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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="Source to the Rust file `src/canvas/canvas_frame.rs`."><meta name="keywords" content="rust, rustlang, rust-lang"><title>canvas_frame.rs.html -- source</title><link rel="stylesheet" type="text/css" href="../../../normalize.css"><link rel="stylesheet" type="text/css" href="../../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../../dark.css"><link rel="stylesheet" type="text/css" href="../../../light.css" id="themeStyle"><script src="../../../storage.js"></script><noscript><link rel="stylesheet" href="../../../noscript.css"></noscript><link rel="shortcut icon" href="../../../favicon.ico"><style type="text/css">#crate-search{background-image:url("../../../down-arrow.svg");}</style></head><body class="rustdoc source"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">☰</div><a href='../../../sfml_rust/index.html'><div class='logo-container'><img src='../../../rust-logo.png' alt='logo'></div></a></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../../../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../../../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" autocomplete="off" spellcheck="false" placeholder="Click or press ‘S’ to search, ‘?’ for more options…" type="search"></div><a id="settings-menu" href="../../../settings.html"><img src="../../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><pre class="line-numbers"><span id="1"> 1</span>
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</pre><div class="example-wrap"><pre class="rust ">
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<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">util</span>::<span class="ident">vertex_3d</span>::{<span class="ident">Vertex3D</span>};
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<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
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<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">collections</span>::<span class="ident">HashMap</span>;
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<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">canvas_state</span>::{<span class="ident">Drawable</span>};
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<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">text_shader</span>::<span class="ident">GlyphInstance</span>;
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<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">hash</span>::<span class="ident">Hash</span>;
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<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="kw-2">*</span>;
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<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">dynamic_vertex</span>::<span class="ident">RuntimeVertexDef</span>;
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<span class="doccomment">///</span>
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<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasFrame</span> {
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<span class="kw">pub</span> <span class="ident">colored_drawables</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">RuntimeVertexDef</span><span class="op">></span>,
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<span class="kw">pub</span> <span class="ident">textured_drawables</span>: <span class="ident">HashMap</span><span class="op"><</span><span class="ident">Arc</span><span class="op"><</span><span class="ident">CanvasTextureHandle</span><span class="op">></span>, <span class="ident">Vec</span><span class="op"><</span><span class="ident">Vec</span><span class="op"><</span><span class="ident">RuntimeVertexDef</span><span class="op">></span><span class="op">></span><span class="op">></span>,
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<span class="kw">pub</span> <span class="ident">image_drawables</span>: <span class="ident">HashMap</span><span class="op"><</span><span class="ident">Arc</span><span class="op"><</span><span class="ident">CanvasImageHandle</span><span class="op">></span>, <span class="ident">Vec</span><span class="op"><</span><span class="ident">Vec</span><span class="op"><</span><span class="ident">RuntimeVertexDef</span><span class="op">></span><span class="op">></span><span class="op">></span>,
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<span class="kw">pub</span> <span class="ident">text_drawables</span>: <span class="ident">HashMap</span><span class="op"><</span><span class="ident">Arc</span><span class="op"><</span><span class="ident">CanvasFontHandle</span><span class="op">></span>, <span class="ident">Vec</span><span class="op"><</span><span class="ident">GlyphInstance</span><span class="op">></span><span class="op">></span>
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}
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<span class="comment">/*
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This is sort of the beginning of our interface with the user definable sprites.
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Will be taking in multiple type of items
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TEXT
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FontHandle
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VertexDefintion
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color
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position
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instances (string)
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Textured
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TextureHandle
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VertexDefintion
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position
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coords
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size
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Vertex definition is directly correlated to the compiled code. How do I bucket these
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I guess I could store them and set handles like I do textures
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The only ent that can create these vertex handles is the vkprocessor.
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So Text can only get a vertex definition by going like shader.get_definition()
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Text
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FontHandle
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VertexHandle
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Drawable must include
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shader_handle (but how to I get this to the text? this is runtime)
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Okay, no. Maybe a default shader type of setup. With a shader handle override????
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Type: Text
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Textured
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Img
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Color
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frame.draw(text) {
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text.type == TEXT { // When it matches to default text shader
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text_shader.get_definition()
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text_shader.get_pipeline()
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}
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...
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else { // When the user passes in a shader
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text.shader_handle.get_definition()
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text.shader_handle.get_pipeline()
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}
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}
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// Has default shader
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let text = Text::new("asdoif");
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let frame = CanvasFrame::new();
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frame.draw(text);
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vkprocessor.run(frame);
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*/</span>
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<span class="kw">impl</span> <span class="ident">CanvasFrame</span> {
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<span class="doccomment">/// Creates a bare canvas frame with empty accumulators</span>
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<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">new</span>() <span class="op">-</span><span class="op">></span> <span class="ident">CanvasFrame</span> {
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<span class="ident">CanvasFrame</span> {
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<span class="ident">colored_drawables</span>: <span class="macro">vec</span><span class="macro">!</span>[],
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<span class="ident">textured_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
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<span class="ident">image_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
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<span class="ident">text_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>()
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}
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}
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<span class="comment">// TODO: Fix this for text and fonts</span>
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<span class="doccomment">/// Accumulates the drawables collected Vertex2D's</span>
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<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">draw</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">drawable</span>: <span class="kw-2">&</span><span class="kw">dyn</span> <span class="ident">Drawable</span>) {
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<span class="kw">match</span> <span class="ident">drawable</span>.<span class="ident">get_texture_handle</span>() {
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<span class="prelude-val">Some</span>(<span class="ident">handle</span>) <span class="op">=</span><span class="op">></span> {
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<span class="self">self</span>.<span class="ident">textured_drawables</span>
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.<span class="ident">entry</span>(<span class="ident">handle</span>.<span class="ident">clone</span>())
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.<span class="ident">or_insert</span>(<span class="ident">Vec</span>::<span class="ident">new</span>())
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.<span class="ident">push</span>(<span class="ident">drawable</span>.<span class="ident">collect</span>());
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}
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<span class="prelude-val">None</span> <span class="op">=</span><span class="op">></span> {
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<span class="kw">match</span> <span class="ident">drawable</span>.<span class="ident">get_image_handle</span>() {
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<span class="prelude-val">Some</span>(<span class="ident">handle</span>) <span class="op">=</span><span class="op">></span> {
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<span class="self">self</span>.<span class="ident">image_drawables</span>
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.<span class="ident">entry</span>(<span class="ident">handle</span>.<span class="ident">clone</span>())
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.<span class="ident">or_insert</span>(<span class="ident">Vec</span>::<span class="ident">new</span>())
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.<span class="ident">push</span>(<span class="ident">drawable</span>.<span class="ident">collect</span>());
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}
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<span class="prelude-val">None</span> <span class="op">=</span><span class="op">></span> {
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<span class="self">self</span>.<span class="ident">colored_drawables</span>.<span class="ident">extend</span>(<span class="ident">drawable</span>.<span class="ident">collect</span>());
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}
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}
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}
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}
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}
|
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}
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<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">GenericCanvasFrame</span><span class="op"><</span><span class="ident">H</span>, <span class="ident">V</span>, <span class="ident">In</span><span class="op">></span> {
|
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<span class="ident">frame_data</span>: <span class="ident">HashMap</span><span class="op"><</span><span class="ident">H</span>, <span class="ident">Vec</span><span class="op"><</span>(<span class="ident">Vec</span><span class="op"><</span><span class="ident">V</span><span class="op">></span>, <span class="ident">Vec</span><span class="op"><</span><span class="ident">In</span><span class="op">></span>)<span class="op">></span><span class="op">></span>
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}
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<span class="comment">//</span>
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<span class="comment">//impl<V, In> GenericCanvasFrame<Vertex3D, V, In> {</span>
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<span class="comment">//</span>
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<span class="comment">// /// Creates a bare canvas frame with empty accumulators</span>
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<span class="comment">// pub fn new() -> GenericCanvasFrame<Vertex3D, V, In> {</span>
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<span class="comment">// GenericCanvasFrame {</span>
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<span class="comment">// frame_data: Default::default()</span>
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<span class="comment">// }</span>
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<span class="comment">// }</span>
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<span class="comment">//</span>
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<span class="comment">// pub fn draw(&mut self, drawable: &dyn DrawableTest<V, Vertex3D, In>) {</span>
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<span class="comment">// self.frame_data</span>
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<span class="comment">// .entry(drawable.get_handle().clone())</span>
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<span class="comment">// .or_insert(Vec::new())</span>
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<span class="comment">// .push((drawable.get_vertices(), drawable.get_instances()));</span>
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<span class="comment">// }</span>
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<span class="comment">//}</span></pre></div>
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