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).
Coordinate system
The left-top corner of the screen is (0.0, 0.0)
,
with X increasing to the right and Y increasing downwards.
epaint
uses logical points as its coordinate system.
Those related to physical pixels by the pixels_per_point
scale factor.
For example, a high-dpi screeen can have pixels_per_point = 2.0
,
meaning there are two physical screen pixels for each logical point.
Angles are in radians, and are measured clockwise from the X-axis, which has angle=0.
Feature flags
-
cint
—cint
enables interoperability with other color libraries. -
color-hex
— Enable thehex_color
macro. -
deadlock_detection
— This will automatically detect deadlocks due to double-locking on the same thread. If your app freezes, you may want to enable this! Only affectsmutex::RwLock
(which epaint and egui uses a lot). -
default_fonts
(enabled by default) — If set, epaint will useinclude_bytes!
to bundle some fonts. If you plan on specifying your own fonts you may disable this feature. -
extra_debug_asserts
— Enable additional checks if debug assertions are enabled (debug builds). -
extra_asserts
— Always enable additional checks. -
log
— Turn on thelog
feature, that makes egui log some errors using thelog
crate. -
mint
—mint
enables interoperability with other math libraries such asglam
andnalgebra
. -
serde
— Allow serialization usingserde
. -
unity
— Change Vertex layout to be compatible with unity
Optional dependencies
-
document-features
— Enable this when generating docs. -
serde
— Allow serialization usingserde
.
Re-exports
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 text::FontFamily;
pub use text::FontId;
pub use text::Fonts;
pub use text::Galley;
pub use textures::TextureManager;
pub use ahash;
pub use ecolor;
pub use emath;
Modules
- Helper module that adds extra checks when the
deadlock_detection
feature is turned on. - 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 theextra_asserts
feature or with theextra_debug_asserts
feature in debug builds. - Construct a
crate::Color32
from a hex RGB or RGBA string.
Structs
- How to paint a circle.
- A
Mesh
orPaintCallback
within a clip rectangle. - A
Shape
within a clip rectangle. - This format is used for space-efficient color representation (32 bits).
- A cubic Bézier Curve.
- Hue, saturation, value, alpha. All in the range [0, 1]. No premultiplied alpha.
- Like Hsva but with the
v
value (brightness) being gamma corrected so that it is somewhat perceptually even. - Textured triangles in two dimensions.
- A version of
Mesh
that uses 16-bit indices. - 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.
- 0-1 linear space
RGBA
color with premultiplied alpha. - 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.
- A vector has a direction and length. A
Vec2
is often used to represent a size.
Enums
- A rendering primitive - either a
Mesh
or aPaintCallback
. - A paint primitive such as a circle or a piece of text. Coordinates are all screen space points (not physical pixels).
- What texture to use in a
Mesh
mesh.
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).
Functions
pos2(x, y) == Pos2::new(x, y)
vec2(x, y) == Vec2::new(x, y)