pub struct Sprite {
pub shader: Option<ShaderRef>,
pub textures: SmallVec<[SpriteTexture; 4]>,
pub uniforms: HashMap<Cow<'static, str>, GlowUniformValue>,
pub region: Rect<f32, f32>,
pub page: f32,
pub tint: Rgba<f32>,
pub transform: Transform<f32, f32, f32>,
pub size: Option<Vec2<f32>>,
pub pivot: Vec2<f32>,
pub blending: Option<GlowBlending>,
pub screen_space: bool,
}
Fields§
§shader: Option<ShaderRef>
§textures: SmallVec<[SpriteTexture; 4]>
§uniforms: HashMap<Cow<'static, str>, GlowUniformValue>
§region: Rect<f32, f32>
§page: f32
§tint: Rgba<f32>
§transform: Transform<f32, f32, f32>
§size: Option<Vec2<f32>>
§pivot: Vec2<f32>
§blending: Option<GlowBlending>
§screen_space: bool
Implementations§
Source§impl Sprite
impl Sprite
pub fn single(texture: SpriteTexture) -> Self
pub fn shader(self, value: ShaderRef) -> Self
pub fn texture(self, value: SpriteTexture) -> Self
pub fn uniform(self, key: Cow<'static, str>, value: GlowUniformValue) -> Self
pub fn region_page(self, region: Rect<f32, f32>, page: f32) -> Self
pub fn tint(self, value: Rgba<f32>) -> Self
pub fn transform(self, value: Transform<f32, f32, f32>) -> Self
pub fn position(self, value: Vec2<f32>) -> Self
pub fn orientation(self, value: Quaternion<f32>) -> Self
pub fn rotation(self, angle_radians: f32) -> Self
pub fn scale(self, value: Vec2<f32>) -> Self
pub fn size(self, value: Vec2<f32>) -> Self
pub fn pivot(self, value: Vec2<f32>) -> Self
pub fn blending(self, value: GlowBlending) -> Self
pub fn screen_space(self, value: bool) -> Self
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Sprite
impl !RefUnwindSafe for Sprite
impl !Send for Sprite
impl !Sync for Sprite
impl Unpin for Sprite
impl !UnwindSafe for Sprite
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more