pub struct TextDrawCall {
pub vertices: Vec<TextVertex>,
pub indices: Vec<u16>,
pub atlas_slot: usize,
pub clip_rect: Option<[f32; 4]>,
pub layer: i32,
}Expand description
One text draw call: quads for all visible characters sharing one atlas texture.
Fields§
§vertices: Vec<TextVertex>One quad (4 vertices, 6 indices) per character.
indices: Vec<u16>Triangle indices into vertices.
atlas_slot: usizeIndex into the backend’s text atlas texture array.
clip_rect: Option<[f32; 4]>Optional clip rectangle in window pixels [x, y, width, height]. When
set, the backend scissors this call to the rect so a scrollable UI panel’s
off-band rows do not bleed over its chrome. None draws unclipped.
layer: i32Draw layer for overlay ordering: calls are stable-sorted by this (ascending,
so higher draws on top) before submission when a HudLayers override is
active. 0 for everything by default, which leaves insertion order intact.
Auto Trait Implementations§
impl Freeze for TextDrawCall
impl RefUnwindSafe for TextDrawCall
impl Send for TextDrawCall
impl Sync for TextDrawCall
impl Unpin for TextDrawCall
impl UnsafeUnpin for TextDrawCall
impl UnwindSafe for TextDrawCall
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