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render: fix typos
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+6
-6
@@ -56,7 +56,7 @@ use sys::render as ll;
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#[derive(Debug)]
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pub struct SdlError(String);
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/// Possible errors returned by targetting a `Canvas` to render to a `Texture`
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/// Possible errors returned by targeting a `Canvas` to render to a `Texture`
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#[derive(Debug)]
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pub enum TargetRenderError {
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SdlError(SdlError),
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@@ -303,7 +303,7 @@ impl<'s> RenderTarget for Surface<'s> {
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/// // However the canvas has not been updated to the window yet,
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/// // everything has been processed to an internal buffer,
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/// // but if we want our buffer to be displayed on the window,
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/// // we need to call `present`. We need to call this everytime
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/// // we need to call `present`. We need to call this every time
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/// // we want to render a new frame on the window.
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/// canvas.present();
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/// // present does not "clear" the buffer, that means that
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@@ -435,7 +435,7 @@ impl<T: RenderTarget> Canvas<T> {
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/// pixel in it if you want, so you can do basically anything with that `Texture`.
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///
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/// If you want to set the content of multiple `Texture` at once the most efficient way
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/// possible, *don't* make a loop and call this function everytime and use
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/// possible, *don't* make a loop and call this function every time and use
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/// `with_multiple_texture_canvas` instead. Using `with_texture_canvas` is actually
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/// inefficient because the target is reset to the source (the `Window` or the `Surface`)
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/// at the end of this function, but using it in a loop would make this reset useless.
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@@ -457,7 +457,7 @@ impl<T: RenderTarget> Canvas<T> {
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/// `Surface` outside of the closure.
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///
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/// You do not need to call `present` after drawing in the Canvas in the closure, the changes
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/// are appleid directly to the `Texture` instead of a hidden buffer.
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/// are applied directly to the `Texture` instead of a hidden buffer.
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///
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/// # Errors
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///
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@@ -625,7 +625,7 @@ pub struct TextureCreator<T> {
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/// The type that allows you to build Window-based renderers.
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///
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/// By default, the renderer builder will prioritize for a hardware-accelerated
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/// renderer, which is porbably what you want.
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/// renderer, which is probably what you want.
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pub struct CanvasBuilder {
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window: Window,
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index: Option<u32>,
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@@ -1446,7 +1446,7 @@ pub struct TextureQuery {
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/// Every Texture is owned by a `TextureCreator` or `Canvas` (the latter is only possible with the
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/// `unsafe_textures` feature).
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///
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/// # Diffences between with and without `unsafe_textures` feature
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/// # Differences between with and without `unsafe_textures` feature
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///
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/// Without the `unsafe_textures`, a texture is owned by a `TextureCreator` and a `Texture` cannot
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/// outlive its parent `TextureCreator` thanks to lifetimes. A texture is destroyed via its `Drop`
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