pub struct GlWindowDevice {
Show 13 fields device: Device, context: Context, gl: Rc<Gl>, window: Box<dyn GlWindow>, grand_manager: LayerGrandManager<SurfmanGL>, layer_manager: Option<LayerManager>, target_swap_chain: Option<SwapChain<Device>>, swap_chains: SwapChains<LayerId, Device>, read_fbo: GLuint, events: EventBuffer, clip_planes: ClipPlanes, granted_features: Vec<String>, shader: Option<GlWindowShader>,
}

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§device: Device§context: Context§gl: Rc<Gl>§window: Box<dyn GlWindow>§grand_manager: LayerGrandManager<SurfmanGL>§layer_manager: Option<LayerManager>§target_swap_chain: Option<SwapChain<Device>>§swap_chains: SwapChains<LayerId, Device>§read_fbo: GLuint§events: EventBuffer§clip_planes: ClipPlanes§granted_features: Vec<String>§shader: Option<GlWindowShader>

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impl GlWindowDevice

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fn new( connection: Connection, adapter: Adapter, context_attributes: ContextAttributes, window: Box<dyn GlWindow>, granted_features: Vec<String>, grand_manager: LayerGrandManager<SurfmanGL> ) -> Result<GlWindowDevice, Error>

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fn blit_texture( &self, texture_id: GLuint, texture_target: GLuint, texture_size: Size2D<i32, UnknownUnit>, window_size: Size2D<i32, Viewport> )

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fn layer_manager(&mut self) -> Result<&mut LayerManager, Error>

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fn window_size(&self) -> Size2D<i32, Viewport>

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fn viewport_size(&self) -> Size2D<i32, Viewport>

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fn views(&self, viewer: RigidTransform3D<f32, Viewer, Native>) -> Views

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fn view<Eye>( &self, viewer: RigidTransform3D<f32, Viewer, Native>, eye: SomeEye<Eye> ) -> View<Eye>

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fn perspective<Eye>(&self) -> Transform3D<f32, Eye, Display>

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impl DeviceAPI for GlWindowDevice

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fn floor_transform(&self) -> Option<RigidTransform3D<f32, Native, Floor>>

The transform from native coordinates to the floor.
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fn viewports(&self) -> Viewports

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fn create_layer( &mut self, context_id: ContextId, init: LayerInit ) -> Result<LayerId, Error>

Create a new layer
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fn destroy_layer(&mut self, context_id: ContextId, layer_id: LayerId)

Destroy a layer
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fn begin_animation_frame( &mut self, layers: &[(ContextId, LayerId)] ) -> Option<Frame>

Begin an animation frame.
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fn end_animation_frame(&mut self, layers: &[(ContextId, LayerId)])

End an animation frame, render the layer to the device, and block waiting for the next frame.
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fn initial_inputs(&self) -> Vec<InputSource>

Inputs registered with the device on initialization. More may be added, which should be communicated through a yet-undecided event mechanism
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fn set_event_dest(&mut self, dest: Sender<Event>)

Sets the event handling channel
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fn quit(&mut self)

Quit the session
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fn set_quitter(&mut self, _: Quitter)

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fn update_clip_planes(&mut self, near: f32, far: f32)

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fn granted_features(&self) -> &[String]

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fn environment_blend_mode(&self) -> EnvironmentBlendMode

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fn request_hit_test(&mut self, _source: HitTestSource)

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fn cancel_hit_test(&mut self, _id: HitTestId)

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impl Drop for GlWindowDevice

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fn drop(&mut self)

Executes the destructor for this type. Read more

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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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