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use texture::{ Pixel, Texture, }; #[derive(Copy, Clone)] pub struct RGBA8 { pub r: u8, pub g: u8, pub b: u8, pub a: u8, } impl Pixel for RGBA8 { fn is_transparent(&self) -> bool { self.a == 0 } fn transparency() -> Option<Self> { Some(RGBA8 { r: 0, g: 0, b: 0, a: 0 }) } fn outline() -> RGBA8 { RGBA8 { r: 255, g: 0, b: 0, a: 255 } } } pub struct MemoryRGBA8Texture { pixels: Vec<RGBA8>, width: u32, height: u32, } impl MemoryRGBA8Texture { pub fn from_memory(buf: &[u8], w: u32, h: u32) -> MemoryRGBA8Texture { let mut pixels = Vec::new(); for pixel in buf.chunks(4) { pixels.push(RGBA8 { r: pixel[0], g: pixel[1], b: pixel[2], a: pixel[3], }); } MemoryRGBA8Texture { pixels: pixels, width: w, height: h, } } #[inline(always)] fn index_for(&self, x: u32, y: u32) -> usize { (y * self.width + x) as usize } } impl Texture for MemoryRGBA8Texture { type Pixel = RGBA8; fn width(&self) -> u32 { self.width } fn height(&self) -> u32 { self.height } fn get(&self, x: u32, y: u32) -> Option<RGBA8> { if let Some(p) = self.pixels.get(self.index_for(x, y)) { Some(*p) } else { None } } fn set(&mut self, x: u32, y: u32, val: RGBA8) { let index = self.index_for(x, y); self.pixels[index] = val; } }