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5 years ago
<!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">&#9776;</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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5 years ago
</pre><div class="example-wrap"><pre class="rust ">
<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>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">collections</span>::<span class="ident">HashMap</span>;
<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>};
<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>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">hash</span>::<span class="ident">Hash</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="kw-2">*</span>;
<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>;
<span class="doccomment">/// I dont know why this isnt working</span>
<span class="doccomment">/// fqowiejf</span>
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<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasFrame</span> {
<span class="kw">pub</span> <span class="ident">colored_drawables</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span>,
<span class="kw">pub</span> <span class="ident">textured_drawables</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="kw">pub</span> <span class="ident">image_drawables</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="kw">pub</span> <span class="ident">text_drawables</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasFontHandle</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">GlyphInstance</span><span class="op">&gt;</span><span class="op">&gt;</span>
}
<span class="comment">/*
This is sort of the beginning of our interface with the user definable sprites.
Will be taking in multiple type of items
TEXT
FontHandle
VertexDefintion
color
position
instances (string)
Textured
TextureHandle
VertexDefintion
position
coords
size
Vertex definition is directly correlated to the compiled code. How do I bucket these
I guess I could store them and set handles like I do textures
The only ent that can create these vertex handles is the vkprocessor.
So Text can only get a vertex definition by going like shader.get_definition()
Text
FontHandle
VertexHandle
Drawable must include
shader_handle (but how to I get this to the text? this is runtime)
Okay, no. Maybe a default shader type of setup. With a shader handle override????
Type: Text
Textured
Img
Color
frame.draw(text) {
text.type == TEXT { // When it matches to default text shader
text_shader.get_definition()
text_shader.get_pipeline()
}
...
else { // When the user passes in a shader
text.shader_handle.get_definition()
text.shader_handle.get_pipeline()
}
}
// Has default shader
let text = Text::new(&quot;asdoif&quot;);
let frame = CanvasFrame::new();
frame.draw(text);
vkprocessor.run(frame);
*/</span>
5 years ago
<span class="kw">impl</span> <span class="ident">CanvasFrame</span> {
<span class="doccomment">/// Creates a bare canvas frame with empty accumulators a</span>
5 years ago
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">new</span>() <span class="op">-</span><span class="op">&gt;</span> <span class="ident">CanvasFrame</span> {
<span class="ident">CanvasFrame</span> {
<span class="ident">colored_drawables</span>: <span class="macro">vec</span><span class="macro">!</span>[],
<span class="ident">textured_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
<span class="ident">image_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
<span class="ident">text_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>()
}
}
<span class="comment">// TODO: Fix this for text and fonts</span>
<span class="doccomment">/// Accumulates the drawables collected Vertex2D&#39;s</span>
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">draw</span>(<span class="kw-2">&amp;</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">drawable</span>: <span class="kw-2">&amp;</span><span class="kw">dyn</span> <span class="ident">Drawable</span>) {
<span class="kw">match</span> <span class="ident">drawable</span>.<span class="ident">get_texture_handle</span>() {
<span class="prelude-val">Some</span>(<span class="ident">handle</span>) <span class="op">=</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">textured_drawables</span>
.<span class="ident">entry</span>(<span class="ident">handle</span>.<span class="ident">clone</span>())
.<span class="ident">or_insert</span>(<span class="ident">Vec</span>::<span class="ident">new</span>())
.<span class="ident">push</span>(<span class="ident">drawable</span>.<span class="ident">collect</span>());
}
<span class="prelude-val">None</span> <span class="op">=</span><span class="op">&gt;</span> {
<span class="kw">match</span> <span class="ident">drawable</span>.<span class="ident">get_image_handle</span>() {
<span class="prelude-val">Some</span>(<span class="ident">handle</span>) <span class="op">=</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">image_drawables</span>
.<span class="ident">entry</span>(<span class="ident">handle</span>.<span class="ident">clone</span>())
.<span class="ident">or_insert</span>(<span class="ident">Vec</span>::<span class="ident">new</span>())
.<span class="ident">push</span>(<span class="ident">drawable</span>.<span class="ident">collect</span>());
}
<span class="prelude-val">None</span> <span class="op">=</span><span class="op">&gt;</span> {
<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>());
}
}
}
}
}
}
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">GenericCanvasFrame</span><span class="op">&lt;</span><span class="ident">H</span>, <span class="ident">V</span>, <span class="ident">In</span><span class="op">&gt;</span> {
<span class="ident">frame_data</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">H</span>, <span class="ident">Vec</span><span class="op">&lt;</span>(<span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">V</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">In</span><span class="op">&gt;</span>)<span class="op">&gt;</span><span class="op">&gt;</span>
}
<span class="comment">//</span>
<span class="comment">//impl&lt;V, In&gt; GenericCanvasFrame&lt;Vertex3D, V, In&gt; {</span>
<span class="comment">//</span>
<span class="comment">// /// Creates a bare canvas frame with empty accumulators</span>
<span class="comment">// pub fn new() -&gt; GenericCanvasFrame&lt;Vertex3D, V, In&gt; {</span>
<span class="comment">// GenericCanvasFrame {</span>
<span class="comment">// frame_data: Default::default()</span>
<span class="comment">// }</span>
<span class="comment">// }</span>
<span class="comment">//</span>
<span class="comment">// pub fn draw(&amp;mut self, drawable: &amp;dyn DrawableTest&lt;V, Vertex3D, In&gt;) {</span>
<span class="comment">// self.frame_data</span>
<span class="comment">// .entry(drawable.get_handle().clone())</span>
<span class="comment">// .or_insert(Vec::new())</span>
<span class="comment">// .push((drawable.get_vertices(), drawable.get_instances()));</span>
<span class="comment">// }</span>
<span class="comment">//}</span></pre></div>
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