[−][src]Trait mandelbrot::views::view::FractalViewManager
Required methods
fn new(device: &Device, size: LogicalSize) -> Self
fn render(
&mut self,
device: &AtomicDevice,
frame: &SwapChainOutput
) -> Vec<CommandBuffer>
&mut self,
device: &AtomicDevice,
frame: &SwapChainOutput
) -> Vec<CommandBuffer>
fn resized(
&mut self,
device: &AtomicDevice,
window_size: &WindowSize
) -> Vec<CommandBuffer>
&mut self,
device: &AtomicDevice,
window_size: &WindowSize
) -> Vec<CommandBuffer>
fn mouse_input(&mut self, button: MouseButton, state: ElementState)
fn iterations(
&mut self,
device: &AtomicDevice,
y_delta: f32
) -> Vec<CommandBuffer>
&mut self,
device: &AtomicDevice,
y_delta: f32
) -> Vec<CommandBuffer>
fn set_julia(
&mut self,
device: &AtomicDevice,
state: bool
) -> Option<Vec<CommandBuffer>>
&mut self,
device: &AtomicDevice,
state: bool
) -> Option<Vec<CommandBuffer>>
fn zoom(&mut self, device: &AtomicDevice, y_delta: f32) -> Vec<CommandBuffer>
fn new_position(
&mut self,
device: &AtomicDevice,
x: f32,
y: f32,
active: bool
) -> Option<Vec<CommandBuffer>>
&mut self,
device: &AtomicDevice,
x: f32,
y: f32,
active: bool
) -> Option<Vec<CommandBuffer>>
fn create_render_pipeline(&mut self, device: &Device)
fn reload_fs(&mut self, device: &AtomicDevice)
Provided methods
Loading content...Implementors
impl FractalViewManager for MandelbrotViewManager
[src]
fn new(device: &Device, size: LogicalSize) -> Self
[src]
fn render(
&mut self,
device: &Arc<Mutex<Device>>,
frame: &SwapChainOutput
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
frame: &SwapChainOutput
) -> Vec<CommandBuffer>
fn resized(
&mut self,
device: &Arc<Mutex<Device>>,
window_size: &WindowSize
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
window_size: &WindowSize
) -> Vec<CommandBuffer>
fn mouse_input(&mut self, button: MouseButton, state: ElementState)
[src]
fn iterations(
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
fn set_julia(
&mut self,
device: &Arc<Mutex<Device>>,
state: bool
) -> Option<Vec<CommandBuffer>>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
state: bool
) -> Option<Vec<CommandBuffer>>
fn zoom(
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
fn new_position(
&mut self,
device: &Arc<Mutex<Device>>,
x: f32,
y: f32,
active: bool
) -> Option<Vec<CommandBuffer>>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
x: f32,
y: f32,
active: bool
) -> Option<Vec<CommandBuffer>>
fn create_render_pipeline(&mut self, device: &Device)
[src]
fn reload_fs(&mut self, device: &Arc<Mutex<Device>>)
[src]
impl FractalViewManager for DoubleViewManager
[src]
fn new(device: &Device, size: LogicalSize) -> Self
[src]
fn render(
&mut self,
device: &AtomicDevice,
frame: &SwapChainOutput
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &AtomicDevice,
frame: &SwapChainOutput
) -> Vec<CommandBuffer>
fn resized(
&mut self,
device: &AtomicDevice,
window_size: &WindowSize
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &AtomicDevice,
window_size: &WindowSize
) -> Vec<CommandBuffer>
fn mouse_input(&mut self, button: MouseButton, state: ElementState)
[src]
fn iterations(
&mut self,
device: &AtomicDevice,
y_delta: f32
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &AtomicDevice,
y_delta: f32
) -> Vec<CommandBuffer>
fn set_julia(
&mut self,
_device: &Arc<Mutex<Device>>,
_state: bool
) -> Option<Vec<CommandBuffer>>
[src]
&mut self,
_device: &Arc<Mutex<Device>>,
_state: bool
) -> Option<Vec<CommandBuffer>>
fn zoom(
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
fn new_position(
&mut self,
device: &Arc<Mutex<Device>>,
x: f32,
y: f32,
active: bool
) -> Option<Vec<CommandBuffer>>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
x: f32,
y: f32,
active: bool
) -> Option<Vec<CommandBuffer>>
fn create_render_pipeline(&mut self, device: &Device)
[src]
fn reload_fs(&mut self, device: &Arc<Mutex<Device>>)
[src]
impl FractalViewManager for SwitchableViewManager
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fn new(_device: &Device, _size: LogicalSize) -> Self
[src]
fn render(
&mut self,
device: &Arc<Mutex<Device>>,
frame: &SwapChainOutput
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
frame: &SwapChainOutput
) -> Vec<CommandBuffer>
fn resized(
&mut self,
device: &Arc<Mutex<Device>>,
window_size: &WindowSize
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
window_size: &WindowSize
) -> Vec<CommandBuffer>
fn mouse_input(&mut self, button: MouseButton, state: ElementState)
[src]
fn iterations(
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
fn set_julia(
&mut self,
device: &Arc<Mutex<Device>>,
state: bool
) -> Option<Vec<CommandBuffer>>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
state: bool
) -> Option<Vec<CommandBuffer>>
fn zoom(
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
y_delta: f32
) -> Vec<CommandBuffer>
fn new_position(
&mut self,
device: &Arc<Mutex<Device>>,
x: f32,
y: f32,
active: bool
) -> Option<Vec<CommandBuffer>>
[src]
&mut self,
device: &Arc<Mutex<Device>>,
x: f32,
y: f32,
active: bool
) -> Option<Vec<CommandBuffer>>