render: add api for setting the rectangle on a surface
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7b6cf42e4f
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@ -59,6 +59,10 @@ impl Surface for BoundSurface<Rc<RefCell<ShaderBinding>>> {
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fn clear_shader(&mut self) {
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fn clear_shader(&mut self) {
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self.binding.borrow_mut().shader = None;
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self.binding.borrow_mut().shader = None;
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}
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}
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fn set_rect(&mut self, rect: &Rectangle<u8, Virtual>) {
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self.binding.borrow_mut().rect = rect.clone();
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}
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}
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}
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#[cfg(feature="threads")]
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#[cfg(feature="threads")]
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@ -132,8 +136,9 @@ impl<S: Surface + Default> SurfacePool<S> {
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}
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}
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impl<S: Surface + Default> Surfaces<S> for SurfacePool<S> {
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impl<S: Surface + Default> Surfaces<S> for SurfacePool<S> {
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fn new_surface(&mut self, _area: &Rectangle<u8, Virtual>) -> Result<S, io::Error> {
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fn new_surface(&mut self, area: &Rectangle<u8, Virtual>) -> Result<S, io::Error> {
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let surface = S::default();
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let mut surface = S::default();
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surface.set_rect(area);
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self.surfaces.push(surface.clone());
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self.surfaces.push(surface.clone());
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return Ok(surface);
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return Ok(surface);
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}
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}
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@ -22,6 +22,7 @@ pub trait Surface: Default + Clone + Debug {
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fn clear_shader(&mut self);
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fn clear_shader(&mut self);
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fn rect(&self) -> Rectangle<u8, Virtual>;
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fn rect(&self) -> Rectangle<u8, Virtual>;
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fn set_rect(&mut self, rect: &Rectangle<u8, Virtual>);
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}
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}
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pub trait Framed {
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pub trait Framed {
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