egui/epaint/src/shadow.rs

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use super::*;
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/// The color and fuzziness of a fuzzy shape.
/// Can be used for a rectangular shadow with a soft penumbra.
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct Shadow {
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/// The shadow extends this much outside the rect.
/// The size of the fuzzy penumbra.
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pub extrusion: f32,
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/// Color of the opaque center of the shadow.
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pub color: Color32,
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}
impl Shadow {
/// Tooltips, menus, …
pub fn small_dark() -> Self {
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Self {
extrusion: 16.0,
color: Color32::from_black_alpha(96),
}
}
/// Tooltips, menus, …
pub fn small_light() -> Self {
Self {
extrusion: 16.0,
color: Color32::from_black_alpha(32),
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}
}
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/// Subtle and nice on dark backgrounds
pub fn big_dark() -> Self {
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Self {
extrusion: 32.0,
color: Color32::from_black_alpha(96),
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}
}
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/// Subtle and nice on white backgrounds
pub fn big_light() -> Self {
Self {
extrusion: 32.0,
color: Color32::from_black_alpha(40),
}
}
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pub fn tessellate(&self, rect: emath::Rect, corner_radius: f32) -> Mesh {
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// tessellator.clip_rect = clip_rect; // TODO: culling
let Self { extrusion, color } = *self;
use crate::tessellator::*;
let rect = RectShape::filled(
rect.expand(0.5 * extrusion),
corner_radius + 0.5 * extrusion,
color,
);
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let mut tessellator = Tessellator::from_options(TessellationOptions {
aa_size: extrusion,
anti_alias: true,
..Default::default()
});
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let mut mesh = Mesh::default();
tessellator.tessellate_rect(&rect, &mut mesh);
mesh
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}
}