846 lines
24 KiB
Rust
846 lines
24 KiB
Rust
//! The different shapes that can be painted.
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use std::ops::RangeInclusive;
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use std::{any::Any, sync::Arc};
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use crate::{
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text::{FontId, Fonts, Galley},
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Color32, Mesh, Stroke, TextureId,
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};
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use emath::*;
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pub use crate::{CubicBezierShape, QuadraticBezierShape};
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/// A paint primitive such as a circle or a piece of text.
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/// Coordinates are all screen space points (not physical pixels).
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///
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/// You should generally recreate your [`Shape`]s each frame,
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/// but storing them should also be fine with one exception:
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/// [`Shape::Text`] depends on the current `pixels_per_point` (dpi scale)
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/// and so must be recreated every time `pixels_per_point` changes.
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#[must_use = "Add a Shape to a Painter"]
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#[derive(Clone, Debug, PartialEq)]
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pub enum Shape {
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/// Paint nothing. This can be useful as a placeholder.
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Noop,
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/// Recursively nest more shapes - sometimes a convenience to be able to do.
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/// For performance reasons it is better to avoid it.
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Vec(Vec<Shape>),
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/// Circle with optional outline and fill.
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Circle(CircleShape),
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/// A line between two points.
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LineSegment { points: [Pos2; 2], stroke: Stroke },
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/// A series of lines between points.
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/// The path can have a stroke and/or fill (if closed).
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Path(PathShape),
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/// Rectangle with optional outline and fill.
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Rect(RectShape),
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/// Text.
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///
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/// This needs to be recreated if `pixels_per_point` (dpi scale) changes.
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Text(TextShape),
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/// A general triangle mesh.
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///
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/// Can be used to display images.
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Mesh(Mesh),
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/// A quadratic [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
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QuadraticBezier(QuadraticBezierShape),
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/// A cubic [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
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CubicBezier(CubicBezierShape),
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/// Backend-specific painting.
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Callback(PaintCallback),
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}
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#[test]
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fn shape_impl_send_sync() {
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fn assert_send_sync<T: Send + Sync>() {}
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assert_send_sync::<Shape>();
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}
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impl From<Vec<Shape>> for Shape {
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#[inline(always)]
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fn from(shapes: Vec<Shape>) -> Self {
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Self::Vec(shapes)
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}
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}
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impl From<Mesh> for Shape {
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#[inline(always)]
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fn from(mesh: Mesh) -> Self {
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Self::Mesh(mesh)
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}
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}
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/// ## Constructors
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impl Shape {
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/// A line between two points.
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/// More efficient than calling [`Self::line`].
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#[inline]
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pub fn line_segment(points: [Pos2; 2], stroke: impl Into<Stroke>) -> Self {
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Self::LineSegment {
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points,
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stroke: stroke.into(),
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}
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}
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/// A horizontal line.
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pub fn hline(x: RangeInclusive<f32>, y: f32, stroke: impl Into<Stroke>) -> Self {
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Shape::LineSegment {
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points: [pos2(*x.start(), y), pos2(*x.end(), y)],
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stroke: stroke.into(),
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}
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}
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/// A vertical line.
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pub fn vline(x: f32, y: RangeInclusive<f32>, stroke: impl Into<Stroke>) -> Self {
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Shape::LineSegment {
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points: [pos2(x, *y.start()), pos2(x, *y.end())],
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stroke: stroke.into(),
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}
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}
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/// A line through many points.
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///
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/// Use [`Self::line_segment`] instead if your line only connects two points.
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#[inline]
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pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
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Self::Path(PathShape::line(points, stroke))
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}
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/// A line that closes back to the start point again.
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#[inline]
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pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
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Self::Path(PathShape::closed_line(points, stroke))
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}
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/// Turn a line into equally spaced dots.
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pub fn dotted_line(
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path: &[Pos2],
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color: impl Into<Color32>,
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spacing: f32,
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radius: f32,
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) -> Vec<Self> {
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let mut shapes = Vec::new();
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points_from_line(path, spacing, radius, color.into(), &mut shapes);
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shapes
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}
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/// Turn a line into dashes.
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pub fn dashed_line(
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path: &[Pos2],
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stroke: impl Into<Stroke>,
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dash_length: f32,
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gap_length: f32,
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) -> Vec<Self> {
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let mut shapes = Vec::new();
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dashes_from_line(path, stroke.into(), dash_length, gap_length, &mut shapes);
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shapes
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}
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/// Turn a line into dashes. If you need to create many dashed lines use this instead of
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/// [`Self::dashed_line`]
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pub fn dashed_line_many(
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points: &[Pos2],
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stroke: impl Into<Stroke>,
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dash_length: f32,
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gap_length: f32,
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shapes: &mut Vec<Shape>,
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) {
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dashes_from_line(points, stroke.into(), dash_length, gap_length, shapes);
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}
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/// A convex polygon with a fill and optional stroke.
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///
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/// The most performant winding order is clockwise.
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#[inline]
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pub fn convex_polygon(
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points: Vec<Pos2>,
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fill: impl Into<Color32>,
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stroke: impl Into<Stroke>,
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) -> Self {
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Self::Path(PathShape::convex_polygon(points, fill, stroke))
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}
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#[inline]
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pub fn circle_filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
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Self::Circle(CircleShape::filled(center, radius, fill_color))
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}
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#[inline]
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pub fn circle_stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
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Self::Circle(CircleShape::stroke(center, radius, stroke))
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}
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#[inline]
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pub fn rect_filled(
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rect: Rect,
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rounding: impl Into<Rounding>,
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fill_color: impl Into<Color32>,
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) -> Self {
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Self::Rect(RectShape::filled(rect, rounding, fill_color))
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}
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#[inline]
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pub fn rect_stroke(
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rect: Rect,
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rounding: impl Into<Rounding>,
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stroke: impl Into<Stroke>,
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) -> Self {
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Self::Rect(RectShape::stroke(rect, rounding, stroke))
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}
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#[allow(clippy::needless_pass_by_value)]
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pub fn text(
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fonts: &Fonts,
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pos: Pos2,
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anchor: Align2,
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text: impl ToString,
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font_id: FontId,
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color: Color32,
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) -> Self {
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let galley = fonts.layout_no_wrap(text.to_string(), font_id, color);
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let rect = anchor.anchor_rect(Rect::from_min_size(pos, galley.size()));
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Self::galley(rect.min, galley)
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}
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#[inline]
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pub fn galley(pos: Pos2, galley: Arc<Galley>) -> Self {
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TextShape::new(pos, galley).into()
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}
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#[inline]
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/// The text color in the [`Galley`] will be replaced with the given color.
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pub fn galley_with_color(pos: Pos2, galley: Arc<Galley>, text_color: Color32) -> Self {
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TextShape {
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override_text_color: Some(text_color),
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..TextShape::new(pos, galley)
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}
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.into()
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}
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pub fn mesh(mesh: Mesh) -> Self {
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crate::epaint_assert!(mesh.is_valid());
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Self::Mesh(mesh)
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}
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/// An image at the given position.
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///
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/// `uv` should normally be `Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0))`
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/// unless you want to crop or flip the image.
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///
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/// `tint` is a color multiplier. Use [`Color32::WHITE`] if you don't want to tint the image.
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pub fn image(texture_id: TextureId, rect: Rect, uv: Rect, tint: Color32) -> Self {
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let mut mesh = Mesh::with_texture(texture_id);
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mesh.add_rect_with_uv(rect, uv, tint);
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Shape::mesh(mesh)
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}
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/// The visual bounding rectangle (includes stroke widths)
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pub fn visual_bounding_rect(&self) -> Rect {
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match self {
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Self::Noop => Rect::NOTHING,
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Self::Vec(shapes) => {
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let mut rect = Rect::NOTHING;
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for shape in shapes {
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rect = rect.union(shape.visual_bounding_rect());
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}
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rect
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}
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Self::Circle(circle_shape) => circle_shape.visual_bounding_rect(),
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Self::LineSegment { points, stroke } => {
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if stroke.is_empty() {
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Rect::NOTHING
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} else {
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Rect::from_two_pos(points[0], points[1]).expand(stroke.width / 2.0)
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}
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}
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Self::Path(path_shape) => path_shape.visual_bounding_rect(),
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Self::Rect(rect_shape) => rect_shape.visual_bounding_rect(),
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Self::Text(text_shape) => text_shape.visual_bounding_rect(),
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Self::Mesh(mesh) => mesh.calc_bounds(),
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Self::QuadraticBezier(bezier) => bezier.visual_bounding_rect(),
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Self::CubicBezier(bezier) => bezier.visual_bounding_rect(),
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Self::Callback(custom) => custom.rect,
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}
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}
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}
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/// ## Inspection and transforms
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impl Shape {
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#[inline(always)]
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pub fn texture_id(&self) -> super::TextureId {
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if let Shape::Mesh(mesh) = self {
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mesh.texture_id
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} else {
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super::TextureId::default()
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}
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}
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/// Move the shape by this many points, in-place.
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pub fn translate(&mut self, delta: Vec2) {
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match self {
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Shape::Noop => {}
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Shape::Vec(shapes) => {
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for shape in shapes {
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shape.translate(delta);
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}
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}
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Shape::Circle(circle_shape) => {
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circle_shape.center += delta;
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}
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Shape::LineSegment { points, .. } => {
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for p in points {
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*p += delta;
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}
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}
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Shape::Path(path_shape) => {
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for p in &mut path_shape.points {
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*p += delta;
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}
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}
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Shape::Rect(rect_shape) => {
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rect_shape.rect = rect_shape.rect.translate(delta);
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}
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Shape::Text(text_shape) => {
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text_shape.pos += delta;
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}
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Shape::Mesh(mesh) => {
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mesh.translate(delta);
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}
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Shape::QuadraticBezier(bezier_shape) => {
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bezier_shape.points[0] += delta;
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bezier_shape.points[1] += delta;
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bezier_shape.points[2] += delta;
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}
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Shape::CubicBezier(cubie_curve) => {
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for p in &mut cubie_curve.points {
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*p += delta;
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}
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}
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Shape::Callback(shape) => {
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shape.rect = shape.rect.translate(delta);
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}
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}
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}
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}
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// ----------------------------------------------------------------------------
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/// How to paint a circle.
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct CircleShape {
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pub center: Pos2,
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pub radius: f32,
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pub fill: Color32,
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pub stroke: Stroke,
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}
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impl CircleShape {
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#[inline]
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pub fn filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
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Self {
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center,
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radius,
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fill: fill_color.into(),
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stroke: Default::default(),
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}
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}
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#[inline]
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pub fn stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
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Self {
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center,
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radius,
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fill: Default::default(),
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stroke: stroke.into(),
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}
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}
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/// The visual bounding rectangle (includes stroke width)
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pub fn visual_bounding_rect(&self) -> Rect {
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if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
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Rect::NOTHING
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} else {
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Rect::from_center_size(
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self.center,
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Vec2::splat(self.radius * 2.0 + self.stroke.width),
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)
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}
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}
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}
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impl From<CircleShape> for Shape {
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#[inline(always)]
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fn from(shape: CircleShape) -> Self {
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Self::Circle(shape)
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}
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}
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// ----------------------------------------------------------------------------
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/// A path which can be stroked and/or filled (if closed).
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#[derive(Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct PathShape {
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/// Filled paths should prefer clockwise order.
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pub points: Vec<Pos2>,
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/// If true, connect the first and last of the points together.
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/// This is required if `fill != TRANSPARENT`.
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pub closed: bool,
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/// Fill is only supported for convex polygons.
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pub fill: Color32,
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/// Color and thickness of the line.
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pub stroke: Stroke,
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}
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impl PathShape {
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/// A line through many points.
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///
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/// Use [`Shape::line_segment`] instead if your line only connects two points.
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#[inline]
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pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
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PathShape {
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points,
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closed: false,
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fill: Default::default(),
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stroke: stroke.into(),
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}
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}
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/// A line that closes back to the start point again.
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#[inline]
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pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
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PathShape {
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points,
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closed: true,
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fill: Default::default(),
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stroke: stroke.into(),
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}
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}
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/// A convex polygon with a fill and optional stroke.
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///
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/// The most performant winding order is clockwise.
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#[inline]
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pub fn convex_polygon(
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points: Vec<Pos2>,
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fill: impl Into<Color32>,
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stroke: impl Into<Stroke>,
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) -> Self {
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PathShape {
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points,
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closed: true,
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fill: fill.into(),
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stroke: stroke.into(),
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}
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}
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/// The visual bounding rectangle (includes stroke width)
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#[inline]
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pub fn visual_bounding_rect(&self) -> Rect {
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if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
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Rect::NOTHING
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} else {
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Rect::from_points(&self.points).expand(self.stroke.width / 2.0)
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}
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}
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}
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impl From<PathShape> for Shape {
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#[inline(always)]
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fn from(shape: PathShape) -> Self {
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Self::Path(shape)
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}
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}
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// ----------------------------------------------------------------------------
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/// How to paint a rectangle.
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct RectShape {
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pub rect: Rect,
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/// How rounded the corners are. Use `Rounding::none()` for no rounding.
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pub rounding: Rounding,
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/// How to fill the rectangle.
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pub fill: Color32,
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/// The thickness and color of the outline.
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pub stroke: Stroke,
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}
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impl RectShape {
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#[inline]
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pub fn filled(
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rect: Rect,
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rounding: impl Into<Rounding>,
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fill_color: impl Into<Color32>,
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) -> Self {
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Self {
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rect,
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rounding: rounding.into(),
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fill: fill_color.into(),
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stroke: Default::default(),
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}
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}
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#[inline]
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pub fn stroke(rect: Rect, rounding: impl Into<Rounding>, stroke: impl Into<Stroke>) -> Self {
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Self {
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rect,
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rounding: rounding.into(),
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fill: Default::default(),
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stroke: stroke.into(),
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}
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}
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/// The visual bounding rectangle (includes stroke width)
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#[inline]
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pub fn visual_bounding_rect(&self) -> Rect {
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if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
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Rect::NOTHING
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} else {
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self.rect.expand(self.stroke.width / 2.0)
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}
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}
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}
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impl From<RectShape> for Shape {
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#[inline(always)]
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fn from(shape: RectShape) -> Self {
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Self::Rect(shape)
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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/// How rounded the corners of things should be
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pub struct Rounding {
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/// Radius of the rounding of the North-West (left top) corner.
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pub nw: f32,
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/// Radius of the rounding of the North-East (right top) corner.
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pub ne: f32,
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/// Radius of the rounding of the South-West (left bottom) corner.
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pub sw: f32,
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/// Radius of the rounding of the South-East (right bottom) corner.
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pub se: f32,
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}
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impl Default for Rounding {
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#[inline]
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fn default() -> Self {
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Self::none()
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}
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
/// Make sure each corner has a rounding of at least this.
|
|
#[inline]
|
|
pub fn at_least(&self, min: f32) -> Self {
|
|
Self {
|
|
nw: self.nw.max(min),
|
|
ne: self.ne.max(min),
|
|
sw: self.sw.max(min),
|
|
se: self.se.max(min),
|
|
}
|
|
}
|
|
|
|
/// Make sure each corner has a rounding of at most this.
|
|
#[inline]
|
|
pub fn at_most(&self, max: f32) -> Self {
|
|
Self {
|
|
nw: self.nw.min(max),
|
|
ne: self.ne.min(max),
|
|
sw: self.sw.min(max),
|
|
se: self.se.min(max),
|
|
}
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// How to paint some text on screen.
|
|
///
|
|
/// This needs to be recreated if `pixels_per_point` (dpi scale) changes.
|
|
#[derive(Clone, Debug, PartialEq)]
|
|
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
|
|
pub struct TextShape {
|
|
/// Top left corner of the first character.
|
|
pub pos: Pos2,
|
|
|
|
/// The layed out text, from [`Fonts::layout_job`].
|
|
pub galley: 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: Arc<Galley>) -> Self {
|
|
Self {
|
|
pos,
|
|
galley,
|
|
underline: Stroke::NONE,
|
|
override_text_color: None,
|
|
angle: 0.0,
|
|
}
|
|
}
|
|
|
|
/// The visual bounding rectangle
|
|
#[inline]
|
|
pub fn visual_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;
|
|
});
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// Information passed along with [`PaintCallback`] ([`Shape::Callback`]).
|
|
pub struct PaintCallbackInfo {
|
|
/// Viewport in points.
|
|
///
|
|
/// This specifies where on the screen to paint, and the borders of this
|
|
/// Rect is the [-1, +1] of the Normalized Device Coordinates.
|
|
///
|
|
/// Note than only a portion of this may be visible due to [`Self::clip_rect`].
|
|
pub viewport: Rect,
|
|
|
|
/// Clip rectangle in points.
|
|
pub clip_rect: Rect,
|
|
|
|
/// Pixels per point.
|
|
pub pixels_per_point: f32,
|
|
|
|
/// Full size of the screen, in pixels.
|
|
pub screen_size_px: [u32; 2],
|
|
}
|
|
|
|
pub struct ViewportInPixels {
|
|
/// Physical pixel offset for left side of the viewport.
|
|
pub left_px: f32,
|
|
|
|
/// Physical pixel offset for top side of the viewport.
|
|
pub top_px: f32,
|
|
|
|
/// Physical pixel offset for bottom side of the viewport.
|
|
///
|
|
/// This is what `glViewport`, `glScissor` etc expects for the y axis.
|
|
pub from_bottom_px: f32,
|
|
|
|
/// Viewport width in physical pixels.
|
|
pub width_px: f32,
|
|
|
|
/// Viewport width in physical pixels.
|
|
pub height_px: f32,
|
|
}
|
|
|
|
impl PaintCallbackInfo {
|
|
fn points_to_pixels(&self, rect: &Rect) -> ViewportInPixels {
|
|
ViewportInPixels {
|
|
left_px: rect.min.x * self.pixels_per_point,
|
|
top_px: rect.min.y * self.pixels_per_point,
|
|
from_bottom_px: self.screen_size_px[1] as f32 - rect.max.y * self.pixels_per_point,
|
|
width_px: rect.width() * self.pixels_per_point,
|
|
height_px: rect.height() * self.pixels_per_point,
|
|
}
|
|
}
|
|
|
|
/// The viewport rectangle. This is what you would use in e.g. `glViewport`.
|
|
pub fn viewport_in_pixels(&self) -> ViewportInPixels {
|
|
self.points_to_pixels(&self.viewport)
|
|
}
|
|
|
|
/// The "scissor" or "clip" rectangle. This is what you would use in e.g. `glScissor`.
|
|
pub fn clip_rect_in_pixels(&self) -> ViewportInPixels {
|
|
self.points_to_pixels(&self.clip_rect)
|
|
}
|
|
}
|
|
|
|
/// If you want to paint some 3D shapes inside an egui region, you can use this.
|
|
///
|
|
/// This is advanced usage, and is backend specific.
|
|
#[derive(Clone)]
|
|
pub struct PaintCallback {
|
|
/// Where to paint.
|
|
pub rect: Rect,
|
|
|
|
/// Paint something custom (e.g. 3D stuff).
|
|
///
|
|
/// The concrete value of `callback` depends on the rendering backend used. For instance, the
|
|
/// `glow` backend requires that callback be an `egui_glow::CallbackFn` while the `wgpu`
|
|
/// backend requires a `egui_wgpu::CallbackFn`.
|
|
///
|
|
/// If the type cannnot be downcast to the type expected by the current backend the callback
|
|
/// will not be drawn.
|
|
///
|
|
/// The rendering backend is responsible for first setting the active viewport to
|
|
/// [`Self::rect`].
|
|
///
|
|
/// The rendering backend is also responsible for restoring any state, such as the bound shader
|
|
/// program, vertex array, etc.
|
|
pub callback: Arc<dyn Any + Sync + Send>,
|
|
}
|
|
|
|
impl std::fmt::Debug for PaintCallback {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
f.debug_struct("CustomShape")
|
|
.field("rect", &self.rect)
|
|
.finish_non_exhaustive()
|
|
}
|
|
}
|
|
|
|
impl std::cmp::PartialEq for PaintCallback {
|
|
fn eq(&self, other: &Self) -> bool {
|
|
// As I understand it, the problem this clippy is trying to protect against
|
|
// can only happen if we do dynamic casts back and forth on the pointers, and we don't do that.
|
|
#[allow(clippy::vtable_address_comparisons)]
|
|
{
|
|
self.rect.eq(&other.rect) && Arc::ptr_eq(&self.callback, &other.callback)
|
|
}
|
|
}
|
|
}
|
|
|
|
impl From<PaintCallback> for Shape {
|
|
#[inline(always)]
|
|
fn from(shape: PaintCallback) -> Self {
|
|
Self::Callback(shape)
|
|
}
|
|
}
|