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TachyonUI 0.1.0
High-performance UI for building tools.
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#include <gui_core/gui_base_types.h>#include <gui_core/graphics/gui_image.h>#include <stdint.h>#include <stddef.h>Go to the source code of this file.
Classes | |
| struct | tachyon::glsl_float4 |
| struct | tachyon::Box |
| struct | tachyon::Glyph |
| struct | tachyon::Dot |
| struct | tachyon::Line |
| struct | tachyon::Triangle |
| struct | tachyon::Quad |
| struct | tachyon::Circle |
| A circle outline: the ring lineWidth wide around center at radius, its color and dashes running clockwise from the right (+x towards +y), as LineStyle sets them. More... | |
| struct | tachyon::Occluder |
| Depth only: marks pos/size as covered by opaque content drawn after it, so what was drawn before under it is skipped (its fragments fail the depth test early). More... | |
| struct | tachyon::PrimitiveSpec |
| struct | tachyon::GPUDrawPushConstants |
Namespaces | |
| namespace | tachyon |
Typedefs | |
| using | tachyon::DeviceAddress = uint64_t |
| Shader-visible buffer address. | |
Enumerations | |
| enum class | tachyon::PrimitiveKind : uint8_t { tachyon::PrimitiveKind::Box = 0 , tachyon::PrimitiveKind::Glyph , tachyon::PrimitiveKind::Dot , tachyon::PrimitiveKind::Line , tachyon::PrimitiveKind::Triangle , tachyon::PrimitiveKind::Quad , tachyon::PrimitiveKind::Circle , tachyon::PrimitiveKind::Occluder , tachyon::PrimitiveKind::Count } |
| enum class | tachyon::PrimitiveShape : uint8_t { tachyon::PrimitiveShape::Quad , tachyon::PrimitiveShape::Triangle } |
| The vertices a primitive's vertex shader is run for; gl_VertexIndex divided by their count is the primitive, the remainder the corner. More... | |
Variables | |
| constexpr float | tachyon::kPrimitiveDepthStep = 1.0f / float(1 << 22) |
| The depth between two primitives drawn one after the other; past the depth range all are at the nearest depth. | |
| constexpr size_t | tachyon::kPrimitiveKindCount = size_t(PrimitiveKind::Count) |
| constexpr PrimitiveSpec | tachyon::kPrimitiveSpecs [kPrimitiveKindCount] |
| Push-constant slot order matches the GLSL push block (box, glyph, dot, line, triangle). | |