egui/epaint/src/shape.rs
David Pedersen 02a62d1986
Replace impl Into<String> with impl ToString (#302)
* Replace `impl Into<String>` with `impl ToString`

This is something I ran into today. Types that implement
`std::fmt::Display` cannot be passed to functions that take `impl
Into<String>`. You have to call `display_thing.to_string()`. Its a small
thing but would be fixed by instead taking `impl ToString`.

Afaik `impl ToString` is a superset of `impl Into<String>`, unless users
manually implement `Into<String> for T` (or `From<T> for String`) for
their own types. However I think its more common to implement `Display`
as that works with `println` and friends. The main difference is that
`Display::fmt` can return errors but thats also quite rare in my
experience.

I did some testing in a [playground] and seems to work.

[playground]: https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=1111e071f6ae416ae2688d58d2e9b575

* Silence warnings
2021-04-29 19:49:49 +02:00

201 lines
5.3 KiB
Rust

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, 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 {
center: Pos2,
radius: f32,
fill: Color32,
stroke: Stroke,
},
LineSegment {
points: [Pos2; 2],
stroke: Stroke,
},
Path {
points: Vec<Pos2>,
/// 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: std::sync::Arc<Galley>,
/// Text color (foreground).
color: Color32,
/// If true, tilt the letters for a hacky italics effect.
fake_italics: bool,
},
Mesh(Mesh),
}
/// ## Constructors
impl Shape {
pub fn line_segment(points: [Pos2; 2], stroke: impl Into<Stroke>) -> Self {
Self::LineSegment {
points,
stroke: stroke.into(),
}
}
pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
Self::Path {
points,
closed: false,
fill: Default::default(),
stroke: stroke.into(),
}
}
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
Self::Path {
points,
closed: true,
fill: Default::default(),
stroke: stroke.into(),
}
}
pub fn polygon(points: Vec<Pos2>, fill: impl Into<Color32>, stroke: impl Into<Stroke>) -> Self {
Self::Path {
points,
closed: true,
fill: fill.into(),
stroke: stroke.into(),
}
}
pub fn circle_filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
Self::Circle {
center,
radius,
fill: fill_color.into(),
stroke: Default::default(),
}
}
pub fn circle_stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
Self::Circle {
center,
radius,
fill: Default::default(),
stroke: stroke.into(),
}
}
pub fn rect_filled(rect: Rect, corner_radius: f32, fill_color: impl Into<Color32>) -> 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<Stroke>) -> Self {
Self::Rect {
rect,
corner_radius,
fill: Default::default(),
stroke: stroke.into(),
}
}
#[allow(clippy::needless_pass_by_value)]
pub fn text(
fonts: &Fonts,
pos: Pos2,
anchor: Align2,
text: impl ToString,
text_style: TextStyle,
color: Color32,
) -> Self {
let galley = fonts.layout_multiline(text_style, text.to_string(), f32::INFINITY);
let rect = anchor.anchor_rect(Rect::from_min_size(pos, galley.size));
Self::Text {
pos: rect.min,
galley,
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)
}
#[inline(always)]
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);
}
}
}
}