CheckmarkCommand

Struct CheckmarkCommand 

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pub struct CheckmarkCommand {
    pub color: Color,
    pub stroke_width: f32,
    pub progress: f32,
    pub padding: [f32; 2],
}
Expand description

Command for rendering a checkmark shape in UI components. Command for drawing an animated checkmark

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§color: Color

Color of the checkmark stroke

§stroke_width: f32

Width of the checkmark stroke in pixels

§progress: f32

Animation progress from 0.0 (not drawn) to 1.0 (fully drawn)

§padding: [f32; 2]

Padding around the checkmark within its bounds

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impl CheckmarkCommand

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pub fn new() -> Self

Create a new checkmark command with default values

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pub fn with_color(self, color: Color) -> Self

Set the color of the checkmark

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pub fn with_stroke_width(self, width: f32) -> Self

Set the stroke width of the checkmark

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pub fn with_progress(self, progress: f32) -> Self

Set the animation progress (0.0 to 1.0)

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pub fn with_padding(self, horizontal: f32, vertical: f32) -> Self

Set the padding around the checkmark

Trait Implementations§

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impl Clone for CheckmarkCommand

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fn clone(&self) -> CheckmarkCommand

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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

Formats the value using the given formatter. Read more
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impl Default for CheckmarkCommand

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl DrawCommand for CheckmarkCommand

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fn barrier(&self) -> Option<BarrierRequirement>

Specifies barrier requirements for this draw operation. Read more
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impl DrawablePipeline<CheckmarkCommand> for CheckmarkPipeline

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fn draw( &mut self, _gpu: &Device, gpu_queue: &Queue, config: &SurfaceConfiguration, render_pass: &mut RenderPass<'_>, commands: &[(&CheckmarkCommand, PxSize, PxPosition)], _scene_texture_view: &TextureView, _clip_rect: Option<PxRect>, )

Renders a batch of draw commands. Read more
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fn begin_frame( &mut self, gpu: &Device, gpu_queue: &Queue, config: &SurfaceConfiguration<Vec<TextureFormat>>, )

Called once at the beginning of the frame, before any render passes. Read more
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fn begin_pass( &mut self, gpu: &Device, gpu_queue: &Queue, config: &SurfaceConfiguration<Vec<TextureFormat>>, render_pass: &mut RenderPass<'_>, scene_texture_view: &TextureView, )

Called once at the beginning of the render pass. Read more
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fn end_pass( &mut self, gpu: &Device, gpu_queue: &Queue, config: &SurfaceConfiguration<Vec<TextureFormat>>, render_pass: &mut RenderPass<'_>, scene_texture_view: &TextureView, )

Called once at the end of the render pass. Read more
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fn end_frame( &mut self, gpu: &Device, gpu_queue: &Queue, config: &SurfaceConfiguration<Vec<TextureFormat>>, )

Called once at the end of the frame, after all render passes are complete. Read more
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impl PartialEq for CheckmarkCommand

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fn eq(&self, other: &CheckmarkCommand) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for CheckmarkCommand

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impl StructuralPartialEq for CheckmarkCommand

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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fn clone_box(&self) -> Box<dyn DrawCommand>

Creates a boxed clone of the trait object.
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