Readjusted namespaces, removed Geometry example as it's no longer relevant.
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27 changed files with 394 additions and 625 deletions
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[package]
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name = "geometry"
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version = "0.1.0"
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authors = ["Héctor Ramón Jiménez <hector0193@gmail.com>"]
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edition = "2021"
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publish = false
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[dependencies]
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iced = { path = "../.." }
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iced_native = { path = "../../native" }
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iced_graphics = { path = "../../graphics" }
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## Geometry
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A custom widget showcasing how to draw geometry with the `Mesh2D` primitive in [`iced_wgpu`](../../wgpu).
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The __[`main`]__ file contains all the code of the example.
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<div align="center">
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<a href="https://gfycat.com/activeunfitkangaroo">
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<img src="https://thumbs.gfycat.com/ActiveUnfitKangaroo-small.gif">
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</a>
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</div>
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You can run it with `cargo run`:
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```
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cargo run --package geometry
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```
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[`main`]: src/main.rs
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//! This example showcases a simple native custom widget that renders using
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//! arbitrary low-level geometry.
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//!
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//TODO need to update this now that vertex data doesn't contain color data
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mod rainbow {
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use iced::Color;
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// For now, to implement a custom native widget you will need to add
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// `iced_native` and `iced_wgpu` to your dependencies.
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//
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// Then, you simply need to define your widget type and implement the
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// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
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//
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// Of course, you can choose to make the implementation renderer-agnostic,
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// if you wish to, by creating your own `Renderer` trait, which could be
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// implemented by `iced_wgpu` and other renderers.
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use iced_graphics::renderer::{self, Renderer};
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use iced_graphics::{Backend, Primitive};
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use iced_graphics::shader::Shader;
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use iced_native::widget::{self, Widget};
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use iced_native::{
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layout, Element, Layout, Length, Point, Rectangle, Size, Vector,
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};
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#[derive(Default)]
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pub struct Rainbow;
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impl Rainbow {
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pub fn new() -> Self {
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Self
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}
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}
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pub fn rainbow() -> Rainbow {
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Rainbow
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}
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impl<Message, B, T> Widget<Message, Renderer<B, T>> for Rainbow
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where
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B: Backend,
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{
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fn width(&self) -> Length {
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Length::Fill
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}
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fn height(&self) -> Length {
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Length::Shrink
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}
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fn layout(
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&self,
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_renderer: &Renderer<B, T>,
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limits: &layout::Limits,
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) -> layout::Node {
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let size = limits.width(Length::Fill).resolve(Size::ZERO);
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layout::Node::new(Size::new(size.width, size.width))
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}
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fn draw(
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&self,
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_tree: &widget::Tree,
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renderer: &mut Renderer<B, T>,
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_theme: &T,
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_style: &renderer::Style,
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layout: Layout<'_>,
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cursor_position: Point,
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_viewport: &Rectangle,
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) {
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use iced_graphics::triangle::{Mesh2D, Shader, Vertex2D};
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use iced_native::Renderer as _;
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let b = layout.bounds();
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// R O Y G B I V
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// let color_r = [1.0, 0.0, 0.0, 1.0];
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// let color_o = [1.0, 0.5, 0.0, 1.0];
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// let color_y = [1.0, 1.0, 0.0, 1.0];
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// let color_g = [0.0, 1.0, 0.0, 1.0];
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// let color_gb = [0.0, 1.0, 0.5, 1.0];
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// let color_b = [0.0, 0.2, 1.0, 1.0];
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// let color_i = [0.5, 0.0, 1.0, 1.0];
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// let color_v = [0.75, 0.0, 0.5, 1.0];
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let posn_center = {
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if b.contains(cursor_position) {
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[cursor_position.x - b.x, cursor_position.y - b.y]
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} else {
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[b.width / 2.0, b.height / 2.0]
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}
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};
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let posn_tl = [0.0, 0.0];
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let posn_t = [b.width / 2.0, 0.0];
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let posn_tr = [b.width, 0.0];
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let posn_r = [b.width, b.height / 2.0];
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let posn_br = [b.width, b.height];
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let posn_b = [(b.width / 2.0), b.height];
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let posn_bl = [0.0, b.height];
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let posn_l = [0.0, b.height / 2.0];
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let mesh = Primitive::Mesh2D {
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size: b.size(),
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buffers: Mesh2D {
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vertices: vec![
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Vertex2D {
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position: posn_center,
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// color: [1.0, 1.0, 1.0, 1.0],
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},
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Vertex2D {
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position: posn_tl,
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// color: color_r,
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},
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Vertex2D {
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position: posn_t,
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// color: color_o,
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},
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Vertex2D {
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position: posn_tr,
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// color: color_y,
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},
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Vertex2D {
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position: posn_r,
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// color: color_g,
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},
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Vertex2D {
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position: posn_br,
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// color: color_gb,
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},
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Vertex2D {
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position: posn_b,
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// color: color_b,
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},
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Vertex2D {
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position: posn_bl,
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// color: color_i,
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},
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Vertex2D {
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position: posn_l,
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// color: color_v,
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},
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],
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indices: vec![
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0, 1, 2, // TL
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0, 2, 3, // T
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0, 3, 4, // TR
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0, 4, 5, // R
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0, 5, 6, // BR
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0, 6, 7, // B
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0, 7, 8, // BL
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0, 8, 1, // L
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],
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},
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shader: Shader::Solid(Color::BLACK),
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};
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renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
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renderer.draw_primitive(mesh);
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});
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}
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}
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impl<'a, Message, B, T> From<Rainbow> for Element<'a, Message, Renderer<B, T>>
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where
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B: Backend,
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{
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fn from(rainbow: Rainbow) -> Self {
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Self::new(rainbow)
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}
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}
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}
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use iced::widget::{column, container, scrollable};
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use iced::{Alignment, Element, Length, Sandbox, Settings};
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use rainbow::rainbow;
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pub fn main() -> iced::Result {
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Example::run(Settings::default())
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}
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struct Example;
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impl Sandbox for Example {
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type Message = ();
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fn new() -> Self {
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Example
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}
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fn title(&self) -> String {
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String::from("Custom 2D geometry - Iced")
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}
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fn update(&mut self, _: ()) {}
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fn view(&self) -> Element<()> {
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let content = column![
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rainbow(),
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"In this example we draw a custom widget Rainbow, using \
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the Mesh2D primitive. This primitive supplies a list of \
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triangles, expressed as vertices and indices.",
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"Move your cursor over it, and see the center vertex \
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follow you!",
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"Every Vertex2D defines its own color. You could use the \
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Mesh2D primitive to render virtually any two-dimensional \
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geometry for your widget.",
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]
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.padding(20)
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.spacing(20)
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.max_width(500)
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.align_items(Alignment::Start);
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let scrollable =
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scrollable(container(content).width(Length::Fill).center_x());
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container(scrollable)
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.width(Length::Fill)
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.height(Length::Fill)
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.center_y()
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.into()
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}
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}
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