micro_games_kit::animation

Struct FrameAnimation

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pub struct FrameAnimation {
    pub fps: f32,
    pub is_playing: bool,
    pub looping: bool,
    /* private fields */
}

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§fps: f32§is_playing: bool§looping: bool

Implementations§

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impl FrameAnimation

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pub fn new(frames: Range<usize>) -> Self

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pub fn event(self, frame: usize, id: impl ToString) -> Self

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pub fn fps(self, value: f32) -> Self

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pub fn playing(self) -> Self

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pub fn looping(self) -> Self

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pub fn play(&mut self)

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pub fn stop(&mut self)

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pub fn update(&mut self, delta_time: f32) -> HashSet<&str>

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pub fn current_frame(&self) -> Option<usize>

Trait Implementations§

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impl Clone for FrameAnimation

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fn clone(&self) -> FrameAnimation

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for FrameAnimation

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for FrameAnimation

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fn eq(&self, other: &FrameAnimation) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for FrameAnimation

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

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unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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unsafe fn finalize_raw(data: *mut ())

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impl<T> Finalize for T

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unsafe fn finalize_raw(data: *mut ())

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impl<S> FromSample<S> for S

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impl<T> Pointable for T

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const ALIGN: usize = _

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type Init = T

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