Enum ShapeCommand

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pub enum ShapeCommand {
    Rect {
        color: Color,
        corner_radius: f32,
        g2_k_value: f32,
        shadow: Option<ShadowProps>,
    },
    OutlinedRect {
        color: Color,
        corner_radius: f32,
        g2_k_value: f32,
        shadow: Option<ShadowProps>,
        border_width: f32,
    },
    RippleRect {
        color: Color,
        corner_radius: f32,
        g2_k_value: f32,
        shadow: Option<ShadowProps>,
        ripple: RippleProps,
    },
    RippleOutlinedRect {
        color: Color,
        corner_radius: f32,
        g2_k_value: f32,
        shadow: Option<ShadowProps>,
        border_width: f32,
        ripple: RippleProps,
    },
    Ellipse {
        color: Color,
        shadow: Option<ShadowProps>,
    },
    OutlinedEllipse {
        color: Color,
        shadow: Option<ShadowProps>,
        border_width: f32,
    },
}
Expand description

Represents a shape drawable

Variants§

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Rect

A filled rectangle

Fields

§color: Color

Color of the rectangle (RGBA)

§corner_radius: f32

Corner radius of the rectangle

§g2_k_value: f32

G2 exponent for rounded corners. k=2.0 results in standard G1 circular corners.

§shadow: Option<ShadowProps>

Shadow properties of the rectangle

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OutlinedRect

An outlined rectangle

Fields

§color: Color

Color of the border (RGBA)

§corner_radius: f32

Corner radius of the rectangle

§g2_k_value: f32

G2 exponent for rounded corners. k=2.0 results in standard G1 circular corners.

§shadow: Option<ShadowProps>

Shadow properties of the rectangle (applied to the outline shape)

§border_width: f32

Width of the border

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RippleRect

A filled rectangle with ripple effect animation

Fields

§color: Color

Color of the rectangle (RGBA)

§corner_radius: f32

Corner radius of the rectangle

§g2_k_value: f32

G2 exponent for rounded corners. k=2.0 results in standard G1 circular corners.

§shadow: Option<ShadowProps>

Shadow properties of the rectangle

§ripple: RippleProps

Ripple effect properties

§

RippleOutlinedRect

An outlined rectangle with ripple effect animation

Fields

§color: Color

Color of the border (RGBA)

§corner_radius: f32

Corner radius of the rectangle

§g2_k_value: f32

G2 exponent for rounded corners. k=2.0 results in standard G1 circular corners.

§shadow: Option<ShadowProps>

Shadow properties of the rectangle (applied to the outline shape)

§border_width: f32

Width of the border

§ripple: RippleProps

Ripple effect properties

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Ellipse

A filled ellipse

Fields

§color: Color

Color of the ellipse (RGBA)

§shadow: Option<ShadowProps>

Shadow properties of the ellipse

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OutlinedEllipse

An outlined ellipse

Fields

§color: Color

Color of the border (RGBA)

§shadow: Option<ShadowProps>

Shadow properties of the ellipse (applied to the outline shape)

§border_width: f32

Width of the border

Trait Implementations§

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impl Clone for ShapeCommand

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fn clone(&self) -> ShapeCommand

Returns a duplicate of the value. Read more
1.0.0 · Source§

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

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

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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 DrawCommand for ShapeCommand

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

Specifies barrier requirements for this draw operation. Read more
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impl DrawablePipeline<ShapeCommand> for ShapePipeline

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fn begin_frame( &mut self, _gpu: &Device, _gpu_queue: &Queue, _config: &SurfaceConfiguration, )

Called once at the beginning of the frame, before any render passes. Read more
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fn draw( &mut self, gpu: &Device, gpu_queue: &Queue, config: &SurfaceConfiguration, render_pass: &mut RenderPass<'_>, command: &ShapeCommand, size: PxSize, start_pos: PxPosition, _scene_texture_view: &TextureView, )

Renders a single draw command. Read more
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fn begin_pass( &mut self, gpu: &Device, gpu_queue: &Queue, config: &SurfaceConfiguration<Vec<TextureFormat>>, render_pass: &mut RenderPass<'_>, )

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<'_>, )

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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