Expand description
User interface rendering.
§Getting Started
First we create a context, then we create a Ui
, which we can use to
“stage” our paths, text, etc:
use renderling::ui::prelude::*;
use glam::Vec2;
let ctx = futures_lite::future::block_on(Context::headless(100, 100));
let mut ui = Ui::new(&ctx);
let _path = ui
.path_builder()
.with_stroke_color([1.0, 1.0, 0.0, 1.0])
.with_rectangle(Vec2::splat(10.0), Vec2::splat(60.0))
.stroke();
let frame = ctx.get_next_frame().unwrap();
ui.render(&frame.view());
frame.present();
Modules§
- prelude
- A prelude for user interface development, meant to be glob-imported.
- sdf
- 2d signed distance fields.
Structs§
- Cache
- A text cache maintained mostly by ab_glyph.
- Fill
Options - FontArc
Font
implementor that wraps another concreteFont + 'static
type storing in anArc
.- FontId
- Id for a font.
- Glyph
Cache - A cache of glyphs.
- ImageId
- An image identifier.
- Section
- An object that contains all the info to render a varied section of text. That is one including many parts with differing fonts/scales/colors bowing to a single layout.
- Stroke
Options - Text
SectionText
+ extra.- Ui
- A 2d user interface renderer.
- UiImage
- UiPath
- UiPath
Builder - UiText
- UiText
Builder - UiTransform
- A two dimensional transformation.