pub trait SetColor<S>: Sizedwhere
S: Component,{
// Required method
fn rgba_mut(&mut self) -> &mut Option<LinSrgba<S>>;
// Provided methods
fn color<C>(self, color: C) -> Self
where C: IntoLinSrgba<S> { ... }
fn rgb<T>(self, r: T, g: T, b: T) -> Self
where T: Component,
S: Float { ... }
fn rgb8(self, r: u8, g: u8, b: u8) -> Self
where S: Float { ... }
fn rgba<T>(self, r: T, g: T, b: T, a: T) -> Self
where T: Component,
S: Float { ... }
fn rgba8(self, r: u8, g: u8, b: u8, a: u8) -> Self
where S: Float { ... }
fn hsl(self, h: S, s: S, l: S) -> Self
where S: Float + Into<RgbHue<S>> { ... }
fn hsla(self, h: S, s: S, l: S, a: S) -> Self
where S: Float + Into<RgbHue<S>> { ... }
fn hsv(self, h: S, s: S, v: S) -> Self
where S: Float { ... }
fn hsva(self, h: S, s: S, v: S, a: S) -> Self
where S: Float { ... }
fn gray<T>(self, g: T) -> Self
where T: Component,
S: Float { ... }
}
Expand description
Nodes that support setting colors.
Required Methods§
Provided Methods§
sourcefn color<C>(self, color: C) -> Selfwhere
C: IntoLinSrgba<S>,
fn color<C>(self, color: C) -> Selfwhere
C: IntoLinSrgba<S>,
Specify a 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
.
sourcefn rgb8(self, r: u8, g: u8, b: u8) -> Selfwhere
S: Float,
fn rgb8(self, r: u8, g: u8, b: u8) -> Selfwhere
S: Float,
Specify the color via red, green and blue channels as bytes
sourcefn rgba<T>(self, r: T, g: T, b: T, a: T) -> Self
fn rgba<T>(self, r: T, g: T, b: T, a: T) -> Self
Specify the color via red, green, blue and alpha channels.
sourcefn rgba8(self, r: u8, g: u8, b: u8, a: u8) -> Selfwhere
S: Float,
fn rgba8(self, r: u8, g: u8, b: u8, a: u8) -> Selfwhere
S: Float,
Specify the color via red, green, blue and alpha channels as bytes
sourcefn hsl(self, h: S, s: S, l: S) -> Self
fn hsl(self, h: S, s: S, l: S) -> Self
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 for more details on this color space.
sourcefn hsla(self, h: S, s: S, l: S, a: S) -> Self
fn hsla(self, h: S, s: S, l: S, a: S) -> Self
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 for more details on this color space.
sourcefn hsv(self, h: S, s: S, v: S) -> Selfwhere
S: Float,
fn hsv(self, h: S, s: S, v: S) -> Selfwhere
S: Float,
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 for more details on this color space.
sourcefn hsva(self, h: S, s: S, v: S, a: S) -> Selfwhere
S: Float,
fn hsva(self, h: S, s: S, v: S, a: S) -> Selfwhere
S: Float,
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 for more details on this color space.