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BoxShadowPatternData

Struct BoxShadowPatternData 

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pub struct BoxShadowPatternData {
    pub color: ColorF,
    pub render_task: RenderTaskId,
    pub shadow_rect_alloc_size: LayoutSize,
    pub dest_rect_size: LayoutSize,
    pub dest_rect_offset: LayoutVector2D,
    pub clip_mode: BoxShadowClipMode,
    pub element_offset_rel_prim: LayoutVector2D,
    pub element_size: LayoutSize,
    pub element_radius: BorderRadius,
}

Fields§

§color: ColorF§render_task: RenderTaskId§shadow_rect_alloc_size: LayoutSize

Full blur alloc size in local pixels (= 2*blur_region + src_rect_size per axis). Used as the UV denominator so shadow_pos/alloc_size maps 1:1 to texture position.

§dest_rect_size: LayoutSize

Size of dest_rect in local pixels. For outset this equals shadow_rect_alloc_size (prim_rect == dest_rect). For inset the prim is the element rect while dest_rect is smaller (the shadow area), so these differ.

§dest_rect_offset: LayoutVector2D

Offset of dest_rect.p0 relative to prim_rect.p0 in local pixels. Zero for outset. For inset: dest_rect.min - element_rect.min.

§clip_mode: BoxShadowClipMode§element_offset_rel_prim: LayoutVector2D

Offset of the element rect’s min corner relative to prim_rect.p0. Zero for inset (prim_rect IS the element rect). For outset: element_rect.min - dest_rect.min.

§element_size: LayoutSize§element_radius: BorderRadius

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