use crate::{ text::{Fonts, Galley, TextStyle}, Color32, Mesh, Stroke, }; use emath::*; /// A paint primitive such as a circle or a piece of text. /// Coordinates are all screen space points (not physical pixels). #[must_use = "Add a Shape to a Painter"] #[derive(Clone, Debug)] pub enum Shape { /// Paint nothing. This can be useful as a placeholder. Noop, /// Recursively nest more shapes - sometimes a convenience to be able to do. /// For performance reasons it is better to avoid it. Vec(Vec), Circle { center: Pos2, radius: f32, fill: Color32, stroke: Stroke, }, LineSegment { points: [Pos2; 2], stroke: Stroke, }, Path { points: Vec, /// If true, connect the first and last of the points together. /// This is required if `fill != TRANSPARENT`. closed: bool, fill: Color32, stroke: Stroke, }, Rect { rect: Rect, /// How rounded the corners are. Use `0.0` for no rounding. corner_radius: f32, fill: Color32, stroke: Stroke, }, Text { /// Top left corner of the first character. pos: Pos2, /// The layed out text galley: Galley, text_style: TextStyle, // TODO: Font? color: Color32, /// If true, tilt the letters for an ugly italics effect fake_italics: bool, }, Mesh(Mesh), } /// ## Constructors impl Shape { pub fn line_segment(points: [Pos2; 2], stroke: impl Into) -> Self { Self::LineSegment { points, stroke: stroke.into(), } } pub fn line(points: Vec, stroke: impl Into) -> Self { Self::Path { points, closed: false, fill: Default::default(), stroke: stroke.into(), } } pub fn closed_line(points: Vec, stroke: impl Into) -> Self { Self::Path { points, closed: true, fill: Default::default(), stroke: stroke.into(), } } pub fn polygon(points: Vec, fill: impl Into, stroke: impl Into) -> Self { Self::Path { points, closed: true, fill: fill.into(), stroke: stroke.into(), } } pub fn circle_filled(center: Pos2, radius: f32, fill_color: impl Into) -> Self { Self::Circle { center, radius, fill: fill_color.into(), stroke: Default::default(), } } pub fn circle_stroke(center: Pos2, radius: f32, stroke: impl Into) -> Self { Self::Circle { center, radius, fill: Default::default(), stroke: stroke.into(), } } pub fn rect_filled(rect: Rect, corner_radius: f32, fill_color: impl Into) -> Self { Self::Rect { rect, corner_radius, fill: fill_color.into(), stroke: Default::default(), } } pub fn rect_stroke(rect: Rect, corner_radius: f32, stroke: impl Into) -> Self { Self::Rect { rect, corner_radius, fill: Default::default(), stroke: stroke.into(), } } pub fn text( fonts: &Fonts, pos: Pos2, anchor: Align2, text: impl Into, text_style: TextStyle, color: Color32, ) -> Self { let font = &fonts[text_style]; let galley = font.layout_multiline(text.into(), f32::INFINITY); let rect = anchor.anchor_rect(Rect::from_min_size(pos, galley.size)); Self::Text { pos: rect.min, galley, text_style, color, fake_italics: false, } } } /// ## Operations impl Shape { pub fn mesh(mesh: Mesh) -> Self { debug_assert!(mesh.is_valid()); Self::Mesh(mesh) } #[deprecated = "Renamed `mesh`"] pub fn triangles(mesh: Mesh) -> Self { Self::mesh(mesh) } pub fn texture_id(&self) -> super::TextureId { if let Shape::Mesh(mesh) = self { mesh.texture_id } else { super::TextureId::Egui } } /// Translate location by this much, in-place pub fn translate(&mut self, delta: Vec2) { match self { Shape::Noop => {} Shape::Vec(shapes) => { for shape in shapes { shape.translate(delta); } } Shape::Circle { center, .. } => { *center += delta; } Shape::LineSegment { points, .. } => { for p in points { *p += delta; } } Shape::Path { points, .. } => { for p in points { *p += delta; } } Shape::Rect { rect, .. } => { *rect = rect.translate(delta); } Shape::Text { pos, .. } => { *pos += delta; } Shape::Mesh(mesh) => { mesh.translate(delta); } } } }