egui/docs/frontend.ts

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interface Vec2 {
x: number;
y: number;
}
// ----------------------------------------------------------------------------
// Paint module:
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/// 0-255 sRGBA
interface Color {
r: number;
g: number;
b: number;
a: number;
}
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interface Outline {
color: Color;
width: number;
}
interface Clear {
kind: "clear";
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fill_color: Color;
}
interface Line {
kind: "line";
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color: Color;
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points: Vec2[];
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width: number;
}
interface Circle {
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kind: "circle";
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center: Vec2;
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fill_color: Color | null;
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outline: Outline | null;
radius: number;
}
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interface Rect {
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kind: "rect";
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corner_radius: number;
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fill_color: Color | null;
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outline: Outline | null;
pos: Vec2;
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size: Vec2;
}
interface Text {
kind: "text";
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fill_color: Color | null;
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font_name: string; // e.g. "Palatino"
font_size: number, // Height in pixels, e.g. 12
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pos: Vec2;
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stroke_color: Color | null;
text: string;
}
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type PaintCmd = Circle | Clear | Line | Rect | Text;
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function styleFromColor(color: Color): string {
return `rgba(${color.r}, ${color.g}, ${color.b}, ${color.a / 255.0})`;
}
function paint_command(canvas, cmd: PaintCmd) {
const ctx = canvas.getContext("2d");
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// console.log(`cmd: ${JSON.stringify(cmd)}`);
switch (cmd.kind) {
case "circle":
ctx.beginPath();
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ctx.arc(cmd.center.x, cmd.center.y, cmd.radius, 0, 2 * Math.PI, false);
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if (cmd.fill_color) {
ctx.fillStyle = styleFromColor(cmd.fill_color);
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ctx.fill();
}
if (cmd.outline) {
ctx.lineWidth = cmd.outline.width;
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ctx.strokeStyle = styleFromColor(cmd.outline.color);
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ctx.stroke();
}
return;
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case "clear":
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ctx.fillStyle = styleFromColor(cmd.fill_color);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
return;
case "line":
ctx.beginPath();
ctx.moveTo(cmd.points[0].x, cmd.points[0].y);
for (const point of cmd.points) {
ctx.lineTo(point.x, point.y);
}
ctx.lineWidth = cmd.width;
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ctx.strokeStyle = styleFromColor(cmd.color);
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ctx.stroke();
return;
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case "rect":
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const x = cmd.pos.x;
const y = cmd.pos.y;
const width = cmd.size.x;
const height = cmd.size.y;
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const r = Math.min(cmd.corner_radius, width / 2, height / 2);
ctx.beginPath();
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ctx.moveTo(x + r, y);
ctx.lineTo(x + width - r, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + r);
ctx.lineTo(x + width, y + height - r);
ctx.quadraticCurveTo(x + width, y + height, x + width - r, y + height);
ctx.lineTo(x + r, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
ctx.closePath();
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if (cmd.fill_color) {
ctx.fillStyle = styleFromColor(cmd.fill_color);
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ctx.fill();
}
if (cmd.outline) {
ctx.lineWidth = cmd.outline.width;
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ctx.strokeStyle = styleFromColor(cmd.outline.color);
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ctx.stroke();
}
return;
case "text":
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ctx.fillStyle = styleFromColor(cmd.fill_color);
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ctx.font = `${cmd.font_size}px ${cmd.font_name}`;
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ctx.textBaseline = "middle";
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ctx.fillText(cmd.text, cmd.pos.x, cmd.pos.y);
return;
}
}
// ----------------------------------------------------------------------------
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/// What the integration gives to the gui.
interface RawInput {
/// Is the button currently down?
mouse_down: boolean;
/// Current position of the mouse in points.
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mouse_pos: Vec2;
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/// Size of the screen in points.
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screen_size: Vec2;
}
// ----------------------------------------------------------------------------
// the `wasm_bindgen` global is set to the exports of the Rust module. Override with wasm-bindgen --no-modules-global
declare var wasm_bindgen: any;
// we'll defer our execution until the wasm is ready to go
function wasm_loaded() {
console.log(`wasm loaded`);
initialize();
}
// here we tell bindgen the path to the wasm file so it can start
// initialization and return to us a promise when it's done
wasm_bindgen("./emgui_bg.wasm")
.then(wasm_loaded)
.catch(console.error);
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function rust_gui(input: RawInput): PaintCmd[] {
return JSON.parse(wasm_bindgen.show_gui(JSON.stringify(input)));
}
// ----------------------------------------------------------------------------
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function js_gui(input: RawInput): PaintCmd[] {
const commands = [];
commands.push({
fillStyle: "#111111",
kind: "clear",
});
commands.push({
fillStyle: "#ff1111",
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kind: "rect",
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pos: { x: 100, y: 100 },
radius: 20,
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size: { x: 200, y: 100 },
});
return commands;
}
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function paint_gui(canvas, input: RawInput) {
const commands = rust_gui(input);
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commands.unshift({
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fill_color: {r: 0, g: 0, b: 0, a: 0},
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kind: "clear",
});
for (const cmd of commands) {
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paint_command(canvas, cmd);
}
}
// ----------------------------------------------------------------------------
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let g_mouse_pos = { x: -1000.0, y: -1000.0 };
let g_mouse_down = false;
function get_input(canvas): RawInput {
return {
mouse_down: g_mouse_down,
mouse_pos: g_mouse_pos,
screen_size: { x: canvas.width, y: canvas.height },
};
}
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function mouse_pos_from_event(canvas, evt): Vec2 {
const rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top,
};
}
function initialize() {
const canvas = document.getElementById("canvas");
canvas.addEventListener(
"mousemove",
(evt) => {
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g_mouse_pos = mouse_pos_from_event(canvas, evt);
paint_gui(canvas, get_input(canvas));
},
false,
);
canvas.addEventListener(
"mouseleave",
(evt) => {
g_mouse_pos = { x: -1000.0, y: -1000.0 };
paint_gui(canvas, get_input(canvas));
},
false,
);
canvas.addEventListener(
"mousedown",
(evt) => {
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g_mouse_pos = mouse_pos_from_event(canvas, evt);
g_mouse_down = true;
paint_gui(canvas, get_input(canvas));
},
false,
);
canvas.addEventListener(
"mouseup",
(evt) => {
g_mouse_pos = mouse_pos_from_event(canvas, evt);
g_mouse_down = false;
paint_gui(canvas, get_input(canvas));
},
false,
);
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paint_gui(canvas, get_input(canvas));
}