PistonDevelopers/conrod

Saving off the glyph_cache and texture_cache for caching text on GPU

JakeCallery opened this issue · 1 comments

Hi All,
I am trying to organize a bunch of the boiler plate stuff in my code.
I would like to save the glyph_cache and text_texture_cache into a struct:

pub struct App {
    window: PistonWindow<Sdl2Window>,
    ids: Ids,
    ui: conrod_core::Ui,
    image_map: conrod_core::image::Map<G2dTexture>,
    glyph_cache: *can't seem to figure out type*,
    text_texture_cache: *can't seem to figure out type*,
    text_vertex_data: Vec<u8>,
    pw_texture_context: G2dTextureContext,
}

In the examples glyph_cache and text_texture_cache are being defined as such:

// Create a texture to use for efficiently caching text on the GPU.
        let mut text_vertex_data = Vec::new();
        let (mut glyph_cache, mut text_texture_cache) = {
            const SCALE_TOLERANCE: f32 = 0.1;
            const POSITION_TOLERANCE: f32 = 0.1;
            let cache = conrod_core::text::GlyphCache::builder()
                .dimensions(win_w_32, win_h_32)
                .scale_tolerance(SCALE_TOLERANCE)
                .position_tolerance(POSITION_TOLERANCE)
                .build();
            let buffer_len = win_w_32 as usize * win_h_32 as usize;
            let init = vec![128; buffer_len];
            let settings = TextureSettings::new();
            let texture =
                G2dTexture::from_memory_alpha(&mut pw_texture_context, &init, win_w_32, win_h_32, &settings)
                    .unwrap();
            (cache, texture)
        };

So for glyph_cache, build() seems to return:
Cache<'font>

and for text_texture_cache it seems to return:
Texture<R> where R: gfx::Resources

Any chance someone could help me to figure out how to declare variables for those in a struct?

Thank you!

I'm Sorry, I think I figured it out.

pub struct App<'a> {
    window: PistonWindow<Sdl2Window>,
    ids: Ids,
    ui: conrod_core::Ui,
    image_map: conrod_core::image::Map<G2dTexture>,
    text_texture_cache: G2dTexture,
    glyph_cache: text::GlyphCache<'a>,
    text_vertex_data: Vec<u8>,
    pw_texture_context: G2dTextureContext,
}