egui/epaint/src/lib.rs

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Rust
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//! 2D graphics/rendering. Fonts, textures, color, geometry, tessellation etc.
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#![cfg_attr(not(debug_assertions), deny(warnings))] // Forbid warnings in release builds
#![forbid(unsafe_code)]
#![warn(
clippy::all,
clippy::await_holding_lock,
clippy::dbg_macro,
clippy::doc_markdown,
clippy::empty_enum,
clippy::enum_glob_use,
clippy::exit,
clippy::filter_map_next,
clippy::fn_params_excessive_bools,
clippy::if_let_mutex,
clippy::imprecise_flops,
clippy::inefficient_to_string,
clippy::linkedlist,
clippy::lossy_float_literal,
clippy::macro_use_imports,
clippy::match_on_vec_items,
clippy::match_wildcard_for_single_variants,
clippy::mem_forget,
clippy::mismatched_target_os,
clippy::missing_errors_doc,
clippy::missing_safety_doc,
clippy::needless_borrow,
clippy::needless_continue,
clippy::needless_pass_by_value,
clippy::option_option,
clippy::pub_enum_variant_names,
clippy::rest_pat_in_fully_bound_structs,
clippy::todo,
clippy::unimplemented,
clippy::unnested_or_patterns,
clippy::verbose_file_reads,
future_incompatible,
missing_crate_level_docs,
missing_doc_code_examples,
// missing_docs,
nonstandard_style,
rust_2018_idioms,
unused_doc_comments,
)]
#![allow(clippy::manual_range_contains)]
pub mod color;
pub mod mutex;
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mod shadow;
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mod shape;
pub mod stats;
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mod stroke;
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pub mod tessellator;
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pub mod text;
mod texture_atlas;
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mod triangles;
pub use {
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color::{Color32, Rgba},
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shadow::Shadow,
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shape::Shape,
stats::PaintStats,
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stroke::Stroke,
tessellator::TessellationOptions,
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text::{Galley, TextStyle},
texture_atlas::{Texture, TextureAtlas},
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triangles::{Triangles, Vertex},
};
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pub use ahash;
pub use emath;
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/// The UV coordinate of a white region of the texture mesh.
/// The default Egui texture has the top-left corner pixel fully white.
/// You need need use a clamping texture sampler for this to work
/// (so it doesn't do bilinear blending with bottom right corner).
pub const WHITE_UV: emath::Pos2 = emath::pos2(0.0, 0.0);
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/// What texture to use in a [`Triangles`] mesh.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum TextureId {
/// The Egui font texture.
/// If you don't want to use a texture, pick this and the [`WHITE_UV`] for uv-coord.
Egui,
/// Your own texture, defined in any which way you want.
/// Egui won't care. The backend renderer will presumably use this to look up what texture to use.
User(u64),
}
impl Default for TextureId {
fn default() -> Self {
Self::Egui
}
}
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pub(crate) struct PaintRect {
pub rect: emath::Rect,
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/// How rounded the corners are. Use `0.0` for no rounding.
pub corner_radius: f32,
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pub fill: Color32,
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pub stroke: Stroke,
}
/// A [`Shape`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug)]
pub struct ClippedShape(
/// Clip / scissor rectangle.
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/// Only show the part of the [`Shape`] that falls within this.
pub emath::Rect,
/// The shape
pub Shape,
);
/// A clip triangle and some textured triangles, all in points (logical pixels).
pub type PaintJob = (emath::Rect, Triangles);
/// Grouped by clip rectangles, in points (logical pixels).
pub type PaintJobs = Vec<PaintJob>;