221 lines
7.1 KiB
Rust
221 lines
7.1 KiB
Rust
use egui::mutex::Mutex;
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use egui::TextureFilter;
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/// An image to be shown in egui.
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///
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/// Load once, and save somewhere in your app state.
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///
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/// Use the `svg` and `image` features to enable more constructors.
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pub struct RetainedImage {
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debug_name: String,
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size: [usize; 2],
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/// Cleared once [`Self::texture`] has been loaded.
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image: Mutex<egui::ColorImage>,
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/// Lazily loaded when we have an egui context.
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texture: Mutex<Option<egui::TextureHandle>>,
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filter: TextureFilter,
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}
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impl RetainedImage {
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pub fn from_color_image(debug_name: impl Into<String>, image: ColorImage) -> Self {
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Self {
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debug_name: debug_name.into(),
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size: image.size,
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image: Mutex::new(image),
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texture: Default::default(),
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filter: Default::default(),
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}
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}
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/// Load a (non-svg) image.
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///
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/// `image_bytes` should be the raw contents of an image file (`.png`, `.jpg`, …).
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///
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/// Requires the "image" feature. You must also opt-in to the image formats you need
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/// with e.g. `image = { version = "0.24", features = ["jpeg", "png"] }`.
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///
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/// # Errors
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/// On invalid image or unsupported image format.
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#[cfg(feature = "image")]
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pub fn from_image_bytes(
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debug_name: impl Into<String>,
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image_bytes: &[u8],
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) -> Result<Self, String> {
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Ok(Self::from_color_image(
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debug_name,
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load_image_bytes(image_bytes)?,
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))
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}
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/// Pass in the bytes of an SVG that you've loaded.
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///
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/// # Errors
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/// On invalid image
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#[cfg(feature = "svg")]
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pub fn from_svg_bytes(debug_name: impl Into<String>, svg_bytes: &[u8]) -> Result<Self, String> {
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Ok(Self::from_color_image(
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debug_name,
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load_svg_bytes(svg_bytes)?,
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))
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}
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/// Pass in the str of an SVG that you've loaded.
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///
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/// # Errors
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/// On invalid image
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#[cfg(feature = "svg")]
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pub fn from_svg_str(debug_name: impl Into<String>, svg_str: &str) -> Result<Self, String> {
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Self::from_svg_bytes(debug_name, svg_str.as_bytes())
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}
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/// Set the texture filter to use for the image.
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///
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/// **Note:** If the texture has already been uploaded to the GPU, this will require
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/// re-uploading the texture with the updated filter.
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///
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/// # Example
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/// ```rust
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/// # use egui_extras::RetainedImage;
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/// # use egui::{Color32, epaint::{ColorImage, textures::TextureFilter}};
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/// # let pixels = vec![Color32::BLACK];
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/// # let color_image = ColorImage {
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/// # size: [1, 1],
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/// # pixels,
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/// # };
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/// #
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/// // Upload a pixel art image without it getting blurry when resized
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/// let image = RetainedImage::from_color_image("my_image", color_image)
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/// .with_texture_filter(TextureFilter::Nearest);
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/// ```
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pub fn with_texture_filter(mut self, filter: TextureFilter) -> Self {
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self.filter = filter;
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// If the texture has already been uploaded, this will force it to be re-uploaded with the
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// updated filter.
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*self.texture.lock() = None;
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self
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}
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/// The size of the image data (number of pixels wide/high).
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pub fn size(&self) -> [usize; 2] {
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self.size
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}
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/// The width of the image.
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pub fn width(&self) -> usize {
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self.size[0]
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}
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/// The height of the image.
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pub fn height(&self) -> usize {
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self.size[1]
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}
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/// The size of the image data (number of pixels wide/high).
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pub fn size_vec2(&self) -> egui::Vec2 {
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let [w, h] = self.size();
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egui::vec2(w as f32, h as f32)
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}
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/// The debug name of the image, e.g. the file name.
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pub fn debug_name(&self) -> &str {
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&self.debug_name
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}
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/// The texture if for this image.
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pub fn texture_id(&self, ctx: &egui::Context) -> egui::TextureId {
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self.texture
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.lock()
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.get_or_insert_with(|| {
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let image: &mut ColorImage = &mut self.image.lock();
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let image = std::mem::take(image);
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ctx.load_texture(&self.debug_name, image, self.filter)
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})
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.id()
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}
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/// Show the image with the given maximum size.
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pub fn show_max_size(&self, ui: &mut egui::Ui, max_size: egui::Vec2) -> egui::Response {
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let mut desired_size = self.size_vec2();
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desired_size *= (max_size.x / desired_size.x).min(1.0);
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desired_size *= (max_size.y / desired_size.y).min(1.0);
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self.show_size(ui, desired_size)
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}
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/// Show the image with the original size (one image pixel = one gui point).
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pub fn show(&self, ui: &mut egui::Ui) -> egui::Response {
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self.show_size(ui, self.size_vec2())
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}
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/// Show the image with the given scale factor (1.0 = original size).
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pub fn show_scaled(&self, ui: &mut egui::Ui, scale: f32) -> egui::Response {
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self.show_size(ui, self.size_vec2() * scale)
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}
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/// Show the image with the given size.
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pub fn show_size(&self, ui: &mut egui::Ui, desired_size: egui::Vec2) -> egui::Response {
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// We need to convert the SVG to a texture to display it:
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// Future improvement: tell backend to do mip-mapping of the image to
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// make it look smoother when downsized.
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ui.image(self.texture_id(ui.ctx()), desired_size)
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}
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}
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// ----------------------------------------------------------------------------
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use egui::ColorImage;
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/// Load a (non-svg) image.
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///
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/// Requires the "image" feature. You must also opt-in to the image formats you need
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/// with e.g. `image = { version = "0.24", features = ["jpeg", "png"] }`.
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///
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/// # Errors
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/// On invalid image or unsupported image format.
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#[cfg(feature = "image")]
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pub fn load_image_bytes(image_bytes: &[u8]) -> Result<egui::ColorImage, String> {
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let image = image::load_from_memory(image_bytes).map_err(|err| err.to_string())?;
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let size = [image.width() as _, image.height() as _];
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let image_buffer = image.to_rgba8();
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let pixels = image_buffer.as_flat_samples();
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Ok(egui::ColorImage::from_rgba_unmultiplied(
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size,
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pixels.as_slice(),
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))
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}
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/// Load an SVG and rasterize it into an egui image.
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///
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/// Requires the "svg" feature.
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///
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/// # Errors
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/// On invalid image
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#[cfg(feature = "svg")]
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pub fn load_svg_bytes(svg_bytes: &[u8]) -> Result<egui::ColorImage, String> {
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let mut opt = usvg::Options::default();
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opt.fontdb.load_system_fonts();
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let rtree = usvg::Tree::from_data(svg_bytes, &opt.to_ref()).map_err(|err| err.to_string())?;
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let pixmap_size = rtree.svg_node().size.to_screen_size();
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let [w, h] = [pixmap_size.width(), pixmap_size.height()];
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let mut pixmap = tiny_skia::Pixmap::new(w, h)
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.ok_or_else(|| format!("Failed to create SVG Pixmap of size {}x{}", w, h))?;
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resvg::render(
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&rtree,
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usvg::FitTo::Original,
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Default::default(),
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pixmap.as_mut(),
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)
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.ok_or_else(|| "Failed to render SVG".to_owned())?;
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let image = egui::ColorImage::from_rgba_unmultiplied(
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[pixmap.width() as _, pixmap.height() as _],
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pixmap.data(),
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);
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Ok(image)
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}
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