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Add tooltip documentation to web request and brush related nodes (#3427)
* Add tooltip documentation to web request, text, and brush nodes - Add descriptive tooltips to web request nodes (GET/POST, string/image conversion, resource loading, image decoding) - Add tooltip to GPU rasterization node explaining footprint usage - Improve text node tooltip with clearer per_glyph_instances parameter explanation - Add tooltips to brush stamp generator and blit operations explaining their internal roles - Fix typos in tooltip and variable names (it's→its, perview→preview, instnace→instance) * Fixed 2 issues with previous changes. Reversed order of documentation about per_glyph_instances. Can it be 3 lines? * Improve post_request node documentation Change doc comment to describe the node's purpose rather than focusing only on the "Discard Result" parameter. Now clearly states this is an HTTP POST operation with optional async behavior. * Fix post_request documentation error Corrected doc comment to say "HTTP POST" instead of "HTTP GET" since this function performs POST requests with binary data. * Review changes --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
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@@ -57,6 +57,9 @@ impl<P: Pixel + Alpha> Sample for BrushStampGenerator<P> {
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}
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}
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/// Controls the brush shape with diameter and hardness, plus color and opacity (via flow).
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/// The feather exponent is calculated from hardness to determine edge softness.
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/// Used internally to create the brush texture before stamping it repeatedly along a stroke path.
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#[node_macro::node(skip_impl)]
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fn brush_stamp_generator(#[unit(" px")] diameter: f64, color: Color, hardness: f64, flow: f64) -> BrushStampGenerator<Color> {
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// Diameter
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@@ -76,6 +79,7 @@ fn brush_stamp_generator(#[unit(" px")] diameter: f64, color: Color, hardness: f
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BrushStampGenerator { color, feather_exponent, transform }
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}
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/// Used to efficiently paint brush strokes. Applies the same texture repeatedly at different positions with proper blending and boundary handling.
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#[node_macro::node(skip_impl)]
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fn blit<BlendFn>(mut target: Table<Raster<CPU>>, texture: Raster<CPU>, positions: Vec<DVec2>, blend_mode: BlendFn) -> Table<Raster<CPU>>
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where
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