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UiDrawCallDescriptor

Struct UiDrawCallDescriptor 

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pub struct UiDrawCallDescriptor {
Show 13 fields pub element_type: UiElementType, pub position: Vec2, pub size: Vec2, pub corner_radii: Vec4, pub border_width: f32, pub border_color: Vec4, pub fill_color: Vec4, pub gradient: GradientDescriptor, pub atlas_texture_id: Id<AtlasTextureDescriptor>, pub atlas_descriptor_id: Id<AtlasDescriptor>, pub clip_rect: Vec4, pub opacity: f32, pub z: f32,
}
Expand description

Describes a single 2D UI element on the GPU.

This is the per-instance data stored in the GPU slab. The vertex shader reads this to generate quad corners, and the fragment shader reads it to evaluate SDF shapes, gradients, textures, etc.

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§element_type: UiElementType

The type of element (Rectangle, Circle, Ellipse, Image, TextGlyph, Path).

§position: Vec2

Position of the element’s top-left corner in screen space.

§size: Vec2

Size of the element in screen pixels (width, height).

§corner_radii: Vec4

Per-corner radii for rounded rectangles (top-left, top-right, bottom-right, bottom-left).

§border_width: f32

Border width in pixels. 0 means no border.

§border_color: Vec4

Border color (RGBA).

§fill_color: Vec4

Fill color (RGBA). Used when gradient_type is None.

§gradient: GradientDescriptor

Gradient fill descriptor.

§atlas_texture_id: Id<AtlasTextureDescriptor>

ID of the atlas texture descriptor on the slab.

For Image and TextGlyph elements: points to an AtlasTextureDescriptor. For Path elements: when not Id::NONE, points to an AtlasTextureDescriptor for image-filled paths. Set to Id::NONE when unused.

§atlas_descriptor_id: Id<AtlasDescriptor>

ID of the atlas descriptor on the slab.

For Path elements: repurposed to store the slab offset of the first UiVertex (via Id::new(offset)). Set to Id::NONE when unused.

§clip_rect: Vec4

Scissor/clip rectangle (x, y, width, height). Reserved for future use — not currently enforced by the shader or renderer. Set to (0, 0, viewport_w, viewport_h) by default.

§opacity: f32

Element opacity (0.0 = fully transparent, 1.0 = fully opaque). Multiplied with the final alpha.

§z: f32

Z-depth for sorting (painter’s algorithm). Lower values are drawn first (further back).

Trait Implementations§

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impl Clone for UiDrawCallDescriptor

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fn clone(&self) -> UiDrawCallDescriptor

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

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

Performs copy-assignment from source. Read more
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impl Copy for UiDrawCallDescriptor

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impl Debug for UiDrawCallDescriptor

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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 UiDrawCallDescriptor

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fn default() -> UiDrawCallDescriptor

Returns the “default value” for a type. Read more
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impl PartialEq for UiDrawCallDescriptor

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

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

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 SlabItem for UiDrawCallDescriptor
where UiElementType: SlabItem, Vec2: SlabItem, Vec4: SlabItem, f32: SlabItem, GradientDescriptor: SlabItem, Id<AtlasTextureDescriptor>: SlabItem, Id<AtlasDescriptor>: SlabItem,

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const SLAB_SIZE: usize

The number of u32s this type occupies in a slab of &[u32].
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fn read_slab(index: usize, slab: &[u32]) -> Self

Read the type out of the slab at index.
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fn write_slab(&self, index: usize, slab: &mut [u32]) -> usize

Write the type into the slab at starting index and return the new index. Read more
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impl StructuralPartialEq for UiDrawCallDescriptor

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