1
0
mirror of https://github.com/emilk/egui.git synced 2026-08-29 12:50:04 -04:00

Implement rotating text

Closes https://github.com/emilk/egui/issues/428
This commit is contained in:
Emil Ernerfeldt
2021-09-05 09:06:53 +02:00
parent 6902151a96
commit 14c989fdfa
12 changed files with 112 additions and 69 deletions

View File

@@ -93,7 +93,7 @@ pub use {
color::{Color32, Rgba},
mesh::{Mesh, Mesh16, Vertex},
shadow::Shadow,
shape::Shape,
shape::{Shape, TextShape},
stats::PaintStats,
stroke::Stroke,
tessellator::{TessellationOptions, Tessellator},

View File

@@ -40,22 +40,7 @@ pub enum Shape {
fill: Color32,
stroke: Stroke,
},
Text {
/// Top left corner of the first character..
pos: Pos2,
/// The layed out text.
galley: std::sync::Arc<Galley>,
/// Add this underline to the whole text.
/// You can also set an underline when creating the galley.
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.
override_text_color: Option<Color32>,
},
Text(TextShape),
Mesh(Mesh),
}
@@ -181,15 +166,57 @@ impl Shape {
}
pub fn galley(pos: Pos2, galley: std::sync::Arc<Galley>) -> Self {
Self::Text {
TextShape::new(pos, galley).into()
}
}
// ----------------------------------------------------------------------------
/// How to draw 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: std::sync::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 clock-wise.
/// The pivot is `pos` (the upper left corner of the text).
pub angle: f32,
}
impl TextShape {
#[inline]
pub fn new(pos: Pos2, galley: std::sync::Arc<Galley>) -> Self {
Self {
pos,
galley,
override_text_color: None,
underline: Stroke::none(),
override_text_color: None,
angle: 0.0,
}
}
}
impl Into<Shape> for TextShape {
#[inline(always)]
fn into(self) -> Shape {
Shape::Text(self)
}
}
// ----------------------------------------------------------------------------
/// Creates equally spaced filled circles from a line.
fn points_from_line(
line: &[Pos2],
@@ -294,8 +321,8 @@ impl Shape {
Shape::Rect { rect, .. } => {
*rect = rect.translate(delta);
}
Shape::Text { pos, .. } => {
*pos += delta;
Shape::Text(text_shape) => {
text_shape.pos += delta;
}
Shape::Mesh(mesh) => {
mesh.translate(delta);

View File

@@ -24,17 +24,13 @@ pub fn adjust_colors(shape: &mut Shape, adjust_color: &impl Fn(&mut Color32)) {
adjust_color(fill);
adjust_color(&mut stroke.color);
}
Shape::Text {
galley,
override_text_color,
..
} => {
if let Some(override_text_color) = override_text_color {
Shape::Text(text_shape) => {
if let Some(override_text_color) = &mut text_shape.override_text_color {
adjust_color(override_text_color);
}
if !galley.is_empty() {
let galley = std::sync::Arc::make_mut(galley);
if !text_shape.galley.is_empty() {
let galley = std::sync::Arc::make_mut(&mut text_shape.galley);
for row in &mut galley.rows {
for vertex in &mut row.visuals.mesh.vertices {
adjust_color(&mut vertex.color);

View File

@@ -198,8 +198,8 @@ impl PaintStats {
Shape::Path { points, .. } => {
self.shape_path += AllocInfo::from_slice(points);
}
Shape::Text { galley, .. } => {
self.shape_text += AllocInfo::from_galley(galley);
Shape::Text(text_shape) => {
self.shape_text += AllocInfo::from_galley(&text_shape.galley);
}
Shape::Mesh(mesh) => {
self.shape_mesh += AllocInfo::from_mesh(mesh);

View File

@@ -617,16 +617,12 @@ impl Tessellator {
};
self.tessellate_rect(&rect, out);
}
Shape::Text {
pos,
galley,
underline,
override_text_color,
} => {
Shape::Text(text_shape) => {
if options.debug_paint_text_rects {
self.tessellate_rect(
&PaintRect {
rect: Rect::from_min_size(pos, galley.size).expand(0.5),
rect: Rect::from_min_size(text_shape.pos, text_shape.galley.size)
.expand(0.5),
corner_radius: 2.0,
fill: Default::default(),
stroke: (0.5, Color32::GREEN).into(),
@@ -634,7 +630,7 @@ impl Tessellator {
out,
);
}
self.tessellate_text(tex_size, pos, &galley, underline, override_text_color, out);
self.tessellate_text(tex_size, text_shape, out);
}
}
}
@@ -669,15 +665,15 @@ impl Tessellator {
path.stroke_closed(stroke, self.options, out);
}
pub fn tessellate_text(
&mut self,
tex_size: [usize; 2],
galley_pos: Pos2,
galley: &super::Galley,
underline: Stroke,
override_text_color: Option<Color32>,
out: &mut Mesh,
) {
pub fn tessellate_text(&mut self, tex_size: [usize; 2], text_shape: TextShape, out: &mut Mesh) {
let TextShape {
pos: galley_pos,
galley,
underline,
override_text_color,
angle,
} = text_shape;
if galley.is_empty() {
return;
}
@@ -694,12 +690,18 @@ impl Tessellator {
let uv_normalizer = vec2(1.0 / tex_size[0] as f32, 1.0 / tex_size[1] as f32);
let rotator = Rot2::from_angle(angle);
for row in &galley.rows {
if row.visuals.mesh.is_empty() {
continue;
}
let row_rect = row.visuals.mesh_bounds.translate(galley_pos.to_vec2());
let mut row_rect = row.visuals.mesh_bounds;
if angle != 0.0 {
row_rect = row_rect.rotate_bb(rotator);
}
row_rect = row_rect.translate(galley_pos.to_vec2());
if self.options.coarse_tessellation_culling && !self.clip_rect.intersects(row_rect) {
// culling individual lines of text is important, since a single `Shape::Text`
@@ -724,7 +726,7 @@ impl Tessellator {
.iter()
.enumerate()
.map(|(i, vertex)| {
let mut color = vertex.color;
let Vertex { pos, uv, mut color } = *vertex;
if let Some(override_text_color) = override_text_color {
if row.visuals.glyph_vertex_range.contains(&i) {
@@ -732,9 +734,15 @@ impl Tessellator {
}
}
let offset = if angle == 0.0 {
pos.to_vec2()
} else {
rotator * pos.to_vec2()
};
Vertex {
pos: galley_pos + vertex.pos.to_vec2(),
uv: (vertex.uv.to_vec2() * uv_normalizer).to_pos2(),
pos: galley_pos + offset,
uv: (uv.to_vec2() * uv_normalizer).to_pos2(),
color,
}
}),