nannou_draw 0.20.0

A simple and expressive API for drawing 2D and 3D graphics, built on Bevy for nannou - the creative-coding framework.
Documentation
use bevy::prelude::Color;

use crate::draw::{Draw, DrawCommand};

/// A type used to update the background colour.
pub struct Background<'a> {
    draw: &'a Draw,
}

/// Begin coloring the background.
pub fn new(draw: &Draw) -> Background<'_> {
    Background { draw }
}

impl<'a> Background<'a> {
    /// Clear the background with the given color.
    ///
    /// This method supports any color type that can be converted into RGBA.
    ///
    /// Colors that have no alpha channel will be given an opaque alpha channel value `1.0`.
    pub fn color<C>(self, color: C) -> Self
    where
        C: Into<Color>,
    {
        if let Ok(mut state) = self.draw.state.try_write() {
            state.background_color = Some(color.into());
            let color = state.background_color.unwrap();
            state
                .draw_commands
                .push(Some(DrawCommand::BackgroundColor(color)));
        }
        self
    }

    /// Specify the color via red, green and blue channels.
    pub fn srgb(self, r: f32, g: f32, b: f32) -> Self {
        self.color(Color::srgb(r, g, b))
    }

    /// Specify the color via red, green, blue and alpha channels.
    pub fn srgba(self, r: f32, g: f32, b: f32, a: f32) -> Self {
        self.color(Color::srgba(r, g, b, a))
    }

    pub fn linear_rgb(self, r: f32, g: f32, b: f32) -> Self {
        self.color(Color::linear_rgb(r, g, b))
    }

    pub fn linear_rgba(self, r: f32, g: f32, b: f32, a: f32) -> Self {
        self.color(Color::linear_rgba(r, g, b, a))
    }

    /// Specify the color via hue, saturation and luminance.
    ///
    /// If you're looking for HSV or HSB, use the `hsv` method instead.
    ///
    /// The given hue expects a value between `0.0` and `1.0` where `0.0` is 0 degress and `1.0` is
    /// 360 degrees (or 2 PI radians).
    ///
    /// See the [wikipedia entry](https://en.wikipedia.org/wiki/HSL_and_HSV) for more details on
    /// this color space.
    pub fn hsl(self, h: f32, s: f32, l: f32) -> Self {
        let hue = h * 360.0;
        self.color(Color::hsl(hue, s, l))
    }

    /// Specify the color via hue, saturation, luminance and an alpha channel.
    ///
    /// If you're looking for HSVA or HSBA, use the `hsva` method instead.
    ///
    /// The given hue expects a value between `0.0` and `1.0` where `0.0` is 0 degress and `1.0` is
    /// 360 degrees (or 2 PI radians).
    ///
    /// See the [wikipedia entry](https://en.wikipedia.org/wiki/HSL_and_HSV) for more details on
    /// this color space.
    pub fn hsla(self, h: f32, s: f32, l: f32, a: f32) -> Self {
        let hue = h * 360.0;
        self.color(Color::hsla(hue, s, l, a))
    }

    /// Specify the color via hue, saturation and *value* (brightness).
    ///
    /// This is sometimes also known as "hsb".
    ///
    /// The given hue expects a value between `0.0` and `1.0` where `0.0` is 0 degress and `1.0` is
    /// 360 degrees (or 2 PI radians).
    ///
    /// See the [wikipedia entry](https://en.wikipedia.org/wiki/HSL_and_HSV) for more details on
    /// this color space.
    pub fn hsv(self, h: f32, s: f32, v: f32) -> Self {
        let hue = h * 360.0;
        self.color(Color::hsv(hue, s, v))
    }

    /// Specify the color via hue, saturation, *value* (brightness) and an alpha channel.
    ///
    /// This is sometimes also known as "hsba".
    ///
    /// The given hue expects a value between `0.0` and `1.0` where `0.0` is 0 degress and `1.0` is
    /// 360 degrees (or 2 PI radians).
    ///
    /// See the [wikipedia entry](https://en.wikipedia.org/wiki/HSL_and_HSV) for more details on
    /// this color space.
    pub fn hsva(self, h: f32, s: f32, v: f32, a: f32) -> Self {
        let hue = h * 360.0;
        self.color(Color::hsva(hue, s, v, a))
    }

    pub fn hwb(self, h: f32, w: f32, b: f32) -> Self {
        let hue = h * 360.0;
        self.color(Color::hwb(hue, w, b))
    }

    pub fn hwba(self, h: f32, w: f32, b: f32, a: f32) -> Self {
        let hue = h * 360.0;
        self.color(Color::hwba(hue, w, b, a))
    }

    pub fn lab(self, l: f32, a: f32, b: f32) -> Self {
        self.color(Color::lab(l, a, b))
    }

    pub fn laba(self, l: f32, a: f32, b: f32, alpha: f32) -> Self {
        self.color(Color::laba(l, a, b, alpha))
    }

    pub fn lch(self, l: f32, c: f32, h: f32) -> Self {
        self.color(Color::lch(l, c, h))
    }

    pub fn lcha(self, l: f32, c: f32, h: f32, alpha: f32) -> Self {
        self.color(Color::lcha(l, c, h, alpha))
    }

    pub fn oklab(self, l: f32, a: f32, b: f32) -> Self {
        self.color(Color::oklab(l, a, b))
    }

    pub fn oklaba(self, l: f32, a: f32, b: f32, alpha: f32) -> Self {
        self.color(Color::oklaba(l, a, b, alpha))
    }

    pub fn oklch(self, l: f32, c: f32, h: f32) -> Self {
        self.color(Color::oklch(l, c, h))
    }

    pub fn oklcha(self, l: f32, c: f32, h: f32, alpha: f32) -> Self {
        self.color(Color::oklcha(l, c, h, alpha))
    }

    pub fn cie_xyz(self, x: f32, y: f32, z: f32) -> Self {
        self.color(Color::xyz(x, y, z))
    }

    pub fn cie_xyza(self, x: f32, y: f32, z: f32, w: f32) -> Self {
        self.color(Color::xyza(x, y, z, w))
    }
}