Enum epaint::Shape

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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 Shapes 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§

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Noop

Paint nothing. This can be useful as a placeholder.

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Vec(Vec<Shape>)

Recursively nest more shapes - sometimes a convenience to be able to do. For performance reasons it is better to avoid it.

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Circle(CircleShape)

Circle with optional outline and fill.

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LineSegment

Fields

§points: [Pos2; 2]
§stroke: Stroke

A line between two points.

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Path(PathShape)

A series of lines between points. The path can have a stroke and/or fill (if closed).

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Rect(RectShape)

Rectangle with optional outline and fill.

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Text(TextShape)

Text.

This needs to be recreated if pixels_per_point (dpi scale) changes.

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Mesh(Mesh)

A general triangle mesh.

Can be used to display images.

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QuadraticBezier(QuadraticBezierShape)

A quadratic Bézier Curve.

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CubicBezier(CubicBezierShape)

A cubic Bézier Curve.

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Callback(PaintCallback)

Backend-specific painting.

Implementations§

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impl Shape

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pub fn line_segment(points: [Pos2; 2], stroke: impl Into<Stroke>) -> Self

A line between two points. More efficient than calling Self::line.

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pub fn hline(x: RangeInclusive<f32>, y: f32, stroke: impl Into<Stroke>) -> Self

A horizontal line.

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pub fn vline(x: f32, y: RangeInclusive<f32>, stroke: impl Into<Stroke>) -> Self

A vertical line.

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pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self

A line through many points.

Use Self::line_segment instead if your line only connects two points.

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pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self

A line that closes back to the start point again.

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pub fn dotted_line(
path: &[Pos2],
color: impl Into<Color32>,
spacing: f32,
radius: f32
) -> Vec<Self>

Turn a line into equally spaced dots.

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pub fn dashed_line(
path: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32
) -> Vec<Self>

Turn a line into dashes.

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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

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pub fn convex_polygon(
points: Vec<Pos2>,
fill: impl Into<Color32>,
stroke: impl Into<Stroke>
) -> Self

A convex polygon with a fill and optional stroke.

The most performant winding order is clockwise.

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pub fn circle_filled(
center: Pos2,
radius: f32,
fill_color: impl Into<Color32>
) -> Self

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pub fn circle_stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self

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pub fn rect_filled(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>
) -> Self

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pub fn rect_stroke(
rect: Rect,
rounding: impl Into<Rounding>,
stroke: impl Into<Stroke>
) -> Self

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pub fn text(
fonts: &Fonts,
pos: Pos2,
anchor: Align2,
text: impl ToString,
font_id: FontId,
color: Color32
) -> Self

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pub fn galley(pos: Pos2, galley: Arc<Galley>) -> Self

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pub fn galley_with_color(
pos: Pos2,
galley: Arc<Galley>,
text_color: Color32
) -> Self

The text color in the Galley will be replaced with the given color.

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pub fn mesh(mesh: Mesh) -> Self

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pub fn image(texture_id: TextureId, rect: Rect, uv: Rect, tint: Color32) -> Self

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.

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pub fn visual_bounding_rect(&self) -> Rect

The visual bounding rectangle (includes stroke widths)

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impl Shape

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pub fn texture_id(&self) -> TextureId

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pub fn translate(&mut self, delta: Vec2)

Move the shape by this many points, in-place.

Trait Implementations§

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impl Clone for Shape

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fn clone(&self) -> Shape

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Shape

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<CircleShape> for Shape

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fn from(shape: CircleShape) -> Self

Converts to this type from the input type.
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impl From<CubicBezierShape> for Shape

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fn from(shape: CubicBezierShape) -> Self

Converts to this type from the input type.
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impl From<Mesh> for Shape

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fn from(mesh: Mesh) -> Self

Converts to this type from the input type.
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impl From<PaintCallback> for Shape

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fn from(shape: PaintCallback) -> Self

Converts to this type from the input type.
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impl From<PathShape> for Shape

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fn from(shape: PathShape) -> Self

Converts to this type from the input type.
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impl From<QuadraticBezierShape> for Shape

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fn from(shape: QuadraticBezierShape) -> Self

Converts to this type from the input type.
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impl From<RectShape> for Shape

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fn from(shape: RectShape) -> Self

Converts to this type from the input type.
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impl From<TextShape> for Shape

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fn from(shape: TextShape) -> Self

Converts to this type from the input type.
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impl From<Vec<Shape, Global>> for Shape

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fn from(shapes: Vec<Shape>) -> Self

Converts to this type from the input type.
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impl PartialEq<Shape> for Shape

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fn eq(&self, other: &Shape) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for Shape

Auto Trait Implementations§

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impl !RefUnwindSafe for Shape

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impl Send for Shape

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impl Sync for Shape

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impl Unpin for Shape

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impl !UnwindSafe for Shape

Blanket Implementations§

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impl<T> Any for Twhere
T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere
T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere
T: ?Sized,

const: unstable · source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere
U: From<T>,

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for Twhere
T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for Twhere
U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere
U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.