Crate dotrix_egui::epaint[]

Expand description

2D graphics/rendering. Fonts, textures, color, geometry, tessellation etc.

Modules

AHash is a hashing algorithm is intended to be a high performance, (hardware specific), keyed hash function. This can be seen as a DOS resistant alternative to FxHash, or a fast equivalent to SipHash. It provides a high speed hash algorithm, but where the result is not predictable without knowing a Key. This allows it to be used in a HashMap without allowing for the possibility that an malicious user can induce a collision.

Color conversions and types.

Opinionated 2D math library for building GUIs.

Helper module that wraps some Mutex types with different implementations.

Collect statistics about what is being painted.

Converts graphics primitives into textured triangles.

Everything related to text, fonts, text layout, cursors etc.

Macros

An assert that is only active when egui is compiled with the egui_assert feature or with the debug_egui_assert feature in debug builds.

Structs

A Mesh within a clip rectangle.

A Shape within a clip rectangle.

This format is used for space-efficient color representation (32 bits).

A collection of text locked into place.

Textured triangles in two dimensions.

A version of Mesh that uses 16-bit indices.

Collected allocation statistics for shapes and meshes.

0-1 linear space RGBA color with premultiplied alpha.

The color and fuzziness of a fuzzy shape. Can be used for a rectangular shadow with a soft penumbra.

Describes the width and color of a line.

Tessellation quality options

Converts Shapes into Mesh.

An 8-bit texture containing font data.

Contains font data in an atlas, where each character occupied a small rectangle.

The 2D vertex type.

Enums

A paint primitive such as a circle or a piece of text. Coordinates are all screen space points (not physical pixels).

One of a few categories of styles of text, e.g. body, button or heading.

What texture to use in a Mesh mesh.

Constants

The UV coordinate of a white region of the texture mesh. The default egui texture has the top-left corner pixel fully white. You need need use a clamping texture sampler for this to work (so it doesn’t do bilinear blending with bottom right corner).