#[repr(C)]pub struct ContentMask<P: Clone + Debug + Default + PartialEq> {
pub bounds: Bounds<P>,
pub fade_out: Edges<P>,
}Expand description
The visible region of the window, which clips what is painted and hit-tested.
Anything outside the mask isn’t rendered or receives input. Only rectangular
masks are supported. The fade_out distances fade the content toward each
edge, which scroll containers use to show that more content is available.
Fades are measured in window space and ignore transforms.
GPUI sets the mask with Window::with_content_mask and reads it with
Window::content_mask.
Fields§
§bounds: Bounds<P>The rectangle that stays visible.
fade_out: Edges<P>The distance over which content fades out at each edge of bounds.
A zero distance leaves that edge fully opaque.
Implementations§
Source§impl ContentMask<Pixels>
impl ContentMask<Pixels>
Sourcepub fn scale(&self, factor: f32) -> ContentMask<ScaledPixels>
pub fn scale(&self, factor: f32) -> ContentMask<ScaledPixels>
Returns this mask in ScaledPixels, with every value multiplied by factor.
Trait Implementations§
impl<P: Copy + Clone + Debug + Default + PartialEq> Copy for ContentMask<P>
impl<P: Eq + Clone + Debug + Default + PartialEq> Eq for ContentMask<P>
impl<P: PartialEq + Clone + Debug + Default + PartialEq> StructuralPartialEq for ContentMask<P>
Auto Trait Implementations§
impl<P> Freeze for ContentMask<P>
impl<P> RefUnwindSafe for ContentMask<P>
impl<P> Send for ContentMask<P>
impl<P> Sync for ContentMask<P>
impl<P> Unpin for ContentMask<P>
impl<P> UnsafeUnpin for ContentMask<P>
impl<P> UnwindSafe for ContentMask<P>
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