use egui::epaint::textures::TextureFilter; use egui::mutex::Mutex; /// An image to be shown in egui. /// /// Load once, and save somewhere in your app state. /// /// Use the `svg` and `image` features to enable more constructors. pub struct RetainedImage { debug_name: String, size: [usize; 2], /// Cleared once [`Self::texture`] has been loaded. image: Mutex, /// Lazily loaded when we have an egui context. texture: Mutex>, filter: TextureFilter, } impl RetainedImage { pub fn from_color_image(debug_name: impl Into, image: ColorImage) -> Self { Self { debug_name: debug_name.into(), size: image.size, image: Mutex::new(image), texture: Default::default(), filter: Default::default(), } } /// Set the texture filter to use for the image. /// /// **Note:** If the texture has already been uploaded to the GPU, this will require /// re-uploading the texture with the updated filter. /// /// # Example /// ```rust /// # use egui_extras::RetainedImage; /// # use egui::{Color32, epaint::{ColorImage, textures::TextureFilter}}; /// # let pixels = vec![Color32::BLACK]; /// # let color_image = ColorImage { /// # size: [1, 1], /// # pixels, /// # }; /// # /// // Upload a pixel art image without it getting blurry when resized /// let image = RetainedImage::from_color_image("my_image", color_image) /// .with_texture_filter(TextureFilter::Nearest); /// ``` pub fn with_texture_filter(mut self, filter: TextureFilter) -> Self { self.filter = filter; // If the texture has already been uploaded, this will force it to be re-uploaded with the // updated filter. *self.texture.lock() = None; self } /// Load a (non-svg) image. /// /// Requires the "image" feature. You must also opt-in to the image formats you need /// with e.g. `image = { version = "0.24", features = ["jpeg", "png"] }`. /// /// # Errors /// On invalid image or unsupported image format. #[cfg(feature = "image")] pub fn from_image_bytes( debug_name: impl Into, image_bytes: &[u8], ) -> Result { Ok(Self::from_color_image( debug_name, load_image_bytes(image_bytes)?, )) } /// Pass in the bytes of an SVG that you've loaded. /// /// # Errors /// On invalid image #[cfg(feature = "svg")] pub fn from_svg_bytes(debug_name: impl Into, svg_bytes: &[u8]) -> Result { Ok(Self::from_color_image( debug_name, load_svg_bytes(svg_bytes)?, )) } /// Pass in the str of an SVG that you've loaded. /// /// # Errors /// On invalid image #[cfg(feature = "svg")] pub fn from_svg_str(debug_name: impl Into, svg_str: &str) -> Result { Self::from_svg_bytes(debug_name, svg_str.as_bytes()) } /// The size of the image data (number of pixels wide/high). pub fn size(&self) -> [usize; 2] { self.size } /// The size of the image data (number of pixels wide/high). pub fn size_vec2(&self) -> egui::Vec2 { let [w, h] = self.size(); egui::vec2(w as f32, h as f32) } /// The debug name of the image, e.g. the file name. pub fn debug_name(&self) -> &str { &self.debug_name } /// The texture if for this image. pub fn texture_id(&self, ctx: &egui::Context) -> egui::TextureId { self.texture .lock() .get_or_insert_with(|| { let image: &mut ColorImage = &mut self.image.lock(); let image = std::mem::take(image); ctx.load_texture(&self.debug_name, image, self.filter) }) .id() } /// Show the image with the given maximum size. pub fn show_max_size(&self, ui: &mut egui::Ui, max_size: egui::Vec2) -> egui::Response { let mut desired_size = self.size_vec2(); desired_size *= (max_size.x / desired_size.x).min(1.0); desired_size *= (max_size.y / desired_size.y).min(1.0); self.show_size(ui, desired_size) } /// Show the image with the original size (one image pixel = one gui point). pub fn show(&self, ui: &mut egui::Ui) -> egui::Response { self.show_size(ui, self.size_vec2()) } /// Show the image with the given scale factor (1.0 = original size). pub fn show_scaled(&self, ui: &mut egui::Ui, scale: f32) -> egui::Response { self.show_size(ui, self.size_vec2() * scale) } /// Show the image with the given size. pub fn show_size(&self, ui: &mut egui::Ui, desired_size: egui::Vec2) -> egui::Response { // We need to convert the SVG to a texture to display it: // Future improvement: tell backend to do mip-mapping of the image to // make it look smoother when downsized. ui.image(self.texture_id(ui.ctx()), desired_size) } } // ---------------------------------------------------------------------------- use egui::ColorImage; /// Load a (non-svg) image. /// /// Requires the "image" feature. You must also opt-in to the image formats you need /// with e.g. `image = { version = "0.24", features = ["jpeg", "png"] }`. /// /// # Errors /// On invalid image or unsupported image format. #[cfg(feature = "image")] pub fn load_image_bytes(image_bytes: &[u8]) -> Result { let image = image::load_from_memory(image_bytes).map_err(|err| err.to_string())?; let size = [image.width() as _, image.height() as _]; let image_buffer = image.to_rgba8(); let pixels = image_buffer.as_flat_samples(); Ok(egui::ColorImage::from_rgba_unmultiplied( size, pixels.as_slice(), )) } /// Load an SVG and rasterize it into an egui image. /// /// Requires the "svg" feature. /// /// # Errors /// On invalid image #[cfg(feature = "svg")] pub fn load_svg_bytes(svg_bytes: &[u8]) -> Result { let mut opt = usvg::Options::default(); opt.fontdb.load_system_fonts(); let rtree = usvg::Tree::from_data(svg_bytes, &opt.to_ref()).map_err(|err| err.to_string())?; let pixmap_size = rtree.svg_node().size.to_screen_size(); let [w, h] = [pixmap_size.width(), pixmap_size.height()]; let mut pixmap = tiny_skia::Pixmap::new(w, h) .ok_or_else(|| format!("Failed to create SVG Pixmap of size {}x{}", w, h))?; resvg::render( &rtree, usvg::FitTo::Original, tiny_skia::Transform::default(), pixmap.as_mut(), ) .ok_or_else(|| "Failed to render SVG".to_owned())?; let image = egui::ColorImage::from_rgba_unmultiplied( [pixmap.width() as _, pixmap.height() as _], pixmap.data(), ); Ok(image) }