Struct egui::painter::Painter

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pub struct Painter {
    ctx: Context,
    layer_id: LayerId,
    clip_rect: Rect,
    fade_to_color: Option<Color32>,
    opacity_factor: f32,
}
Expand description

Helper to paint shapes and text to a specific region on a specific layer.

All coordinates are screen coordinates in the unit points (one point can consist of many physical pixels).

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§ctx: Context

Source of fonts and destination of shapes

§layer_id: LayerId

Where we paint

§clip_rect: Rect

Everything painted in this Painter will be clipped against this. This means nothing outside of this rectangle will be visible on screen.

§fade_to_color: Option<Color32>

If set, all shapes will have their colors modified to be closer to this. This is used to implement grayed out interfaces.

§opacity_factor: f32

If set, all shapes will have their colors modified with Color32::gamma_multiply with this value as the factor. This is used to make interfaces semi-transparent.

Implementations§

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impl Painter

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pub fn new(ctx: Context, layer_id: LayerId, clip_rect: Rect) -> Self

Create a painter to a specific layer within a certain clip rectangle.

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pub fn with_layer_id(self, layer_id: LayerId) -> Self

Redirect where you are painting.

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pub fn with_clip_rect(&self, rect: Rect) -> Self

Create a painter for a sub-region of this Painter.

The clip-rect of the returned Painter will be the intersection of the given rectangle and the clip_rect() of the parent Painter.

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pub fn set_layer_id(&mut self, layer_id: LayerId)

Redirect where you are painting.

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pub(crate) fn set_fade_to_color(&mut self, fade_to_color: Option<Color32>)

If set, colors will be modified to look like this

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pub fn set_opacity(&mut self, opacity: f32)

Set the opacity (alpha multiplier) of everything painted by this painter from this point forward.

opacity must be between 0.0 and 1.0, where 0.0 means fully transparent (i.e., invisible) and 1.0 means fully opaque.

See also: Self::opacity and Self::multiply_opacity.

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pub fn multiply_opacity(&mut self, opacity: f32)

Like Self::set_opacity, but multiplies the given value with the current opacity.

See also: Self::set_opacity and Self::opacity.

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pub fn opacity(&self) -> f32

Read the current opacity of the underlying painter.

See also: Self::set_opacity and Self::multiply_opacity.

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pub(crate) fn is_visible(&self) -> bool

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pub(crate) fn set_invisible(&mut self)

If false, nothing added to the painter will be visible

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impl Painter

§Accessors etc
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pub fn ctx(&self) -> &Context

Get a reference to the parent Context.

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pub fn fonts<R>(&self, reader: impl FnOnce(&Fonts) -> R) -> R

Read-only access to the shared Fonts.

See Context documentation for how locks work.

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pub fn layer_id(&self) -> LayerId

Where we paint

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pub fn clip_rect(&self) -> Rect

Everything painted in this Painter will be clipped against this. This means nothing outside of this rectangle will be visible on screen.

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pub fn set_clip_rect(&mut self, clip_rect: Rect)

Everything painted in this Painter will be clipped against this. This means nothing outside of this rectangle will be visible on screen.

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pub fn round_to_pixel(&self, point: f32) -> f32

Useful for pixel-perfect rendering.

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pub fn round_vec_to_pixels(&self, vec: Vec2) -> Vec2

Useful for pixel-perfect rendering.

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pub fn round_pos_to_pixels(&self, pos: Pos2) -> Pos2

Useful for pixel-perfect rendering.

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pub fn round_rect_to_pixels(&self, rect: Rect) -> Rect

Useful for pixel-perfect rendering.

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impl Painter

§Low level
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fn paint_list<R>(&self, writer: impl FnOnce(&mut PaintList) -> R) -> R

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fn transform_shape(&self, shape: &mut Shape)

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pub fn add(&self, shape: impl Into<Shape>) -> ShapeIdx

It is up to the caller to make sure there is room for this. Can be used for free painting. NOTE: all coordinates are screen coordinates!

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pub fn extend<I: IntoIterator<Item = Shape>>(&self, shapes: I)

Add many shapes at once.

Calling this once is generally faster than calling Self::add multiple times.

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pub fn set(&self, idx: ShapeIdx, shape: impl Into<Shape>)

Modify an existing Shape.

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pub fn for_each_shape(&self, reader: impl FnMut(&ClippedShape))

Access all shapes added this frame.

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impl Painter

§Debug painting
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pub fn debug_rect(&self, rect: Rect, color: Color32, text: impl ToString)

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pub fn error(&self, pos: Pos2, text: impl Display) -> Rect

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pub fn debug_text( &self, pos: Pos2, anchor: Align2, color: Color32, text: impl ToString ) -> Rect

Text with a background.

See also Context::debug_text.

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impl Painter

§Paint different primitives

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pub fn line_segment( &self, points: [Pos2; 2], stroke: impl Into<PathStroke> ) -> ShapeIdx

Paints a line from the first point to the second.

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pub fn hline( &self, x: impl Into<Rangef>, y: f32, stroke: impl Into<PathStroke> ) -> ShapeIdx

Paints a horizontal line.

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pub fn vline( &self, x: f32, y: impl Into<Rangef>, stroke: impl Into<PathStroke> ) -> ShapeIdx

Paints a vertical line.

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pub fn circle( &self, center: Pos2, radius: f32, fill_color: impl Into<Color32>, stroke: impl Into<Stroke> ) -> ShapeIdx

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pub fn circle_filled( &self, center: Pos2, radius: f32, fill_color: impl Into<Color32> ) -> ShapeIdx

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pub fn circle_stroke( &self, center: Pos2, radius: f32, stroke: impl Into<Stroke> ) -> ShapeIdx

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pub fn rect( &self, rect: Rect, rounding: impl Into<Rounding>, fill_color: impl Into<Color32>, stroke: impl Into<Stroke> ) -> ShapeIdx

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pub fn rect_filled( &self, rect: Rect, rounding: impl Into<Rounding>, fill_color: impl Into<Color32> ) -> ShapeIdx

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pub fn rect_stroke( &self, rect: Rect, rounding: impl Into<Rounding>, stroke: impl Into<Stroke> ) -> ShapeIdx

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pub fn arrow(&self, origin: Pos2, vec: Vec2, stroke: impl Into<Stroke>)

Show an arrow starting at origin and going in the direction of vec, with the length vec.length().

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pub fn image( &self, texture_id: TextureId, rect: Rect, uv: Rect, tint: Color32 ) -> ShapeIdx

An image at the given position.

uv should normally be Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0)) unless you want to crop or flip the image.

tint is a color multiplier. Use Color32::WHITE if you don’t want to tint the image.

Usually it is easier to use crate::Image::paint_at instead:

egui::Image::new(egui::include_image!("../assets/ferris.png"))
    .rounding(5.0)
    .tint(egui::Color32::LIGHT_BLUE)
    .paint_at(ui, rect);
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impl Painter

§Text
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pub fn text( &self, pos: Pos2, anchor: Align2, text: impl ToString, font_id: FontId, text_color: Color32 ) -> Rect

Lay out and paint some text.

To center the text at the given position, use Align2::CENTER_CENTER.

To find out the size of text before painting it, use Self::layout or Self::layout_no_wrap.

Returns where the text ended up.

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pub fn layout( &self, text: String, font_id: FontId, color: Color32, wrap_width: f32 ) -> Arc<Galley>

Will wrap text at the given width and line break at \n.

Paint the results with Self::galley.

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pub fn layout_no_wrap( &self, text: String, font_id: FontId, color: Color32 ) -> Arc<Galley>

Will line break at \n.

Paint the results with Self::galley.

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pub fn layout_job(&self, layout_job: LayoutJob) -> Arc<Galley>

Lay out this text layut job in a galley.

Paint the results with Self::galley.

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pub fn galley(&self, pos: Pos2, galley: Arc<Galley>, fallback_color: Color32)

Paint text that has already been laid out in a Galley.

You can create the Galley with Self::layout or Self::layout_job.

Any uncolored parts of the Galley (using Color32::PLACEHOLDER) will be replaced with the given color.

Any non-placeholder color in the galley takes precedence over this fallback color.

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pub fn galley_with_override_text_color( &self, pos: Pos2, galley: Arc<Galley>, text_color: Color32 )

Paint text that has already been laid out in a Galley.

You can create the Galley with Self::layout.

All text color in the Galley will be replaced with the given color.

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pub fn galley_with_color( &self, pos: Pos2, galley: Arc<Galley>, text_color: Color32 )

👎Deprecated: Use Painter::galley or Painter::galley_with_override_text_color instead

Trait Implementations§

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impl Clone for Painter

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fn clone(&self) -> Painter

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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