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//! A simple 2D graphics library for turning simple 2D shapes and text into textured triangles.
//!
//! Made for [`egui`](https://github.com/emilk/egui/).
//!
//! Create some [`Shape`]:s and pass them to [`tessellate_shapes`] to generate [`Mesh`]:es
//! that you can then paint using some graphics API of your choice (e.g. OpenGL).
//!
//! ## 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.
//!
//! ## Feature flags
#![cfg_attr(feature = "document-features", doc = document_features::document_features!())]
//!
#![allow(clippy::float_cmp)]
#![allow(clippy::manual_range_contains)]
mod bezier;
pub mod color;
pub mod image;
mod margin;
mod mesh;
pub mod mutex;
mod shadow;
mod shape;
pub mod shape_transform;
pub mod stats;
mod stroke;
pub mod tessellator;
pub mod text;
mod texture_atlas;
mod texture_handle;
pub mod textures;
pub mod util;
pub use self::{
bezier::{CubicBezierShape, QuadraticBezierShape},
color::ColorMode,
image::{ColorImage, FontImage, ImageData, ImageDelta},
margin::Margin,
mesh::{Mesh, Mesh16, Vertex},
shadow::Shadow,
shape::{
CircleShape, EllipseShape, PaintCallback, PaintCallbackInfo, PathShape, RectShape,
Rounding, Shape, TextShape,
},
stats::PaintStats,
stroke::{PathStroke, Stroke},
tessellator::{TessellationOptions, Tessellator},
text::{FontFamily, FontId, Fonts, Galley},
texture_atlas::TextureAtlas,
texture_handle::TextureHandle,
textures::TextureManager,
};
#[allow(deprecated)]
pub use tessellator::tessellate_shapes;
pub use ecolor::{Color32, Hsva, HsvaGamma, Rgba};
pub use emath::{pos2, vec2, Pos2, Rect, Vec2};
#[deprecated = "Use the ahash crate directly."]
pub use ahash;
pub use ecolor;
pub use emath;
#[cfg(feature = "color-hex")]
pub use ecolor::hex_color;
/// 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);
/// What texture to use in a [`Mesh`] mesh.
///
/// If you don't want to use a texture, use `TextureId::Managed(0)` and the [`WHITE_UV`] for uv-coord.
#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum TextureId {
/// Textures allocated using [`TextureManager`].
///
/// The first texture (`TextureId::Managed(0)`) is used for the font data.
Managed(u64),
/// Your own texture, defined in any which way you want.
/// The backend renderer will presumably use this to look up what texture to use.
User(u64),
}
impl Default for TextureId {
/// The epaint font texture.
fn default() -> Self {
Self::Managed(0)
}
}
/// A [`Shape`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug, PartialEq)]
pub struct ClippedShape {
/// Clip / scissor rectangle.
/// Only show the part of the [`Shape`] that falls within this.
pub clip_rect: emath::Rect,
/// The shape
pub shape: Shape,
}
/// A [`Mesh`] or [`PaintCallback`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug)]
pub struct ClippedPrimitive {
/// Clip / scissor rectangle.
/// Only show the part of the [`Mesh`] that falls within this.
pub clip_rect: emath::Rect,
/// What to paint - either a [`Mesh`] or a [`PaintCallback`].
pub primitive: Primitive,
}
/// A rendering primitive - either a [`Mesh`] or a [`PaintCallback`].
#[derive(Clone, Debug)]
pub enum Primitive {
Mesh(Mesh),
Callback(PaintCallback),
}
// ---------------------------------------------------------------------------
/// Was epaint compiled with the `rayon` feature?
pub const HAS_RAYON: bool = cfg!(feature = "rayon");