Expand description
A simple 2D graphics library for turning simple 2D shapes and text into textured triangles.
Made for egui
.
Create some Shape
:s and pass them to tessellate_shapes
to generate Mesh
:es
that you can then paint using some graphics API of your choice (e.g. OpenGL).
Feature flags
Re-exports
pub use color::Color32;
pub use color::Rgba;
pub use image::ColorImage;
pub use image::FontImage;
pub use image::ImageData;
pub use image::ImageDelta;
pub use stats::PaintStats;
pub use tessellator::tessellate_shapes;
pub use tessellator::TessellationOptions;
pub use tessellator::Tessellator;
pub use textures::TextureManager;
pub use ahash;
pub use emath;
Modules
Color conversions and types.
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
epaint
is compiled with the extra_asserts
feature
or with the extra_debug_asserts
feature in debug builds.Structs
How to paint a circle.
A
Mesh
or PaintCallback
within a clip rectangle.A
Shape
within a clip rectangle.A cubic Bézier Curve.
How to select a sized font.
The collection of fonts used by
epaint
.Text that has been layed out, ready for painting.
Textured triangles in two dimensions.
If you want to paint some 3D shapes inside an egui region, you can use this.
Information passed along with
PaintCallback
(Shape::Callback
).A path which can be stroked and/or filled (if closed).
A position on screen.
A quadratic Bézier Curve.
A rectangular region of space.
How to paint a rectangle.
How rounded the corners of things should be
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.
How to paint some text on screen.
Contains font data in an atlas, where each character occupied a small rectangle.
Used to paint images.
The 2D vertex type.
Enums
Font of unknown size.
A rendering primitive - either a
Mesh
or a PaintCallback
.A paint primitive such as a circle or a piece of text.
Coordinates are all screen space points (not physical pixels).
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).