Struct macroquad::color::Color

source ·
#[repr(C)]
pub struct Color { pub r: f32, pub g: f32, pub b: f32, pub a: f32, }
Expand description

A color represented by 4 floats: red, green, blue and alpha.

Fields§

§r: f32

Red channel value from 0.0 to 1.0

§g: f32

Blue channel value from 0.0 to 1.0

§b: f32

Green channel value from 0.0 to 1.0

§a: f32

Alpha channel value from 0.0 to 1.0

Implementations§

source§

impl Color

source

pub const fn new(r: f32, g: f32, b: f32, a: f32) -> Color

Creates a new Color with the given red, green, blue, and alpha components. Values are expected to be between 0.0 and 1.0.

§Example
use macroquad::prelude::*;

let pink = Color::new(1.00, 0.43, 0.76, 1.00);
assert_eq!(pink.r, 1.00);
assert_eq!(pink.g, 0.43);
assert_eq!(pink.b, 0.76);
assert_eq!(pink.a, 1.00);

Note that values outside of this range are effectively clamped, and do not generate an error or warning.

Examples found in repository?
examples/first_person.rs (line 109)
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async fn main() {
    let mut x = 0.0;
    let mut switch = false;
    let bounds = 8.0;

    let world_up = vec3(0.0, 1.0, 0.0);
    let mut yaw: f32 = 1.18;
    let mut pitch: f32 = 0.0;

    let mut front = vec3(
        yaw.cos() * pitch.cos(),
        pitch.sin(),
        yaw.sin() * pitch.cos(),
    )
    .normalize();
    let mut right = front.cross(world_up).normalize();
    let mut up;

    let mut position = vec3(0.0, 1.0, 0.0);
    let mut last_mouse_position: Vec2 = mouse_position().into();

    let mut grabbed = true;
    set_cursor_grab(grabbed);
    show_mouse(false);

    loop {
        let delta = get_frame_time();

        if is_key_pressed(KeyCode::Escape) {
            break;
        }
        if is_key_pressed(KeyCode::Tab) {
            grabbed = !grabbed;
            set_cursor_grab(grabbed);
            show_mouse(!grabbed);
        }

        if is_key_down(KeyCode::Up) {
            position += front * MOVE_SPEED;
        }
        if is_key_down(KeyCode::Down) {
            position -= front * MOVE_SPEED;
        }
        if is_key_down(KeyCode::Left) {
            position -= right * MOVE_SPEED;
        }
        if is_key_down(KeyCode::Right) {
            position += right * MOVE_SPEED;
        }

        let mouse_position: Vec2 = mouse_position().into();
        let mouse_delta = mouse_position - last_mouse_position;
        last_mouse_position = mouse_position;

        yaw += mouse_delta.x * delta * LOOK_SPEED;
        pitch += mouse_delta.y * delta * -LOOK_SPEED;

        pitch = if pitch > 1.5 { 1.5 } else { pitch };
        pitch = if pitch < -1.5 { -1.5 } else { pitch };

        front = vec3(
            yaw.cos() * pitch.cos(),
            pitch.sin(),
            yaw.sin() * pitch.cos(),
        )
        .normalize();

        right = front.cross(world_up).normalize();
        up = right.cross(front).normalize();

        x += if switch { 0.04 } else { -0.04 };
        if x >= bounds || x <= -bounds {
            switch = !switch;
        }

        clear_background(LIGHTGRAY);

        // Going 3d!

        set_camera(&Camera3D {
            position: position,
            up: up,
            target: position + front,
            ..Default::default()
        });

        draw_grid(20, 1., BLACK, GRAY);

        draw_line_3d(
            vec3(x, 0.0, x),
            vec3(5.0, 5.0, 5.0),
            Color::new(1.0, 1.0, 0.0, 1.0),
        );

        draw_cube_wires(vec3(0., 1., -6.), vec3(2., 2., 2.), GREEN);
        draw_cube_wires(vec3(0., 1., 6.), vec3(2., 2., 2.), BLUE);
        draw_cube_wires(vec3(2., 1., 2.), vec3(2., 2., 2.), RED);

        // Back to screen space, render some text

        set_default_camera();
        draw_text("First Person Camera", 10.0, 20.0, 30.0, BLACK);

        draw_text(
            format!("X: {} Y: {}", mouse_position.x, mouse_position.y).as_str(),
            10.0,
            48.0 + 18.0,
            30.0,
            BLACK,
        );
        draw_text(
            format!("Press <TAB> to toggle mouse grab: {}", grabbed).as_str(),
            10.0,
            48.0 + 42.0,
            30.0,
            BLACK,
        );

        next_frame().await
    }
}
More examples
Hide additional examples
examples/shadertoy.rs (line 102)
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async fn main() {
    let ferris = load_texture("examples/rust.png").await.unwrap();
    let (color_picker_texture, color_picker_image) = color_picker_texture(200, 200);

    let mut fragment_shader = DEFAULT_FRAGMENT_SHADER.to_string();
    let mut vertex_shader = DEFAULT_VERTEX_SHADER.to_string();

    let pipeline_params = PipelineParams {
        depth_write: true,
        depth_test: Comparison::LessOrEqual,
        ..Default::default()
    };

    let mut material = load_material(
        ShaderSource::Glsl {
            vertex: &vertex_shader,
            fragment: &fragment_shader,
        },
        MaterialParams {
            pipeline_params,
            ..Default::default()
        },
    )
    .unwrap();
    let mut error: Option<String> = None;

    enum Mesh {
        Sphere,
        Cube,
        Plane,
    }
    let mut mesh = Mesh::Sphere;

    let mut camera = Camera3D {
        position: vec3(-15., 15., -5.),
        up: vec3(0., 1., 0.),
        target: vec3(0., 5., -5.),
        ..Default::default()
    };

    let mut colorpicker_window = false;
    let mut color_picking_uniform = None;

    let mut new_uniform_window = false;
    let mut new_uniform_name = String::new();
    let mut uniforms: Vec<(String, Uniform)> = vec![];

    loop {
        clear_background(WHITE);

        set_camera(&camera);

        draw_grid(
            20,
            1.,
            Color::new(0.55, 0.55, 0.55, 0.75),
            Color::new(0.75, 0.75, 0.75, 0.75),
        );

        gl_use_material(&material);
        match mesh {
            Mesh::Plane => draw_plane(vec3(0., 2., 0.), vec2(5., 5.), Some(&ferris), WHITE),
            Mesh::Sphere => draw_sphere(vec3(0., 6., 0.), 5., Some(&ferris), WHITE),
            Mesh::Cube => draw_cube(vec3(0., 5., 0.), vec3(10., 10., 10.), Some(&ferris), WHITE),
        }
        gl_use_default_material();

        set_default_camera();

        let mut need_update = false;

        widgets::Window::new(hash!(), vec2(20., 20.), vec2(470., 650.))
            .label("Shader")
            .ui(&mut *root_ui(), |ui| {
                ui.label(None, "Camera: ");
                ui.same_line(0.0);
                if ui.button(None, "Ortho") {
                    camera.projection = Projection::Orthographics;
                }
                ui.same_line(0.0);
                if ui.button(None, "Perspective") {
                    camera.projection = Projection::Perspective;
                }
                ui.label(None, "Mesh: ");
                ui.same_line(0.0);
                if ui.button(None, "Sphere") {
                    mesh = Mesh::Sphere;
                }
                ui.same_line(0.0);
                if ui.button(None, "Cube") {
                    mesh = Mesh::Cube;
                }
                ui.same_line(0.0);
                if ui.button(None, "Plane") {
                    mesh = Mesh::Plane;
                }

                ui.label(None, "Uniforms:");
                ui.separator();

                for (i, (name, uniform)) in uniforms.iter_mut().enumerate() {
                    ui.label(None, &format!("{}", name));
                    ui.same_line(120.0);

                    match uniform {
                        Uniform::Float1(x) => {
                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(200.0, 19.0))
                                .filter_numbers()
                                .ui(ui, x);

                            if let Ok(x) = x.parse::<f32>() {
                                material.set_uniform(name, x);
                            }
                        }
                        Uniform::Float2(x, y) => {
                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(99.0, 19.0))
                                .filter_numbers()
                                .ui(ui, x);

                            ui.same_line(0.0);

                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(99.0, 19.0))
                                .filter_numbers()
                                .ui(ui, y);

                            if let (Ok(x), Ok(y)) = (x.parse::<f32>(), y.parse::<f32>()) {
                                material.set_uniform(name, (x, y));
                            }
                        }
                        Uniform::Float3(x, y, z) => {
                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(65.0, 19.0))
                                .filter_numbers()
                                .ui(ui, x);

                            ui.same_line(0.0);

                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(65.0, 19.0))
                                .filter_numbers()
                                .ui(ui, y);

                            ui.same_line(0.0);

                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(65.0, 19.0))
                                .filter_numbers()
                                .ui(ui, z);

                            if let (Ok(x), Ok(y), Ok(z)) =
                                (x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>())
                            {
                                material.set_uniform(name, (x, y, z));
                            }
                        }

                        Uniform::Color(color) => {
                            let mut canvas = ui.canvas();

                            let cursor = canvas.cursor();

                            canvas.rect(
                                Rect::new(cursor.x + 20.0, cursor.y, 50.0, 18.0),
                                Color::new(0.2, 0.2, 0.2, 1.0),
                                Color::new(color.x, color.y, color.z, 1.0),
                            );

                            if ui.button(None, "change") {
                                colorpicker_window = true;
                                color_picking_uniform = Some(name.to_owned());
                            }
                            material.set_uniform(name, (color.x, color.y, color.z));
                        }
                    }
                }
                ui.separator();
                if ui.button(None, "New uniform") {
                    new_uniform_window = true;
                }
                TreeNode::new(hash!(), "Fragment shader")
                    .init_unfolded()
                    .ui(ui, |ui| {
                        if ui.editbox(hash!(), vec2(440., 200.), &mut fragment_shader) {
                            need_update = true;
                        };
                    });
                ui.tree_node(hash!(), "Vertex shader", |ui| {
                    if ui.editbox(hash!(), vec2(440., 300.), &mut vertex_shader) {
                        need_update = true;
                    };
                });

                if let Some(ref error) = error {
                    Label::new(error).multiline(14.0).ui(ui);
                }
            });

        if new_uniform_window {
            widgets::Window::new(hash!(), vec2(100., 100.), vec2(200., 80.))
                .label("New uniform")
                .ui(&mut *root_ui(), |ui| {
                    if ui.active_window_focused() == false {
                        new_uniform_window = false;
                    }
                    ui.input_text(hash!(), "Name", &mut new_uniform_name);
                    let uniform_type = ui.combo_box(
                        hash!(),
                        "Type",
                        &["Float1", "Float2", "Float3", "Color"],
                        None,
                    );

                    if ui.button(None, "Add") {
                        if new_uniform_name.is_empty() == false {
                            let uniform = match uniform_type {
                                0 => Uniform::Float1("0".to_string()),
                                1 => Uniform::Float2("0".to_string(), "0".to_string()),
                                2 => Uniform::Float3(
                                    "0".to_string(),
                                    "0".to_string(),
                                    "0".to_string(),
                                ),
                                3 => Uniform::Color(vec3(0.0, 0.0, 0.0)),
                                _ => unreachable!(),
                            };
                            uniforms.push((new_uniform_name.clone(), uniform));
                            new_uniform_name.clear();
                            need_update = true;
                        }
                        new_uniform_window = false;
                    }

                    ui.same_line(0.0);
                    if ui.button(None, "Cancel") {
                        new_uniform_window = false;
                    }
                });
        }

        if colorpicker_window {
            colorpicker_window &= widgets::Window::new(hash!(), vec2(140., 100.), vec2(210., 240.))
                .label("Colorpicker")
                .ui(&mut *root_ui(), |ui| {
                    if ui.active_window_focused() == false {
                        colorpicker_window = false;
                    }

                    let mut canvas = ui.canvas();
                    let cursor = canvas.cursor();
                    let mouse = mouse_position();
                    let x = mouse.0 as i32 - cursor.x as i32;
                    let y = mouse.1 as i32 - (cursor.y as i32 + 20);

                    let color = color_picker_image
                        .get_pixel(x.max(0).min(199) as u32, y.max(0).min(199) as u32);

                    canvas.rect(
                        Rect::new(cursor.x, cursor.y, 200.0, 18.0),
                        Color::new(0.0, 0.0, 0.0, 1.0),
                        Color::new(color.r, color.g, color.b, 1.0),
                    );
                    canvas.image(
                        Rect::new(cursor.x, cursor.y + 20.0, 200.0, 200.0),
                        &color_picker_texture,
                    );

                    if x >= 0 && x < 200 && y >= 0 && y < 200 {
                        canvas.rect(
                            Rect::new(mouse.0 - 3.5, mouse.1 - 3.5, 7.0, 7.0),
                            Color::new(0.3, 0.3, 0.3, 1.0),
                            Color::new(1.0, 1.0, 1.0, 1.0),
                        );

                        if is_mouse_button_down(MouseButton::Left) {
                            colorpicker_window = false;
                            let uniform_name = color_picking_uniform.take().unwrap();

                            uniforms
                                .iter_mut()
                                .find(|(name, _)| name == &uniform_name)
                                .unwrap()
                                .1 = Uniform::Color(vec3(color.r, color.g, color.b));
                        }
                    }
                });
        }

        if need_update {
            let uniforms = uniforms
                .iter()
                .map(|(name, uniform)| (name.clone(), uniform.uniform_type()))
                .collect::<Vec<_>>();

            match load_material(
                ShaderSource::Glsl {
                    vertex: &vertex_shader,
                    fragment: &fragment_shader,
                },
                MaterialParams {
                    pipeline_params,
                    uniforms,
                    textures: vec![],
                },
            ) {
                Ok(new_material) => {
                    material = new_material;
                    error = None;
                }
                Err(err) => {
                    error = Some(format!("{:#?}", err));
                }
            }
        }

        next_frame().await
    }
}
source

pub fn from_rgba(r: u8, g: u8, b: u8, a: u8) -> Color

Build a color from 4 components between 0 and 255. Unfortunately it can’t be const fn due to this issue. When const version is needed “color_u8” macro may be a workaround.

Examples found in repository?
examples/rustaceanmark.rs (lines 26-31)
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async fn main() {
    let mut rustaceanes: Vec<Rustaceane> = Vec::new();
    let rustacean_tex = load_texture("examples/rustacean_happy.png").await.unwrap();
    rustacean_tex.set_filter(FilterMode::Nearest);

    loop {
        clear_background(Color::default());

        if macroquad::input::is_mouse_button_down(MouseButton::Left) {
            for _i in 0..100 {
                rustaceanes.push(Rustaceane {
                    pos: Vec2::from(macroquad::input::mouse_position()),
                    speed: Vec2::new(
                        rand::gen_range(-250., 250.) / 60.,
                        rand::gen_range(-250., 250.) / 60.,
                    ),
                    color: Color::from_rgba(
                        rand::gen_range(50, 240),
                        rand::gen_range(80, 240),
                        rand::gen_range(100, 240),
                        255,
                    ),
                })
            }
        }

        for rustaceane in &mut rustaceanes {
            rustaceane.pos += rustaceane.speed;

            if ((rustaceane.pos.x + rustacean_tex.width() / 2.) > screen_width())
                || ((rustaceane.pos.x + rustacean_tex.width() / 2.) < 0.)
            {
                rustaceane.speed.x *= -1.;
            }
            if ((rustaceane.pos.y + rustacean_tex.height() / 2.) > screen_height())
                || ((rustaceane.pos.y + rustacean_tex.height() / 2.) < 0.)
            {
                rustaceane.speed.y *= -1.;
            }

            draw_texture(
                &rustacean_tex,
                rustaceane.pos.x,
                rustaceane.pos.y,
                rustaceane.color,
            );
        }

        draw_text(format!("FPS: {}", get_fps()).as_str(), 0., 16., 32., WHITE);
        draw_text(
            format!("Rustaceanes: {}", rustaceanes.len()).as_str(),
            0.,
            32.,
            32.,
            WHITE,
        );

        next_frame().await
    }
}
More examples
Hide additional examples
examples/ui_skins.rs (line 12)
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async fn main() {
    let skin1 = {
        let label_style = root_ui()
            .style_builder()
            .font(include_bytes!("../examples/ui_assets/HTOWERT.TTF"))
            .unwrap()
            .text_color(Color::from_rgba(180, 180, 120, 255))
            .font_size(30)
            .build();

        let window_style = root_ui()
            .style_builder()
            .background(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/window_background.png"),
                    None,
                )
                .unwrap(),
            )
            .background_margin(RectOffset::new(20.0, 20.0, 10.0, 10.0))
            .margin(RectOffset::new(-20.0, -30.0, 0.0, 0.0))
            .build();

        let button_style = root_ui()
            .style_builder()
            .background(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/button_background.png"),
                    None,
                )
                .unwrap(),
            )
            .background_margin(RectOffset::new(37.0, 37.0, 5.0, 5.0))
            .margin(RectOffset::new(10.0, 10.0, 0.0, 0.0))
            .background_hovered(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/button_hovered_background.png"),
                    None,
                )
                .unwrap(),
            )
            .background_clicked(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/button_clicked_background.png"),
                    None,
                )
                .unwrap(),
            )
            .font(include_bytes!("../examples/ui_assets/HTOWERT.TTF"))
            .unwrap()
            .text_color(Color::from_rgba(180, 180, 100, 255))
            .font_size(40)
            .build();

        let editbox_style = root_ui()
            .style_builder()
            .background_margin(RectOffset::new(0., 0., 0., 0.))
            .font(include_bytes!("../examples/ui_assets/HTOWERT.TTF"))
            .unwrap()
            .text_color(Color::from_rgba(120, 120, 120, 255))
            .color_selected(Color::from_rgba(190, 190, 190, 255))
            .font_size(50)
            .build();

        Skin {
            editbox_style,
            window_style,
            button_style,
            label_style,
            ..root_ui().default_skin()
        }
    };

    let skin2 = {
        let label_style = root_ui()
            .style_builder()
            .font(include_bytes!("../examples/ui_assets/MinimalPixel v2.ttf"))
            .unwrap()
            .text_color(Color::from_rgba(120, 120, 120, 255))
            .font_size(25)
            .build();

        let window_style = root_ui()
            .style_builder()
            .background(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/window_background_2.png"),
                    None,
                )
                .unwrap(),
            )
            .background_margin(RectOffset::new(52.0, 52.0, 52.0, 52.0))
            .margin(RectOffset::new(-30.0, 0.0, -30.0, 0.0))
            .build();

        let button_style = root_ui()
            .style_builder()
            .background(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/button_background_2.png"),
                    None,
                )
                .unwrap(),
            )
            .background_margin(RectOffset::new(8.0, 8.0, 8.0, 8.0))
            .background_hovered(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/button_hovered_background_2.png"),
                    None,
                )
                .unwrap(),
            )
            .background_clicked(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/button_clicked_background_2.png"),
                    None,
                )
                .unwrap(),
            )
            .font(include_bytes!("../examples/ui_assets/MinimalPixel v2.ttf"))
            .unwrap()
            .text_color(Color::from_rgba(180, 180, 100, 255))
            .font_size(40)
            .build();

        let checkbox_style = root_ui()
            .style_builder()
            .background(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/checkbox_background.png"),
                    None,
                )
                .unwrap(),
            )
            .background_hovered(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/checkbox_hovered_background.png"),
                    None,
                )
                .unwrap(),
            )
            .background_clicked(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/checkbox_clicked_background.png"),
                    None,
                )
                .unwrap(),
            )
            .build();

        let editbox_style = root_ui()
            .style_builder()
            .background(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/editbox_background.png"),
                    None,
                )
                .unwrap(),
            )
            .background_margin(RectOffset::new(2., 2., 2., 2.))
            .font(include_bytes!("../examples/ui_assets/MinimalPixel v2.ttf"))
            .unwrap()
            .text_color(Color::from_rgba(120, 120, 120, 255))
            .font_size(25)
            .build();

        let combobox_style = root_ui()
            .style_builder()
            .background(
                Image::from_file_with_format(
                    include_bytes!("../examples/ui_assets/combobox_background.png"),
                    None,
                )
                .unwrap(),
            )
            .background_margin(RectOffset::new(4., 25., 6., 6.))
            .font(include_bytes!("../examples/ui_assets/MinimalPixel v2.ttf"))
            .unwrap()
            .text_color(Color::from_rgba(120, 120, 120, 255))
            .color(Color::from_rgba(210, 210, 210, 255))
            .font_size(25)
            .build();

        Skin {
            window_style,
            button_style,
            label_style,
            checkbox_style,
            editbox_style,
            combobox_style,
            ..root_ui().default_skin()
        }
    };
    let default_skin = root_ui().default_skin().clone();

    let mut window1_skin = skin1.clone();
    let mut window2_skin = skin2.clone();

    let mut checkbox = false;
    let mut text = String::new();
    let mut number = 0.0f32;
    let mut combobox = 0;

    loop {
        clear_background(GRAY);

        root_ui().group(hash!(), vec2(70.0, 100.0), |ui| {
            ui.label(None, "Window 1");

            if ui.button(None, "Skin 1") {
                window1_skin = skin1.clone();
            }
            if ui.button(None, "Skin 2") {
                window1_skin = skin2.clone();
            }
            if ui.button(None, "No Skin") {
                window1_skin = default_skin.clone();
            }
        });
        root_ui().same_line(0.);
        root_ui().group(hash!(), vec2(70.0, 100.0), |ui| {
            ui.label(None, "Window 2");
            if ui.button(None, "Skin 1") {
                window2_skin = skin1.clone();
            }
            if ui.button(None, "Skin 2") {
                window2_skin = skin2.clone();
            }
            if ui.button(None, "No Skin") {
                window2_skin = default_skin.clone();
            }
        });

        root_ui().push_skin(&window1_skin);

        root_ui().window(hash!(), vec2(20., 250.), vec2(300., 300.), |ui| {
            widgets::Button::new("Play")
                .position(vec2(65.0, 15.0))
                .ui(ui);
            widgets::Button::new("Options")
                .position(vec2(40.0, 75.0))
                .ui(ui);

            widgets::Button::new("Quit")
                .position(vec2(65.0, 195.0))
                .ui(ui);
        });
        root_ui().pop_skin();

        root_ui().push_skin(&window2_skin);
        root_ui().window(hash!(), vec2(250., 20.), vec2(500., 250.), |ui| {
            ui.checkbox(hash!(), "Checkbox 1", &mut checkbox);
            ui.combo_box(
                hash!(),
                "Combobox",
                &["First option", "Second option"],
                &mut combobox,
            );
            ui.input_text(hash!(), "Text", &mut text);
            ui.drag(hash!(), "Drag", None, &mut number);

            widgets::Button::new("Apply")
                .position(vec2(80.0, 150.0))
                .ui(ui);
            widgets::Button::new("Cancel")
                .position(vec2(280.0, 150.0))
                .ui(ui);
        });
        root_ui().pop_skin();

        next_frame().await;
    }
}
source

pub fn from_hex(hex: u32) -> Color

Build a color from a hexadecimal u32

§Example
use macroquad::prelude::*;

let light_blue = Color::from_hex(0x3CA7D5);
assert_eq!(light_blue.r, 0.23529412);
assert_eq!(light_blue.g, 0.654902);
assert_eq!(light_blue.b, 0.8352941);
assert_eq!(light_blue.a, 1.00);
source

pub fn to_vec(&self) -> Vec4

Create a vec4 of red, green, blue, and alpha components.

source

pub fn from_vec(vec: Vec4) -> Self

Create a color from a vec4 of red, green, blue, and alpha components.

Trait Implementations§

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impl Clone for Color

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fn clone(&self) -> Color

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

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

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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 Default for Color

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fn default() -> Color

Returns the “default value” for a type. Read more
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impl From<[f32; 4]> for Color

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fn from(colors: [f32; 4]) -> Color

Converts to this type from the input type.
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impl Into<[f32; 4]> for Color

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fn into(self) -> [f32; 4]

Converts this type into the (usually inferred) input type.
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impl Into<[u8; 4]> for Color

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fn into(self) -> [u8; 4]

Converts this type into the (usually inferred) input type.
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impl Into<Color> for [u8; 4]

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fn into(self) -> Color

Converts this type into the (usually inferred) input type.
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impl PartialEq for Color

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

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

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.
source§

impl Copy for Color

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impl StructuralPartialEq for Color

Auto Trait Implementations§

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impl Freeze for Color

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impl RefUnwindSafe for Color

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impl Send for Color

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impl Sync for Color

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impl Unpin for Color

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impl UnwindSafe for Color

Blanket Implementations§

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

source§

fn type_id(&self) -> TypeId

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

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fn borrow(&self) -> &T

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

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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

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fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

source§

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

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 T
where 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> ToSample<U> for T
where U: FromSample<T>,

source§

fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

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

The type returned in the event of a conversion error.
source§

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

Performs the conversion.
source§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,