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|
mod button;
mod checkbox;
mod debugger;
mod image;
mod radio;
mod slider;
mod text;
use ggez::graphics::{
self, spritebatch::SpriteBatch, Font, Image, MeshBuilder,
};
use ggez::Context;
pub use image::Cache;
pub struct Renderer<'a> {
pub context: &'a mut Context,
pub images: &'a mut image::Cache,
pub sprites: SpriteBatch,
pub spritesheet: Image,
pub font: Font,
font_size: f32,
debug_mesh: Option<MeshBuilder>,
}
impl<'a> Renderer<'a> {
pub fn new(
context: &'a mut Context,
images: &'a mut image::Cache,
spritesheet: Image,
font: Font,
) -> Renderer<'a> {
Renderer {
context,
images,
sprites: SpriteBatch::new(spritesheet.clone()),
spritesheet,
font,
font_size: 20.0,
debug_mesh: None,
}
}
pub fn flush(&mut self) {
graphics::draw(
self.context,
&self.sprites,
graphics::DrawParam::default(),
)
.expect("Draw sprites");
graphics::draw_queued_text(
self.context,
graphics::DrawParam::default(),
Default::default(),
graphics::FilterMode::Linear,
)
.expect("Draw text");
if let Some(debug_mesh) = self.debug_mesh.take() {
let mesh =
debug_mesh.build(self.context).expect("Build debug mesh");
graphics::draw(self.context, &mesh, graphics::DrawParam::default())
.expect("Draw debug mesh");
}
}
}
pub fn into_color(color: iced_native::Color) -> graphics::Color {
graphics::Color {
r: color.r,
g: color.g,
b: color.b,
a: color.a,
}
}
|