Trait rin::scene::RenderSystem[][src]

pub trait RenderSystem {
Show methods pub fn render<S>(
        &mut self,
        gl: &Renderer<'_, S>,
        viewport: Rect<i32>,
        entities: EntitiesThreadLocal<'_>,
        resources: ResourcesThreadLocal<'_>
    )
    where
        S: RenderSurface
; pub fn render_to_screen(
        &mut self,
        gl: &Renderer<'_, Screen>,
        viewport: Rect<i32>,
        entities: EntitiesThreadLocal<'_>,
        resources: ResourcesThreadLocal<'_>
    ) { ... }
pub fn render_stage() -> RenderStage { ... }
pub fn renders_to(&self) -> Vec<RendersTo, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn checks(
        &mut StorageRegistry
    ) -> Option<SystemConditionElse<Box<dyn SystemThreadLocal + 'static, Global>>> { ... }
pub fn name() -> Option<&'static str> { ... }
pub fn before() -> Vec<SystemId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn after() -> Vec<SystemId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn updates() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn needs() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn reads() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn writes() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
{ ... }
pub fn runs_on_gpu() -> bool { ... }
pub fn file_line_info(&self) -> &'static str { ... }
}

Required methods

pub fn render<S>(
    &mut self,
    gl: &Renderer<'_, S>,
    viewport: Rect<i32>,
    entities: EntitiesThreadLocal<'_>,
    resources: ResourcesThreadLocal<'_>
) where
    S: RenderSurface
[src]

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Provided methods

pub fn render_to_screen(
    &mut self,
    gl: &Renderer<'_, Screen>,
    viewport: Rect<i32>,
    entities: EntitiesThreadLocal<'_>,
    resources: ResourcesThreadLocal<'_>
)
[src]

pub fn render_stage() -> RenderStage[src]

pub fn renders_to(&self) -> Vec<RendersTo, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn checks(
    &mut StorageRegistry
) -> Option<SystemConditionElse<Box<dyn SystemThreadLocal + 'static, Global>>>
[src]

pub fn name() -> Option<&'static str>[src]

pub fn before() -> Vec<SystemId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn after() -> Vec<SystemId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn updates() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn needs() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn reads() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn writes() -> Vec<TypeId, Global>

Notable traits for Vec<u8, A>

impl<A> Write for Vec<u8, A> where
    A: Allocator
[src]

pub fn runs_on_gpu() -> bool[src]

pub fn file_line_info(&self) -> &'static str[src]

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Implementors

impl<F> RenderSystem for F where
    F: Fn(&Renderer<'_, Screen>, Rect<i32>, EntitiesThreadLocal<'_>, ResourcesThreadLocal<'_>), 
[src]

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