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UiDrawCommand

Enum UiDrawCommand 

Source
pub enum UiDrawCommand {
    SharedParticles {
        particles: Arc<Vec<UiParticle>>,
        dx: f32,
        dy: f32,
    },
    Text {
        text: String,
        x: f32,
        y: f32,
        scale: f32,
        color: Vec4,
        emission: f32,
        alignment: TextAlign,
    },
    Rect {
        x: f32,
        y: f32,
        w: f32,
        h: f32,
        color: Vec4,
        filled: bool,
    },
    Panel {
        x: f32,
        y: f32,
        w: f32,
        h: f32,
        border: BorderStyle,
        fill_color: Vec4,
        border_color: Vec4,
    },
    Bar {
        x: f32,
        y: f32,
        w: f32,
        h: f32,
        fill_pct: f32,
        fill_color: Vec4,
        bg_color: Vec4,
        ghost_pct: Option<f32>,
        ghost_color: Vec4,
    },
    Sprite {
        lines: Vec<String>,
        x: f32,
        y: f32,
        color: Vec4,
    },
    Particles(Vec<UiParticle>),
}
Expand description

A single UI draw command, queued and executed in order.

Variants§

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SharedParticles

A cloud somebody else owns, drawn at an offset.

The ordinary Particles command takes a Vec, which means a caller with a cached cloud has to clone it every frame to hand it over. A static background of a hundred and forty thousand particles is seven megabytes of allocation and copy per frame producing an identical result — which is not a rendering cost, it is a memcpy the renderer never asked for.

This takes a shared handle instead, so the caller keeps its cloud and passing it costs a reference count. The offset is applied while the instances are built, which is a pass the renderer was making anyway.

Fields

§particles: Arc<Vec<UiParticle>>
§dx: f32
§dy: f32
§

Text

Fields

§text: String
§scale: f32
§color: Vec4
§emission: f32
§alignment: TextAlign
§

Rect

Fields

§color: Vec4
§filled: bool
§

Panel

Fields

§fill_color: Vec4
§border_color: Vec4
§

Bar

Fields

§fill_pct: f32
§fill_color: Vec4
§bg_color: Vec4
§ghost_pct: Option<f32>
§ghost_color: Vec4
§

Sprite

Fields

§lines: Vec<String>
§color: Vec4
§

Particles(Vec<UiParticle>)

A cloud of independently placed glyphs.

Text is the wrong shape for this: a figure built out of particles has no baseline, no advance width and no string, and routing it through Text costs one String allocation per particle per frame. This is one command for the whole cloud, and it exposes the per-instance rotation and glow the glyph pipeline already supports.

Implementations§

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impl UiDrawCommand

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pub fn default_pass(&self) -> UiPass

The pass a command lands in when nothing overrides it.

Trait Implementations§

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impl Clone for UiDrawCommand

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

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

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

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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