pub fn sprites(&mut self, in_dir: &Path) -> &[String] {
        assert!(self.sprites.is_none(), "self.sprites(...) was already invoked");
        let output = &self.assets_dir.join("sprites");
        self.sprites = Some(form_atlas(in_dir, output, 1, self.check_rerun));
        self.sprites.as_ref().unwrap()
    }
/// Packs sprite images into an atlas, to be rendered by Gate renderer in "sprite" mode.
///
/// Image `.png` files are read from `in_dir`,
/// generating enum handles with the same names as the image files.
/// Returns the list of these handles indexed by ID,
/// in the same order that they appear in the generated enum code.
///
/// The center of the image is used as the anchor point.
/// If the width or height is odd, then the center of the image is between pixels.
/// Transparent pixels padded around the image rectangle will be stripped before packing,
/// so there is no need to worry about efficiency in regards to padded pixels.
///
/// If any image filename ends with "_t#", where # is a number,
/// then it will interpret that image as a collection of tiles
/// with width and height equal to #.
/// The names generated to refer to each of these tiles are suffixed with "R#C#",
/// referencing the row and column number.
/// Empty tiles will be omitted.
///
/// Note: in the current implementation of `gate` there is only one atlas for sprites,
/// but in the future there are plans to allow for larger games that may need
/// multiple atlases loaded at different times.
Packs sprite images into an atlas, to be rendered by Gate renderer in "sprite" mode.
Image `.png` files are read from `in_dir`,
generating enum handles with the same names as the image files.
Returns the list of these handles indexed by ID,
in the same order that they appear in the generated enum code.

The center of the image is used as the anchor point.
If the width or height is odd, then the center of the image is between pixels.
Transparent pixels padded around the image rectangle will be stripped before packing,
so there is no need to worry about efficiency in regards to padded pixels.

If any image filename ends with "_t#", where # is a number,
then it will interpret that image as a collection of tiles
with width and height equal to #.
The names generated to refer to each of these tiles are suffixed with "R#C#",
referencing the row and column number.
Empty tiles will be omitted.

in the current implementation of `gate` there is only one atlas for sprites,
but in the future there are plans to allow for larger games that may need
multiple atlases loaded at different times.
Packs sprite images into an atlas to be rendered by Gate renderer in " sprite " mode . Image ` . png ` files are read from ` in_dir ` generating enum handles with the same names as the image files . Returns the list of these handles indexed by ID in the same order that they appear in the generated enum code . The center of the image is used as the anchor point . If the width or height is odd then the center of the image is between pixels . Transparent pixels padded around the image rectangle will be stripped before packing so there is no need to worry about efficiency in regards to padded pixels . If any image filename ends with " _t# " where # is a number then it will interpret that image as a collection of tiles with width and height equal to # . The names generated to refer to each of these tiles are suffixed with " R#C# " referencing the row and column number . Empty tiles will be omitted . in the current implementation of ` gate ` there is only one atlas for sprites but in the future there are plans to allow for larger games that may need multiple atlases loaded at different times .
pub fn sprites(&mut self, in_dir: &Path) -> &[String] {
        assert!(self.sprites.is_none(), "self.sprites(...) was already invoked");
        let output = &self.assets_dir.join("sprites");
        self.sprites = Some(form_atlas(in_dir, output, 1, self.check_rerun));
        self.sprites.as_ref().unwrap()
    }
pub fn sprites ( & mut self , in_dir : & Path ) -> & [ String ] { assert ! ( self sprites is_none ( ) " " ) ; let output = & self . assets_dir . join ( " " ) ; self . sprites = Some ( form_atlas ( in_dir , output , 1 , self . check_rerun ) ) ; self . sprites . as_ref ( ) . unwrap ( ) }
Packs sprite images into an atlas, to be rendered by Gate renderer in "sprite" mode.
Packs sprite images into an atlas to be rendered by Gate renderer in " sprite " mode .
&mut self
in_dir
&Path
&mut self
in_dir
&Path