egui/epaint/src/shape.rs
2022-02-19 20:58:28 +01:00

569 lines
15 KiB
Rust

use crate::{
text::{FontId, Fonts, Galley},
Color32, Mesh, Stroke,
};
use crate::{CubicBezierShape, QuadraticBezierShape};
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, PartialEq)]
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<Shape>),
Circle(CircleShape),
/// A line between two points.
LineSegment {
points: [Pos2; 2],
stroke: Stroke,
},
/// A series of lines between points.
/// The path can have a stroke and/or fill (if closed).
Path(PathShape),
Rect(RectShape),
Text(TextShape),
Mesh(Mesh),
QuadraticBezier(QuadraticBezierShape),
CubicBezier(CubicBezierShape),
}
impl From<Vec<Shape>> for Shape {
#[inline(always)]
fn from(shapes: Vec<Shape>) -> Self {
Self::Vec(shapes)
}
}
impl From<Mesh> for Shape {
#[inline(always)]
fn from(mesh: Mesh) -> Self {
Self::Mesh(mesh)
}
}
/// ## Constructors
impl Shape {
/// A line between two points.
/// More efficient than calling [`Self::line`].
#[inline]
pub fn line_segment(points: [Pos2; 2], stroke: impl Into<Stroke>) -> Self {
Self::LineSegment {
points,
stroke: stroke.into(),
}
}
/// A line through many points.
///
/// Use [`Self::line_segment`] instead if your line only connects two points.
#[inline]
pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
Self::Path(PathShape::line(points, stroke))
}
/// A line that closes back to the start point again.
#[inline]
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
Self::Path(PathShape::closed_line(points, stroke))
}
/// Turn a line into equally spaced dots.
pub fn dotted_line(
path: &[Pos2],
color: impl Into<Color32>,
spacing: f32,
radius: f32,
) -> Vec<Self> {
let mut shapes = Vec::new();
points_from_line(path, spacing, radius, color.into(), &mut shapes);
shapes
}
/// Turn a line into dashes.
pub fn dashed_line(
path: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32,
) -> Vec<Self> {
let mut shapes = Vec::new();
dashes_from_line(path, stroke.into(), dash_length, gap_length, &mut shapes);
shapes
}
/// Turn a line into dashes. If you need to create many dashed lines use this instead of
/// [`Self::dashed_line`]
pub fn dashed_line_many(
points: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32,
shapes: &mut Vec<Shape>,
) {
dashes_from_line(points, stroke.into(), dash_length, gap_length, shapes);
}
/// A convex polygon with a fill and optional stroke.
///
/// The most performant winding order is clockwise.
#[inline]
pub fn convex_polygon(
points: Vec<Pos2>,
fill: impl Into<Color32>,
stroke: impl Into<Stroke>,
) -> Self {
Self::Path(PathShape::convex_polygon(points, fill, stroke))
}
#[inline]
pub fn circle_filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
Self::Circle(CircleShape::filled(center, radius, fill_color))
}
#[inline]
pub fn circle_stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
Self::Circle(CircleShape::stroke(center, radius, stroke))
}
#[inline]
pub fn rect_filled(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>,
) -> Self {
Self::Rect(RectShape::filled(rect, rounding, fill_color))
}
#[inline]
pub fn rect_stroke(
rect: Rect,
rounding: impl Into<Rounding>,
stroke: impl Into<Stroke>,
) -> Self {
Self::Rect(RectShape::stroke(rect, rounding, stroke))
}
#[allow(clippy::needless_pass_by_value)]
pub fn text(
fonts: &Fonts,
pos: Pos2,
anchor: Align2,
text: impl ToString,
font_id: FontId,
color: Color32,
) -> Self {
let galley = fonts.layout_no_wrap(text.to_string(), font_id, color);
let rect = anchor.anchor_rect(Rect::from_min_size(pos, galley.size()));
Self::galley(rect.min, galley)
}
#[inline]
pub fn galley(pos: Pos2, galley: crate::mutex::Arc<Galley>) -> Self {
TextShape::new(pos, galley).into()
}
pub fn mesh(mesh: Mesh) -> Self {
crate::epaint_assert!(mesh.is_valid());
Self::Mesh(mesh)
}
}
/// ## Inspection and transforms
impl Shape {
#[inline(always)]
pub fn texture_id(&self) -> super::TextureId {
if let Shape::Mesh(mesh) = self {
mesh.texture_id
} else {
super::TextureId::default()
}
}
/// Move the shape by this many points, 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(circle_shape) => {
circle_shape.center += delta;
}
Shape::LineSegment { points, .. } => {
for p in points {
*p += delta;
}
}
Shape::Path(path_shape) => {
for p in &mut path_shape.points {
*p += delta;
}
}
Shape::Rect(rect_shape) => {
rect_shape.rect = rect_shape.rect.translate(delta);
}
Shape::Text(text_shape) => {
text_shape.pos += delta;
}
Shape::Mesh(mesh) => {
mesh.translate(delta);
}
Shape::QuadraticBezier(bezier_shape) => {
bezier_shape.points[0] += delta;
bezier_shape.points[1] += delta;
bezier_shape.points[2] += delta;
}
Shape::CubicBezier(cubie_curve) => {
for p in &mut cubie_curve.points {
*p += delta;
}
}
}
}
}
// ----------------------------------------------------------------------------
/// How to paint a circle.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct CircleShape {
pub center: Pos2,
pub radius: f32,
pub fill: Color32,
pub stroke: Stroke,
}
impl CircleShape {
#[inline]
pub fn filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
Self {
center,
radius,
fill: fill_color.into(),
stroke: Default::default(),
}
}
#[inline]
pub fn stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
Self {
center,
radius,
fill: Default::default(),
stroke: stroke.into(),
}
}
}
impl From<CircleShape> for Shape {
#[inline(always)]
fn from(shape: CircleShape) -> Self {
Self::Circle(shape)
}
}
// ----------------------------------------------------------------------------
/// A path which can be stroked and/or filled (if closed).
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct PathShape {
/// Filled paths should prefer clockwise order.
pub points: Vec<Pos2>,
/// If true, connect the first and last of the points together.
/// This is required if `fill != TRANSPARENT`.
pub closed: bool,
/// Fill is only supported for convex polygons.
pub fill: Color32,
pub stroke: Stroke,
}
impl PathShape {
/// A line through many points.
///
/// Use [`Shape::line_segment`] instead if your line only connects two points.
#[inline]
pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
PathShape {
points,
closed: false,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// A line that closes back to the start point again.
#[inline]
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
PathShape {
points,
closed: true,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// A convex polygon with a fill and optional stroke.
///
/// The most performant winding order is clockwise.
#[inline]
pub fn convex_polygon(
points: Vec<Pos2>,
fill: impl Into<Color32>,
stroke: impl Into<Stroke>,
) -> Self {
PathShape {
points,
closed: true,
fill: fill.into(),
stroke: stroke.into(),
}
}
/// Screen-space bounding rectangle.
#[inline]
pub fn bounding_rect(&self) -> Rect {
Rect::from_points(&self.points).expand(self.stroke.width)
}
}
impl From<PathShape> for Shape {
#[inline(always)]
fn from(shape: PathShape) -> Self {
Self::Path(shape)
}
}
// ----------------------------------------------------------------------------
/// How to paint a rectangle.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct RectShape {
pub rect: Rect,
/// How rounded the corners are. Use `Rounding::none()` for no rounding.
pub rounding: Rounding,
pub fill: Color32,
pub stroke: Stroke,
}
impl RectShape {
#[inline]
pub fn filled(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>,
) -> Self {
Self {
rect,
rounding: rounding.into(),
fill: fill_color.into(),
stroke: Default::default(),
}
}
#[inline]
pub fn stroke(rect: Rect, rounding: impl Into<Rounding>, stroke: impl Into<Stroke>) -> Self {
Self {
rect,
rounding: rounding.into(),
fill: Default::default(),
stroke: stroke.into(),
}
}
/// Screen-space bounding rectangle.
#[inline]
pub fn bounding_rect(&self) -> Rect {
self.rect.expand(self.stroke.width)
}
}
impl From<RectShape> for Shape {
#[inline(always)]
fn from(shape: RectShape) -> Self {
Self::Rect(shape)
}
}
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
/// How rounded the corners of things should be
pub struct Rounding {
/// Radius of the rounding of the North-West (left top) corner.
pub nw: f32,
/// Radius of the rounding of the North-East (right top) corner.
pub ne: f32,
/// Radius of the rounding of the South-West (left bottom) corner.
pub sw: f32,
/// Radius of the rounding of the South-East (right bottom) corner.
pub se: f32,
}
impl Default for Rounding {
#[inline]
fn default() -> Self {
Self::none()
}
}
impl From<f32> for Rounding {
#[inline]
fn from(radius: f32) -> Self {
Self {
nw: radius,
ne: radius,
sw: radius,
se: radius,
}
}
}
impl Rounding {
#[inline]
pub fn same(radius: f32) -> Self {
Self {
nw: radius,
ne: radius,
sw: radius,
se: radius,
}
}
#[inline]
pub fn none() -> Self {
Self {
nw: 0.0,
ne: 0.0,
sw: 0.0,
se: 0.0,
}
}
/// Do all corners have the same rounding?
#[inline]
pub fn is_same(&self) -> bool {
self.nw == self.ne && self.nw == self.sw && self.nw == self.se
}
}
// ----------------------------------------------------------------------------
/// How to paint some text on screen.
#[derive(Clone, Debug, PartialEq)]
pub struct TextShape {
/// Top left corner of the first character.
pub pos: Pos2,
/// The layed out text, from [`Fonts::layout_job`].
pub galley: crate::mutex::Arc<Galley>,
/// Add this underline to the whole text.
/// You can also set an underline when creating the galley.
pub underline: Stroke,
/// If set, the text color in the galley will be ignored and replaced
/// with the given color.
/// This will NOT replace background color nor strikethrough/underline color.
pub override_text_color: Option<Color32>,
/// Rotate text by this many radians clockwise.
/// The pivot is `pos` (the upper left corner of the text).
pub angle: f32,
}
impl TextShape {
#[inline]
pub fn new(pos: Pos2, galley: crate::mutex::Arc<Galley>) -> Self {
Self {
pos,
galley,
underline: Stroke::none(),
override_text_color: None,
angle: 0.0,
}
}
/// Screen-space bounding rectangle.
#[inline]
pub fn bounding_rect(&self) -> Rect {
self.galley.mesh_bounds.translate(self.pos.to_vec2())
}
}
impl From<TextShape> for Shape {
#[inline(always)]
fn from(shape: TextShape) -> Self {
Self::Text(shape)
}
}
// ----------------------------------------------------------------------------
/// Creates equally spaced filled circles from a line.
fn points_from_line(
path: &[Pos2],
spacing: f32,
radius: f32,
color: Color32,
shapes: &mut Vec<Shape>,
) {
let mut position_on_segment = 0.0;
path.windows(2).for_each(|window| {
let (start, end) = (window[0], window[1]);
let vector = end - start;
let segment_length = vector.length();
while position_on_segment < segment_length {
let new_point = start + vector * (position_on_segment / segment_length);
shapes.push(Shape::circle_filled(new_point, radius, color));
position_on_segment += spacing;
}
position_on_segment -= segment_length;
});
}
/// Creates dashes from a line.
fn dashes_from_line(
path: &[Pos2],
stroke: Stroke,
dash_length: f32,
gap_length: f32,
shapes: &mut Vec<Shape>,
) {
let mut position_on_segment = 0.0;
let mut drawing_dash = false;
path.windows(2).for_each(|window| {
let (start, end) = (window[0], window[1]);
let vector = end - start;
let segment_length = vector.length();
let mut start_point = start;
while position_on_segment < segment_length {
let new_point = start + vector * (position_on_segment / segment_length);
if drawing_dash {
// This is the end point.
shapes.push(Shape::line_segment([start_point, new_point], stroke));
position_on_segment += gap_length;
} else {
// Start a new dash.
start_point = new_point;
position_on_segment += dash_length;
}
drawing_dash = !drawing_dash;
}
// If the segment ends and the dash is not finished, add the segment's end point.
if drawing_dash {
shapes.push(Shape::line_segment([start_point, end], stroke));
}
position_on_segment -= segment_length;
});
}