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Split out ecolor crate (#2399)
* split out ecolor crate * split up ecolor crate in lots of modules * add changelog notes * add readme to ecolor * put clippy::manual_range_contains on cranky allow list * fix hex color issues * doc fixes * more hex_color fixes * Document features * Rename hex_color module to avoid warning * Sort the feature names * fix link in CHANGELOG.md * better wording Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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Load Diff
@@ -127,7 +127,7 @@ impl ColorImage {
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let s = 1.0;
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let v = 1.0;
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let a = y as f32 / height as f32;
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img[(x, y)] = crate::color::Hsva { h, s, v, a }.into();
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img[(x, y)] = crate::Hsva { h, s, v, a }.into();
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}
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}
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img
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@@ -13,7 +13,6 @@
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#![allow(clippy::manual_range_contains)]
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mod bezier;
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pub mod color;
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pub mod image;
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mod mesh;
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pub mod mutex;
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@@ -31,7 +30,6 @@ pub mod util;
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pub use {
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bezier::{CubicBezierShape, QuadraticBezierShape},
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color::{Color32, Rgba},
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image::{ColorImage, FontImage, ImageData, ImageDelta},
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mesh::{Mesh, Mesh16, Vertex},
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shadow::Shadow,
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@@ -48,13 +46,15 @@ pub use {
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textures::TextureManager,
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};
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pub use ecolor::{Color32, Hsva, HsvaGamma, Rgba};
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pub use emath::{pos2, vec2, Pos2, Rect, Vec2};
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pub use ahash;
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pub use ecolor;
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pub use emath;
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#[cfg(feature = "color-hex")]
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pub use color_hex;
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pub use ecolor::hex_color;
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/// The UV coordinate of a white region of the texture mesh.
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/// The default egui texture has the top-left corner pixel fully white.
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