
fn enabled_attributes(
self,
attributes: &[u32],
) -> ComposedSetting<Self, EnabledAttributesSetting> { ... }
fn program(self, program: Program) -> ComposedSetting<Self, ProgramSetting> { ... }
fn clear_color(
self,
r: f32,
g: f32,
b: f32,
alpha: f32,
) -> ComposedSetting<Self, ClearColorSetting> { ... }
fn clear_depth(self, value: f32) -> ComposedSetting<Self, ClearDepthSetting> { ... }
fn viewport(
self,
x: i32,
y: i32,
width: i32,
height: i32,
) -> ComposedSetting<Self, ViewportSetting> { ... }
fn depth_buffer(
self,
buffer: DepthBuffer,
) -> ComposedSetting<Self, DepthBufferSetting> { ... }
fn frame_buffer(
self,
buffer: FrameBuffer,
) -> ComposedSetting<Self, FrameBufferSetting> { ... }
fn cull_face(self, cull_face: CullFace) -> ComposedSetting<Self, CullFace> { ... }
fn color_mask(
self,
r: bool,
g: bool,
b: bool,
a: bool,
) -> ComposedSetting<Self, ColorMask> { ... }
}
Required Methods§
fn apply<R, F: FnOnce() -> R>( &self, gl: &Gl, cache: &RefCell<SettingsCache>, callback: F, ) -> R
Provided Methods§
fn depth_test(self, value: bool) -> ComposedSetting<Self, DepthTestSetting>
fn blend(self, value: bool) -> ComposedSetting<Self, BlendSetting>
fn blend_equation( self, color: BlendEquation, alpha: BlendEquation, ) -> ComposedSetting<Self, BlendEquationSetting>
fn blend_function( self, src_rgb: BlendFunction, dst_rgb: BlendFunction, src_alpha: BlendFunction, dst_alpha: BlendFunction, ) -> ComposedSetting<Self, BlendFunctionSetting>
fn depth_function( self, function: DepthFunction, ) -> ComposedSetting<Self, DepthFunction>
fn active_texture( self, index: u32, ) -> ComposedSetting<Self, ActiveTextureSetting>
fn texture( self, index: u32, texture: Texture, ) -> ComposedSetting<Self, TextureSetting>
fn texture_list<T: IntoIterator<Item = Texture>>( self, textures: T, ) -> ComposedSetting<Self, TextureListSetting>
fn texture_filter( self, texture: Texture, filter: TextureFilter, ) -> ComposedSetting<Self, TextureFilterSetting>
fn array_buffer( self, array_buffer: ArrayBuffer, ) -> ComposedSetting<Self, ArrayBufferSetting>
fn items_buffer<T: Item>( self, array_buffer: ItemsBuffer<T>, ) -> ComposedSetting<Self, ArrayBufferSetting>
fn element_buffer( self, element_buffer: ElementsBuffer, ) -> ComposedSetting<Self, ElementBufferSetting>
fn enabled_attributes( self, attributes: &[u32], ) -> ComposedSetting<Self, EnabledAttributesSetting>
fn program(self, program: Program) -> ComposedSetting<Self, ProgramSetting>
fn clear_color( self, r: f32, g: f32, b: f32, alpha: f32, ) -> ComposedSetting<Self, ClearColorSetting>
fn clear_depth(self, value: f32) -> ComposedSetting<Self, ClearDepthSetting>
fn viewport( self, x: i32, y: i32, width: i32, height: i32, ) -> ComposedSetting<Self, ViewportSetting>
fn depth_buffer( self, buffer: DepthBuffer, ) -> ComposedSetting<Self, DepthBufferSetting>
fn frame_buffer( self, buffer: FrameBuffer, ) -> ComposedSetting<Self, FrameBufferSetting>
fn cull_face(self, cull_face: CullFace) -> ComposedSetting<Self, CullFace>
fn color_mask( self, r: bool, g: bool, b: bool, a: bool, ) -> ComposedSetting<Self, ColorMask>
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.