egui/egui/src/paint/mod.rs

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Rust
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//! 2D graphics/rendering. Fonts, textures, color, geometry, tessellation etc.
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pub mod color;
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mod shadow;
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pub 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::{PaintJob, PaintJobs, TessellationOptions},
text::{Galley, TextStyle},
texture_atlas::{Texture, TextureAtlas},
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triangles::{Triangles, Vertex},
};
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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: crate::Pos2 = crate::pos2(0.0, 0.0);
/// 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: crate::Rect,
/// 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,
}