pub enum Shape {
Noop,
Vec(Vec<Shape>),
Circle(CircleShape),
LineSegment {
points: [Pos2; 2],
stroke: Stroke,
},
Path(PathShape),
Rect(RectShape),
Text(TextShape),
Mesh(Mesh),
QuadraticBezier(QuadraticBezierShape),
CubicBezier(CubicBezierShape),
Callback(PaintCallback),
}
Expand description
A paint primitive such as a circle or a piece of text. Coordinates are all screen space points (not physical pixels).
You should generally recreate your Shape
s each frame,
but storing them should also be fine with one exception:
Shape::Text
depends on the current pixels_per_point
(dpi scale)
and so must be recreated every time pixels_per_point
changes.
Variants§
Noop
Paint nothing. This can be useful as a placeholder.
Vec(Vec<Shape>)
Recursively nest more shapes - sometimes a convenience to be able to do. For performance reasons it is better to avoid it.
Circle(CircleShape)
Circle with optional outline and fill.
LineSegment
A line between two points.
Path(PathShape)
A series of lines between points. The path can have a stroke and/or fill (if closed).
Rect(RectShape)
Rectangle with optional outline and fill.
Text(TextShape)
Text.
This needs to be recreated if pixels_per_point
(dpi scale) changes.
Mesh(Mesh)
A general triangle mesh.
Can be used to display images.
QuadraticBezier(QuadraticBezierShape)
A quadratic Bézier Curve.
CubicBezier(CubicBezierShape)
A cubic Bézier Curve.
Callback(PaintCallback)
Backend-specific painting.
Implementations§
§impl Shape
impl Shape
§Constructors
pub fn line_segment(points: [Pos2; 2], stroke: impl Into<Stroke>) -> Shape
pub fn line_segment(points: [Pos2; 2], stroke: impl Into<Stroke>) -> Shape
A line between two points.
More efficient than calling Self::line
.
pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Shape
pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Shape
A line through many points.
Use Self::line_segment
instead if your line only connects two points.
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Shape
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Shape
A line that closes back to the start point again.
pub fn dotted_line(
path: &[Pos2],
color: impl Into<Color32>,
spacing: f32,
radius: f32,
) -> Vec<Shape>
pub fn dotted_line( path: &[Pos2], color: impl Into<Color32>, spacing: f32, radius: f32, ) -> Vec<Shape>
Turn a line into equally spaced dots.
pub fn dashed_line(
path: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32,
) -> Vec<Shape>
pub fn dashed_line( path: &[Pos2], stroke: impl Into<Stroke>, dash_length: f32, gap_length: f32, ) -> Vec<Shape>
Turn a line into dashes.
pub fn dashed_line_many(
points: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32,
shapes: &mut Vec<Shape>,
)
pub fn dashed_line_many( points: &[Pos2], stroke: impl Into<Stroke>, dash_length: f32, gap_length: f32, shapes: &mut Vec<Shape>, )
Turn a line into dashes. If you need to create many dashed lines use this instead of
Self::dashed_line
pub fn convex_polygon(
points: Vec<Pos2>,
fill: impl Into<Color32>,
stroke: impl Into<Stroke>,
) -> Shape
pub fn convex_polygon( points: Vec<Pos2>, fill: impl Into<Color32>, stroke: impl Into<Stroke>, ) -> Shape
A convex polygon with a fill and optional stroke.
The most performant winding order is clockwise.
pub fn circle_filled( center: Pos2, radius: f32, fill_color: impl Into<Color32>, ) -> Shape
pub fn circle_stroke( center: Pos2, radius: f32, stroke: impl Into<Stroke>, ) -> Shape
pub fn rect_filled( rect: Rect, rounding: impl Into<Rounding>, fill_color: impl Into<Color32>, ) -> Shape
pub fn rect_stroke( rect: Rect, rounding: impl Into<Rounding>, stroke: impl Into<Stroke>, ) -> Shape
pub fn text( fonts: &Fonts, pos: Pos2, anchor: Align2, text: impl ToString, font_id: FontId, color: Color32, ) -> Shape
pub fn galley(pos: Pos2, galley: Arc<Galley>) -> Shape
pub fn galley_with_color(
pos: Pos2,
galley: Arc<Galley>,
text_color: Color32,
) -> Shape
pub fn galley_with_color( pos: Pos2, galley: Arc<Galley>, text_color: Color32, ) -> Shape
The text color in the Galley
will be replaced with the given color.
pub fn mesh(mesh: Mesh) -> Shape
pub fn image(
texture_id: TextureId,
rect: Rect,
uv: Rect,
tint: Color32,
) -> Shape
pub fn image( texture_id: TextureId, rect: Rect, uv: Rect, tint: Color32, ) -> Shape
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.
pub fn visual_bounding_rect(&self) -> Rect
pub fn visual_bounding_rect(&self) -> Rect
The visual bounding rectangle (includes stroke widths)
Trait Implementations§
§impl From<CircleShape> for Shape
impl From<CircleShape> for Shape
§fn from(shape: CircleShape) -> Shape
fn from(shape: CircleShape) -> Shape
§impl From<CubicBezierShape> for Shape
impl From<CubicBezierShape> for Shape
§fn from(shape: CubicBezierShape) -> Shape
fn from(shape: CubicBezierShape) -> Shape
§impl From<PaintCallback> for Shape
impl From<PaintCallback> for Shape
§fn from(shape: PaintCallback) -> Shape
fn from(shape: PaintCallback) -> Shape
§impl From<QuadraticBezierShape> for Shape
impl From<QuadraticBezierShape> for Shape
§fn from(shape: QuadraticBezierShape) -> Shape
fn from(shape: QuadraticBezierShape) -> Shape
impl StructuralPartialEq for Shape
Auto Trait Implementations§
impl Freeze for Shape
impl !RefUnwindSafe for Shape
impl Send for Shape
impl Sync for Shape
impl Unpin for Shape
impl !UnwindSafe for Shape
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