Struct slint::platform::software_renderer::SoftwareRenderer
pub struct SoftwareRenderer { /* private fields */ }
Expand description
A Renderer that do the rendering in software
The renderer can remember what items needs to be redrawn from the previous iteration.
There are two kind of possible rendering
- Using
render()
to render the window in a buffer - Using
render_by_line()
to render the window line by line. This is only useful if the device does not have enough memory to render the whole window in one single buffer
Implementations§
§impl SoftwareRenderer
impl SoftwareRenderer
pub fn new() -> SoftwareRenderer
pub fn new() -> SoftwareRenderer
Create a new Renderer
pub fn new_with_repaint_buffer_type(
repaint_buffer_type: RepaintBufferType
) -> SoftwareRenderer
pub fn new_with_repaint_buffer_type( repaint_buffer_type: RepaintBufferType ) -> SoftwareRenderer
Create a new SoftwareRenderer.
The repaint_buffer_type
parameter specify what kind of buffer are passed to Self::render
pub fn set_repaint_buffer_type(&self, repaint_buffer_type: RepaintBufferType)
pub fn set_repaint_buffer_type(&self, repaint_buffer_type: RepaintBufferType)
Change the what kind of buffer is being passed to Self::render
This may clear the internal caches
pub fn repaint_buffer_type(&self) -> RepaintBufferType
pub fn repaint_buffer_type(&self) -> RepaintBufferType
Returns the kind of buffer that must be passed to Self::render
pub fn render(
&self,
buffer: &mut [impl TargetPixel],
pixel_stride: usize
) -> PhysicalRegion
pub fn render( &self, buffer: &mut [impl TargetPixel], pixel_stride: usize ) -> PhysicalRegion
Render the window to the given frame buffer.
The renderer uses a cache internally and will only render the part of the window
which are dirty. The extra_draw_region
is an extra regin which will also
be rendered. (eg: the previous dirty region in case of double buffering)
This function returns the region that was rendered.
returns the dirty region for this frame (not including the extra_draw_region)
pub fn render_by_line(
&self,
line_buffer: impl LineBufferProvider
) -> PhysicalRegion
pub fn render_by_line( &self, line_buffer: impl LineBufferProvider ) -> PhysicalRegion
Render the window, line by line, into the line buffer provided by the LineBufferProvider
.
The renderer uses a cache internally and will only render the part of the window
which are dirty, depending on the dirty tracking policy set in SoftwareRenderer::new
This function returns the region that was rendered.
The LineBufferProvider::process_line()
function will be called for each line and should
provide a buffer to draw into.
As an example, let’s imagine we want to render into a plain buffer.
(You wouldn’t normally use render_by_line
for that because the Self::render
would
then be more efficient)
struct FrameBuffer<'a>{ frame_buffer: &'a mut [Rgb565Pixel], stride: usize }
impl<'a> LineBufferProvider for FrameBuffer<'a> {
type TargetPixel = Rgb565Pixel;
fn process_line(
&mut self,
line: usize,
range: core::ops::Range<usize>,
render_fn: impl FnOnce(&mut [Self::TargetPixel]),
) {
let line_begin = line * self.stride;
render_fn(&mut self.frame_buffer[line_begin..][range]);
// The line has been rendered and there could be code here to
// send the pixel to the display
}
}
renderer.render_by_line(FrameBuffer{ frame_buffer: the_frame_buffer, stride: display_width });
Trait Implementations§
§impl Default for SoftwareRenderer
impl Default for SoftwareRenderer
§fn default() -> SoftwareRenderer
fn default() -> SoftwareRenderer
Auto Trait Implementations§
impl !RefUnwindSafe for SoftwareRenderer
impl !Send for SoftwareRenderer
impl !Sync for SoftwareRenderer
impl Unpin for SoftwareRenderer
impl !UnwindSafe for SoftwareRenderer
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