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pub(open) trait Has_TextureAtlas {
get_texture_atlas_store(self : Self) -> ComponentStore[TextureAtlas]
}pub struct AssetId[T] {
id : Int
phantom : T?
}fn DynamicTextureAtlasBuilder::add_texture(self : DynamicTextureAtlasBuilder, layout : TextureAtlasLayout, texture_size : UVec2) -> (Int, URect)?pub(all) enum DynamicTextureAtlasBuilderError {
FailedToAllocateSpace
}pub struct Handle[T] {
id : Int
phantom : T?
}pub struct Image {
width : Int
height : Int
pixels : Bytes
}pub struct Shader {
source : String
}fn TextureAtlas::with_layout(self : TextureAtlas, layout : Handle[TextureAtlasLayout]) -> TextureAtlasfn TextureAtlasBuilder::add_texture(self : TextureAtlasBuilder, texture : Handle[Image]) -> TextureAtlasBuilderfn TextureAtlasBuilder::build(self : TextureAtlasBuilder) -> (TextureAtlasLayout, TextureAtlasSources, Handle[Image])fn TextureAtlasBuilder::initial_size(self : TextureAtlasBuilder, size : UVec2) -> TextureAtlasBuilderfn TextureAtlasBuilder::sampler_nearest(self : TextureAtlasBuilder, nearest : Bool) -> TextureAtlasBuilderfn TextureAtlasBuilder::try_build(self : TextureAtlasBuilder) -> (TextureAtlasLayout, TextureAtlasSources, Handle[Image])?fn TextureAtlasLayout::from_grid(tile_size : UVec2, columns : Int, rows : Int, padding? : UVec2, offset? : UVec2) -> TextureAtlasLayoutfn TextureAtlasSources::handle(self : TextureAtlasSources, layout : Handle[TextureAtlasLayout], texture : Handle[Image]) -> TextureAtlas?fn asset_set_texture_atlas_layout(handle : Handle[TextureAtlasLayout], layout : TextureAtlasLayout) -> Boolfn host_asset_copy_texture_to_texture(dst_texture_id : Int, dst_x : Int, dst_y : Int, src_texture_id : Int) -> Unitfn host_asset_create_dynamic_texture(width : Int, height : Int, nearest : Bool) -> Intfn host_asset_font_bytes_get_u32(font_id : Int, index : Int) -> Intfn host_asset_loaded_folder_handles_get(folder_id : Int, index : Int) -> Intfn host_asset_loaded_folder_handles_len(folder_id : Int) -> Intfn host_asset_set_texture_sampler(texture_id : Int, sampler : Int) -> Unitfn host_asset_update_texture_region(texture_id : Int, x : Int, y : Int, width : Int, height : Int, glyph_id : Int) -> Unitfn host_asset_update_texture_region_bytes(texture_id : Int, x : Int, y : Int, width : Int, height : Int, bytes_id : Int) -> Unit