pub struct FilledShape { /* private fields */ }Expand description
A shape filled with a color, resolved to ResolvedShape.
Implementations§
Source§impl FilledShape
impl FilledShape
Sourcepub fn new(shape: impl Shape, fill: impl Into<Color>) -> Self
pub fn new(shape: impl Shape, fill: impl Into<Color>) -> Self
Creates a new filled shape from a shape and color.
Sourcepub fn commands(&self) -> &[PathCommand]
pub fn commands(&self) -> &[PathCommand]
Returns the path commands.
Sourcepub fn morph_to(self, target: impl ShapeExt) -> MorphShape
pub fn morph_to(self, target: impl ShapeExt) -> MorphShape
Creates a morphing shape animation from this shape to another built-in shape.
Morphing currently supports SDF-backed built-in shapes:
Rectangle, Circle, Ellipse, RoundedRectangle, UnevenRoundedRectangle, Capsule.
Trait Implementations§
Source§impl Debug for FilledShape
impl Debug for FilledShape
Source§impl View for FilledShape
impl View for FilledShape
Auto Trait Implementations§
impl !RefUnwindSafe for FilledShape
impl !Send for FilledShape
impl !Sync for FilledShape
impl !UnwindSafe for FilledShape
impl Freeze for FilledShape
impl Unpin for FilledShape
impl UnsafeUnpin for FilledShape
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<V> FilterViewExt for Vwhere
V: View,
impl<V> FilterViewExt for Vwhere
V: View,
Source§fn filter<F>(self, filter: F) -> Filtered<Self, F>where
F: Effect,
fn filter<F>(self, filter: F) -> Filtered<Self, F>where
F: Effect,
Apply a
Effect to this view. Read moreSource§fn blur<T>(
self,
radius: T,
) -> Filtered<Self, FilterAdapter<Blur<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn blur<T>(
self,
radius: T,
) -> Filtered<Self, FilterAdapter<Blur<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a blur filter. Read more
Source§fn brightness<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Brightness<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn brightness<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Brightness<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a brightness filter.
Source§fn exposure<T>(
self,
ev: T,
) -> Filtered<Self, FilterAdapter<Exposure<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn exposure<T>(
self,
ev: T,
) -> Filtered<Self, FilterAdapter<Exposure<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply an exposure filter in photographic stops.
Source§fn gamma<T>(
self,
gamma: T,
) -> Filtered<Self, FilterAdapter<Gamma<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn gamma<T>(
self,
gamma: T,
) -> Filtered<Self, FilterAdapter<Gamma<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a gamma adjustment filter.
Source§fn contrast<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Contrast<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn contrast<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Contrast<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a contrast filter.
Source§fn saturation<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Saturation<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn saturation<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Saturation<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a saturation filter.
Source§fn vibrance<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Vibrance<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn vibrance<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Vibrance<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a vibrance filter.
Source§fn grayscale<T>(
self,
intensity: T,
) -> Filtered<Self, FilterAdapter<Grayscale<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn grayscale<T>(
self,
intensity: T,
) -> Filtered<Self, FilterAdapter<Grayscale<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a grayscale filter.
Source§fn hue_rotation<T>(
self,
angle: T,
) -> Filtered<Self, FilterAdapter<HueRotation<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn hue_rotation<T>(
self,
angle: T,
) -> Filtered<Self, FilterAdapter<HueRotation<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a hue rotation filter.
Source§fn sobel(self) -> Filtered<Self, FilterAdapter<Sobel>>
fn sobel(self) -> Filtered<Self, FilterAdapter<Sobel>>
Apply a Sobel edge-detection filter (3x3, gradient magnitude).
Source§fn prewitt(self) -> Filtered<Self, FilterAdapter<Prewitt>>
fn prewitt(self) -> Filtered<Self, FilterAdapter<Prewitt>>
Apply a Prewitt edge-detection filter (3x3, uniform-weight kernels).
Source§fn median3x3(self) -> Filtered<Self, FilterAdapter<Median3x3>>
fn median3x3(self) -> Filtered<Self, FilterAdapter<Median3x3>>
Apply a 3x3 per-channel median filter for salt-and-pepper denoising.
Source§fn convolution3x3<P>(
self,
kernel: [P; 9],
) -> Filtered<Self, FilterAdapter<Convolution3x3<Reactive<Computed<f32>>>>>where
P: IntoSignalF32 + Copy,
fn convolution3x3<P>(
self,
kernel: [P; 9],
) -> Filtered<Self, FilterAdapter<Convolution3x3<Reactive<Computed<f32>>>>>where
P: IntoSignalF32 + Copy,
Apply a 3x3 convolution filter with a caller-supplied kernel
(row-major, top-left to bottom-right).
Source§fn convolution5x5<P>(
self,
kernel: [P; 25],
) -> Filtered<Self, FilterAdapter<Convolution5x5<Reactive<Computed<f32>>>>>where
P: IntoSignalF32 + Copy,
fn convolution5x5<P>(
self,
kernel: [P; 25],
) -> Filtered<Self, FilterAdapter<Convolution5x5<Reactive<Computed<f32>>>>>where
P: IntoSignalF32 + Copy,
Apply a 5x5 convolution filter with a caller-supplied 25-element
kernel (row-major).
Source§fn morphology_min(self) -> Filtered<Self, FilterAdapter<MorphologyMin>>
fn morphology_min(self) -> Filtered<Self, FilterAdapter<MorphologyMin>>
Apply a 3x3 morphological erosion (per-channel minimum).
Source§fn morphology_max(self) -> Filtered<Self, FilterAdapter<MorphologyMax>>
fn morphology_max(self) -> Filtered<Self, FilterAdapter<MorphologyMax>>
Apply a 3x3 morphological dilation (per-channel maximum).
Source§fn morphology_gradient(
self,
) -> Filtered<Self, FilterAdapter<MorphologyGradient>>
fn morphology_gradient( self, ) -> Filtered<Self, FilterAdapter<MorphologyGradient>>
Apply a 3x3 morphological gradient (per-channel max minus min).
Source§fn photo_effect_mono(self) -> Filtered<Self, FilterAdapter<PhotoEffectMono>>
fn photo_effect_mono(self) -> Filtered<Self, FilterAdapter<PhotoEffectMono>>
Apply the monochrome photo preset.
Source§fn photo_effect_noir(self) -> Filtered<Self, FilterAdapter<PhotoEffectNoir>>
fn photo_effect_noir(self) -> Filtered<Self, FilterAdapter<PhotoEffectNoir>>
Apply the noir photo preset.
Source§fn photo_effect_chrome(self) -> Filtered<Self, FilterAdapter<PhotoEffectChrome>>
fn photo_effect_chrome(self) -> Filtered<Self, FilterAdapter<PhotoEffectChrome>>
Apply the chrome photo preset.
Source§fn photo_effect_instant(
self,
) -> Filtered<Self, FilterAdapter<PhotoEffectInstant>>
fn photo_effect_instant( self, ) -> Filtered<Self, FilterAdapter<PhotoEffectInstant>>
Apply the instant photo preset.
Source§fn photo_effect_fade(self) -> Filtered<Self, FilterAdapter<PhotoEffectFade>>
fn photo_effect_fade(self) -> Filtered<Self, FilterAdapter<PhotoEffectFade>>
Apply the fade photo preset.
Source§fn photo_effect_process(
self,
) -> Filtered<Self, FilterAdapter<PhotoEffectProcess>>
fn photo_effect_process( self, ) -> Filtered<Self, FilterAdapter<PhotoEffectProcess>>
Apply the process photo preset.
Source§fn photo_effect_tonal(self) -> Filtered<Self, FilterAdapter<PhotoEffectTonal>>
fn photo_effect_tonal(self) -> Filtered<Self, FilterAdapter<PhotoEffectTonal>>
Apply the tonal photo preset.
Source§fn photo_effect_transfer(
self,
) -> Filtered<Self, FilterAdapter<PhotoEffectTransfer>>
fn photo_effect_transfer( self, ) -> Filtered<Self, FilterAdapter<PhotoEffectTransfer>>
Apply the transfer photo preset.
Source§fn sepia<T>(
self,
intensity: T,
) -> Filtered<Self, FilterAdapter<Sepia<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn sepia<T>(
self,
intensity: T,
) -> Filtered<Self, FilterAdapter<Sepia<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a sepia filter.
Source§fn sharpen<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Sharpen<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn sharpen<T>(
self,
amount: T,
) -> Filtered<Self, FilterAdapter<Sharpen<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a sharpen filter.
Source§fn temperature_tint<T, U>(
self,
temperature: T,
tint: U,
) -> Filtered<Self, FilterAdapter<TemperatureTint<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn temperature_tint<T, U>(
self,
temperature: T,
tint: U,
) -> Filtered<Self, FilterAdapter<TemperatureTint<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Apply a temperature/tint white-balance adjustment.
Source§fn highlights_shadows<H, S>(
self,
highlights: H,
shadows: S,
) -> Filtered<Self, FilterAdapter<HighlightsShadows<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>where
H: IntoSignalF32,
S: IntoSignalF32,
fn highlights_shadows<H, S>(
self,
highlights: H,
shadows: S,
) -> Filtered<Self, FilterAdapter<HighlightsShadows<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>where
H: IntoSignalF32,
S: IntoSignalF32,
Recover highlights while lifting shadows.
Source§fn motion_blur<R, A>(
self,
radius: R,
angle: A,
) -> Filtered<Self, FilterAdapter<MotionBlur<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>where
R: IntoSignalF32,
A: IntoSignalF32,
fn motion_blur<R, A>(
self,
radius: R,
angle: A,
) -> Filtered<Self, FilterAdapter<MotionBlur<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>where
R: IntoSignalF32,
A: IntoSignalF32,
Apply directional motion blur.
Source§fn vignette<R, S>(
self,
radius: R,
softness: S,
) -> Filtered<Self, FilterAdapter<Vignette<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>where
R: IntoSignalF32,
S: IntoSignalF32,
fn vignette<R, S>(
self,
radius: R,
softness: S,
) -> Filtered<Self, FilterAdapter<Vignette<Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>where
R: IntoSignalF32,
S: IntoSignalF32,
Apply a vignette filter.
Source§fn white_point<R, G, B>(
self,
red: R,
green: G,
blue: B,
) -> Filtered<Self, FilterAdapter<WhitePoint<Reactive<Computed<f32>>, Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>
fn white_point<R, G, B>( self, red: R, green: G, blue: B, ) -> Filtered<Self, FilterAdapter<WhitePoint<Reactive<Computed<f32>>, Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>
Adjust color balance using an explicit white point triplet.
Source§fn zoom_blur<A, X, Y>(
self,
amount: A,
center_x: X,
center_y: Y,
) -> Filtered<Self, FilterAdapter<ZoomBlur<Reactive<Computed<f32>>, Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>
fn zoom_blur<A, X, Y>( self, amount: A, center_x: X, center_y: Y, ) -> Filtered<Self, FilterAdapter<ZoomBlur<Reactive<Computed<f32>>, Reactive<Computed<f32>>, Reactive<Computed<f32>>>>>
Apply radial zoom blur around a focal point.
Source§fn gaussian_blur<T>(
self,
sigma: T,
) -> Filtered<Self, FilterAdapter<GaussianBlur<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn gaussian_blur<T>(
self,
sigma: T,
) -> Filtered<Self, FilterAdapter<GaussianBlur<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a gaussian blur filter.
Source§fn color_matrix(
self,
matrix: [[f32; 4]; 3],
) -> Filtered<Self, FilterAdapter<ColorMatrix<f32>>>
fn color_matrix( self, matrix: [[f32; 4]; 3], ) -> Filtered<Self, FilterAdapter<ColorMatrix<f32>>>
Apply a 3x4 color matrix transform.
Source§fn bloom<T, U, V>(
self,
radius: T,
intensity: U,
threshold: V,
) -> Filtered<Self, FilterAdapter<Bloom<Reactive<Computed<f32>>>>>
fn bloom<T, U, V>( self, radius: T, intensity: U, threshold: V, ) -> Filtered<Self, FilterAdapter<Bloom<Reactive<Computed<f32>>>>>
Apply bloom around bright regions.
Source§fn gloom<T, U, V>(
self,
radius: T,
intensity: U,
threshold: V,
) -> Filtered<Self, FilterAdapter<Gloom<Reactive<Computed<f32>>>>>
fn gloom<T, U, V>( self, radius: T, intensity: U, threshold: V, ) -> Filtered<Self, FilterAdapter<Gloom<Reactive<Computed<f32>>>>>
Apply gloom around bright regions.
Source§fn unsharp_mask<T, U>(
self,
radius: T,
amount: U,
) -> Filtered<Self, FilterAdapter<UnsharpMask<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn unsharp_mask<T, U>(
self,
radius: T,
amount: U,
) -> Filtered<Self, FilterAdapter<UnsharpMask<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Apply an unsharp mask.
Source§fn bump_distortion<T, U, V, W>(
self,
center_x: T,
center_y: U,
radius: V,
scale: W,
) -> Filtered<Self, FilterAdapter<BumpDistortion<Reactive<Computed<f32>>>>>
fn bump_distortion<T, U, V, W>( self, center_x: T, center_y: U, radius: V, scale: W, ) -> Filtered<Self, FilterAdapter<BumpDistortion<Reactive<Computed<f32>>>>>
Apply bump distortion around a center.
Source§fn pinch_distortion<T, U, V, W>(
self,
center_x: T,
center_y: U,
radius: V,
scale: W,
) -> Filtered<Self, FilterAdapter<PinchDistortion<Reactive<Computed<f32>>>>>
fn pinch_distortion<T, U, V, W>( self, center_x: T, center_y: U, radius: V, scale: W, ) -> Filtered<Self, FilterAdapter<PinchDistortion<Reactive<Computed<f32>>>>>
Apply pinch distortion around a center.
Source§fn twirl_distortion<T, U, V, W>(
self,
center_x: T,
center_y: U,
radius: V,
angle: W,
) -> Filtered<Self, FilterAdapter<TwirlDistortion<Reactive<Computed<f32>>>>>
fn twirl_distortion<T, U, V, W>( self, center_x: T, center_y: U, radius: V, angle: W, ) -> Filtered<Self, FilterAdapter<TwirlDistortion<Reactive<Computed<f32>>>>>
Apply twirl distortion around a center.
Source§fn vortex_distortion<T, U, V, W>(
self,
center_x: T,
center_y: U,
radius: V,
angle: W,
) -> Filtered<Self, FilterAdapter<VortexDistortion<Reactive<Computed<f32>>>>>
fn vortex_distortion<T, U, V, W>( self, center_x: T, center_y: U, radius: V, angle: W, ) -> Filtered<Self, FilterAdapter<VortexDistortion<Reactive<Computed<f32>>>>>
Apply vortex distortion around a center.
Source§fn perspective_transform(
self,
quad: [[f32; 2]; 4],
) -> Filtered<Self, FilterAdapter<PerspectiveTransform<f32>>>
fn perspective_transform( self, quad: [[f32; 2]; 4], ) -> Filtered<Self, FilterAdapter<PerspectiveTransform<f32>>>
Warp a source quadrilateral into the output rectangle.
Source§fn perspective_correction(
self,
quad: [[f32; 2]; 4],
) -> Filtered<Self, FilterAdapter<PerspectiveCorrection<f32>>>
fn perspective_correction( self, quad: [[f32; 2]; 4], ) -> Filtered<Self, FilterAdapter<PerspectiveCorrection<f32>>>
Correct a perspective-skewed quadrilateral back to a rectangle.
Source§fn pixellate<T>(
self,
size: T,
) -> Filtered<Self, FilterAdapter<Pixellate<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn pixellate<T>(
self,
size: T,
) -> Filtered<Self, FilterAdapter<Pixellate<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a pixellate effect.
Source§fn crystallize<T>(
self,
size: T,
) -> Filtered<Self, FilterAdapter<Crystallize<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn crystallize<T>(
self,
size: T,
) -> Filtered<Self, FilterAdapter<Crystallize<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a crystallize effect.
Source§fn edge_work<T, U>(
self,
radius: T,
amount: U,
) -> Filtered<Self, FilterAdapter<EdgeWork<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn edge_work<T, U>(
self,
radius: T,
amount: U,
) -> Filtered<Self, FilterAdapter<EdgeWork<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Apply an edge-work effect.
Source§fn dot_halftone<T, U, V, W>(
self,
scale: T,
angle: U,
center_x: V,
center_y: W,
) -> Filtered<Self, FilterAdapter<DotHalftone<Reactive<Computed<f32>>>>>
fn dot_halftone<T, U, V, W>( self, scale: T, angle: U, center_x: V, center_y: W, ) -> Filtered<Self, FilterAdapter<DotHalftone<Reactive<Computed<f32>>>>>
Apply a dot halftone effect.
Source§fn line_halftone<T, U, V, W>(
self,
scale: T,
angle: U,
center_x: V,
center_y: W,
) -> Filtered<Self, FilterAdapter<LineHalftone<Reactive<Computed<f32>>>>>
fn line_halftone<T, U, V, W>( self, scale: T, angle: U, center_x: V, center_y: W, ) -> Filtered<Self, FilterAdapter<LineHalftone<Reactive<Computed<f32>>>>>
Apply a line halftone effect.
Source§fn kaleidoscope<T, U, V, W>(
self,
segments: T,
angle: U,
center_x: V,
center_y: W,
) -> Filtered<Self, FilterAdapter<Kaleidoscope<Reactive<Computed<f32>>>>>
fn kaleidoscope<T, U, V, W>( self, segments: T, angle: U, center_x: V, center_y: W, ) -> Filtered<Self, FilterAdapter<Kaleidoscope<Reactive<Computed<f32>>>>>
Apply a kaleidoscope effect.
Source§fn mirror_tile<T, U>(
self,
repeat_x: T,
repeat_y: U,
) -> Filtered<Self, FilterAdapter<MirrorTile<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn mirror_tile<T, U>(
self,
repeat_x: T,
repeat_y: U,
) -> Filtered<Self, FilterAdapter<MirrorTile<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Apply mirrored tiling.
Source§fn blend_with_image<T>(
self,
image: FilterImage,
amount: T,
mode: BlendMode,
) -> Filtered<Self, MultiInputFilter<BlendWithImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn blend_with_image<T>(
self,
image: FilterImage,
amount: T,
mode: BlendMode,
) -> Filtered<Self, MultiInputFilter<BlendWithImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Blend the current content with an auxiliary image.
Source§fn masked_blur<T, U>(
self,
mask: FilterImage,
radius: T,
strength: U,
) -> Filtered<Self, MultiInputFilter<MaskedBlur<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn masked_blur<T, U>(
self,
mask: FilterImage,
radius: T,
strength: U,
) -> Filtered<Self, MultiInputFilter<MaskedBlur<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Apply masked blur using an auxiliary mask image.
Source§fn transition_to_image<T, U>(
self,
target: FilterImage,
progress: T,
softness: U,
) -> Filtered<Self, MultiInputFilter<TransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn transition_to_image<T, U>(
self,
target: FilterImage,
progress: T,
softness: U,
) -> Filtered<Self, MultiInputFilter<TransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Transition to another image.
Source§fn swipe_transition_to_image<T, U>(
self,
target: FilterImage,
progress: T,
softness: U,
direction: TransitionDirection,
) -> Filtered<Self, MultiInputFilter<SwipeTransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn swipe_transition_to_image<T, U>(
self,
target: FilterImage,
progress: T,
softness: U,
direction: TransitionDirection,
) -> Filtered<Self, MultiInputFilter<SwipeTransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Transition to another image with a directional swipe.
Source§fn radial_transition_to_image<T, U>(
self,
target: FilterImage,
progress: T,
softness: U,
center_x: f32,
center_y: f32,
) -> Filtered<Self, MultiInputFilter<RadialTransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn radial_transition_to_image<T, U>(
self,
target: FilterImage,
progress: T,
softness: U,
center_x: f32,
center_y: f32,
) -> Filtered<Self, MultiInputFilter<RadialTransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Transition to another image from a radial reveal center.
Source§fn zoom_transition_to_image<T, U>(
self,
target: FilterImage,
progress: T,
amount: U,
center_x: f32,
center_y: f32,
) -> Filtered<Self, MultiInputFilter<ZoomTransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn zoom_transition_to_image<T, U>(
self,
target: FilterImage,
progress: T,
amount: U,
center_x: f32,
center_y: f32,
) -> Filtered<Self, MultiInputFilter<ZoomTransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Transition to another image with a zooming blend.
Source§fn displacement_transition_to_image<T, U>(
self,
target: FilterImage,
map: FilterImage,
progress: T,
scale: U,
) -> Filtered<Self, MultiInputFilter<DisplacementTransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn displacement_transition_to_image<T, U>(
self,
target: FilterImage,
map: FilterImage,
progress: T,
scale: U,
) -> Filtered<Self, MultiInputFilter<DisplacementTransitionToImage<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Transition to another image driven by a displacement map.
Source§fn displacement_warp<T, U>(
self,
map: FilterImage,
scale_x: T,
scale_y: U,
) -> Filtered<Self, MultiInputFilter<DisplacementWarp<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
fn displacement_warp<T, U>(
self,
map: FilterImage,
scale_x: T,
scale_y: U,
) -> Filtered<Self, MultiInputFilter<DisplacementWarp<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
U: IntoSignalF32,
Warp with an auxiliary displacement map.
Source§fn guided_smooth<T, U, W>(
self,
guide: FilterImage,
radius: T,
range_sigma: U,
amount: W,
) -> Filtered<Self, MultiInputFilter<GuidedSmooth<Reactive<Computed<f32>>>>>
fn guided_smooth<T, U, W>( self, guide: FilterImage, radius: T, range_sigma: U, amount: W, ) -> Filtered<Self, MultiInputFilter<GuidedSmooth<Reactive<Computed<f32>>>>>
Apply guide-image-aware smoothing.
Source§fn depth_aware_blur<T, U, W>(
self,
depth: FilterImage,
focus_depth: T,
aperture: U,
max_radius: W,
) -> Filtered<Self, MultiInputFilter<DepthAwareBlur<Reactive<Computed<f32>>>>>
fn depth_aware_blur<T, U, W>( self, depth: FilterImage, focus_depth: T, aperture: U, max_radius: W, ) -> Filtered<Self, MultiInputFilter<DepthAwareBlur<Reactive<Computed<f32>>>>>
Apply depth-aware blur using a depth map.
Source§fn temporal_denoise<T>(
self,
history: FilterImage,
motion: FilterImage,
history_weight: T,
) -> Filtered<Self, MultiInputFilter<TemporalDenoise<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn temporal_denoise<T>(
self,
history: FilterImage,
motion: FilterImage,
history_weight: T,
) -> Filtered<Self, MultiInputFilter<TemporalDenoise<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Temporal denoise/stabilize using history and motion maps.
Source§fn replace_background<T>(
self,
matte: FilterImage,
background: FilterImage,
edge_softness: T,
) -> Filtered<Self, MultiInputFilter<BackgroundReplace<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn replace_background<T>(
self,
matte: FilterImage,
background: FilterImage,
edge_softness: T,
) -> Filtered<Self, MultiInputFilter<BackgroundReplace<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Replace background using matte and background images.
Source§fn lut_color_grade<T>(
self,
lut: LutImage,
intensity: T,
) -> Filtered<Self, MultiInputFilter<LutColorGrade<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
fn lut_color_grade<T>(
self,
lut: LutImage,
intensity: T,
) -> Filtered<Self, MultiInputFilter<LutColorGrade<Reactive<Computed<f32>>>>>where
T: IntoSignalF32,
Apply a 3D LUT color transform encoded as a 2D strip (
size*size x size).Source§fn tone_curve<T, U, W, X, Y>(
self,
shadows: T,
midtones: U,
highlights: W,
gamma: X,
amount: Y,
) -> Filtered<Self, MultiInputFilter<ToneCurve<Reactive<Computed<f32>>>>>
fn tone_curve<T, U, W, X, Y>( self, shadows: T, midtones: U, highlights: W, gamma: X, amount: Y, ) -> Filtered<Self, MultiInputFilter<ToneCurve<Reactive<Computed<f32>>>>>
Apply a simple master tone curve.
Source§impl<T, W> HasTypeWitness<W> for Twhere
W: MakeTypeWitness<Arg = T>,
T: ?Sized,
impl<T, W> HasTypeWitness<W> for Twhere
W: MakeTypeWitness<Arg = T>,
T: ?Sized,
Source§impl<T> IdentifiableExt for T
impl<T> IdentifiableExt for T
Source§impl<T> Identity for Twhere
T: ?Sized,
impl<T> Identity for Twhere
T: ?Sized,
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more