Expand description
A simple 2D graphics library for turning simple 2D shapes and text into textured triangles.
Made for egui.
Create some Shape:s and pass them to Tessellator::tessellate_shapes to generate Mesh:es
that you can then paint using some graphics API of your choice (e.g. OpenGL).
Β§Coordinate system
The left-top corner of the screen is (0.0, 0.0),
with X increasing to the right and Y increasing downwards.
epaint uses logical points as its coordinate system.
Those related to physical pixels by the pixels_per_point scale factor.
For example, a high-dpi screen can have pixels_per_point = 2.0,
meaning there are two physical screen pixels for each logical point.
Angles are in radians, and are measured clockwise from the X-axis, which has angle=0.
Β§Feature flags
Re-exportsΒ§
pub use self::color::ColorMode;pub use self::image::AlphaFromCoverage;pub use self::image::ColorImage;pub use self::image::ImageData;pub use self::image::ImageDelta;pub use self::stats::PaintStats;pub use self::tessellator::TessellationOptions;pub use self::tessellator::Tessellator;pub use self::text::FontFamily;pub use self::text::FontId;pub use self::text::Fonts;pub use self::text::FontsView;pub use self::text::Galley;pub use self::textures::TextureManager;pub use ahash;pub use ecolor;pub use emath;
ModulesΒ§
- brush π
- color
- corner_
radius π - corner_
radius_ πf32 - image
- margin π
- margin_
f32 π - mesh π
- mutex
- Wrappers around
parking_lotlocks, with a simple deadlock detection mechanism. - shadow π
- shape_
transform - shapes π
- stats
- Collect statistics about what is being painted.
- stroke π
- tessellator
- Converts graphics primitives into textured triangles.
- text
- Everything related to text, fonts, text layout, cursors etc.
- texture_
atlas π - texture_
handle π - textures
- util
- viewport π
StructsΒ§
- Brush
- Controls texturing of a
crate::RectShape. - Circle
Shape - How to paint a circle.
- Clipped
Primitive - A
MeshorPaintCallbackwithin a clip rectangle. - Clipped
Shape - A
Shapewithin a clip rectangle. - Color32
- This format is used for space-efficient color representation (32 bits).
- Corner
Radius - How rounded the corners of things should be.
- Corner
Radius F32 - How rounded the corners of things should be, in
f32. - Cubic
Bezier Shape - A cubic BΓ©zier Curve.
- Ellipse
Shape - How to paint an ellipse.
- Hsva
- Hue, saturation, value, alpha. All in the range [0, 1]. No premultiplied alpha.
- Hsva
Gamma - Like Hsva but with the
vvalue (brightness) being gamma corrected so that it is somewhat perceptually even. - Margin
- A value for all four sides of a rectangle, often used to express padding or spacing.
- Margin
F32 - A value for all four sides of a rectangle, often used to express padding or spacing.
- Mesh
- Textured triangles in two dimensions.
- Mesh16
- A version of
Meshthat uses 16-bit indices. - Paint
Callback - If you want to paint some 3D shapes inside an egui region, you can use this.
- Paint
Callback Info - Information passed along with
PaintCallback(Shape::Callback). - Path
Shape - A path which can be stroked and/or filled (if closed).
- Path
Stroke - Describes the width and color of paths. The color can either be solid or provided by a callback. For more information, see
ColorMode - Pos2
- A position on screen.
- Quadratic
Bezier Shape - A quadratic BΓ©zier Curve.
- Rect
- A rectangular region of space.
- Rect
Shape - How to paint a rectangle.
- Rgba
- 0-1 linear space
RGBAcolor with premultiplied alpha. - Shadow
- The color and fuzziness of a fuzzy shape.
- Stroke
- Describes the width and color of a line.
- Text
Shape - How to paint some text on screen.
- Texture
Atlas - Contains font data in an atlas, where each character occupied a small rectangle.
- Texture
Handle - Used to paint images.
- Vec2
- A vector has a direction and length.
A
Vec2is often used to represent a size. - Vertex
- The 2D vertex type.
- Viewport
InPixels - Size of the viewport in whole, physical pixels.
EnumsΒ§
- Primitive
- A rendering primitive - either a
Meshor aPaintCallback. - Shape
- A paint primitive such as a circle or a piece of text. Coordinates are all screen space points (not physical pixels).
- Stroke
Kind - Describes how the stroke of a shape should be painted.
- Texture
Id - What texture to use in a
Meshmesh.
ConstantsΒ§
- HAS_
RAYON - Was epaint compiled with the
rayonfeature? - WHITE_
UV - The UV coordinate of a white region of the texture mesh.