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SpriteTint

Struct SpriteTint 

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pub struct SpriteTint {
    pub mask: Tint,
    pub tint: Tint,
}
Expand description

The complete recolouring one sprite goes through in one cell: the sheet’s own treatment, then the cell’s tint.

Two stages rather than one because they do not always fold together. A SheetColor::Mask sheet is a multiply by the cell’s foreground, and a multiply composes with another multiply, but not with a Tint::Mix: “colour this mask red, then flash it half-way to white” is two operations and cannot be written as one.

Both pixel backends resolve through here, so a sprite recoloured on the software rasteriser and the same sprite recoloured in the GL fragment shader cannot disagree. The GL side uploads the two stages as instance attributes and mirrors apply’s order.

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§mask: Tint

The sheet’s own treatment, applied first.

Tint::Multiply by the cell’s resolved foreground colour for a SheetColor::Mask sheet, Tint::None for SheetColor::Art.

§tint: Tint

The cell’s own tint, applied second.

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impl SpriteTint

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pub const fn resolve( sheet: SheetColor, fg: Color, tint: Tint, default_fg: (u8, u8, u8), ) -> Self

Resolves what a sprite from a sheet-coloured tileset should look like in a cell with foreground fg and tint tint.

Takes the sheet’s declaration rather than the Sprite itself, because that is all the answer depends on: the GPU backend resolves against an atlas slot and never holds the pixels at draw time.

default_fg is the palette fallback for Color::Default, which has no reading as a modulation value on its own (see Tint); palette::DEFAULT_FG is what both backends pass.

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pub const fn is_identity(&self) -> bool

Whether this leaves every pixel exactly as authored, so a renderer can take its untinted path.

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pub const fn apply(&self, rgb: (u8, u8, u8)) -> (u8, u8, u8)

Applies both stages to one straight-alpha RGB triple, sheet treatment first.

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impl Clone for SpriteTint

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fn clone(&self) -> SpriteTint

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SpriteTint

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for SpriteTint

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fn default() -> SpriteTint

Returns the “default value” for a type. Read more
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impl PartialEq for SpriteTint

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fn eq(&self, other: &SpriteTint) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for SpriteTint

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impl Eq for SpriteTint

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impl StructuralPartialEq for SpriteTint

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impl<T> Any for T
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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fn with_alpha_first<A>(self, alpha: A) -> AlphaFirst<A, Self>

Wraps self with alpha, storing alpha before the color in memory (see [AlphaFirst]).
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fn with_alpha_last<A>(self, alpha: A) -> AlphaLast<A, Self>

Wraps self with alpha, storing alpha after the color in memory (see [AlphaLast]).
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