mirror of
https://github.com/emilk/egui.git
synced 2026-08-30 21:30:03 -04:00
Text and circle
This commit is contained in:
@@ -1,7 +1,7 @@
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use crate::{layout, style, types::*};
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/// Encapsulates input, layout and painting for ease of use.
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#[derive(Clone, Debug, Default)]
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#[derive(Clone)]
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pub struct Emgui {
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pub last_input: RawInput,
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pub layout: layout::Layout,
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@@ -9,6 +9,14 @@ pub struct Emgui {
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}
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impl Emgui {
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pub fn new() -> Emgui {
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Emgui {
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last_input: Default::default(),
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layout: layout::Layout::new(),
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style: Default::default(),
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}
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}
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pub fn new_frame(&mut self, new_input: RawInput) {
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let gui_input = GuiInput::from_last_and_new(&self.last_input, &new_input);
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self.last_input = new_input;
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@@ -5,19 +5,20 @@ use rusttype::{point, Scale};
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct GlyphInfo {
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/// X offset for nice rendering
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offset_x: u16,
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pub offset_x: u16,
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/// Y offset for nice rendering
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offset_y: u16,
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pub offset_y: u16,
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min_x: u16,
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min_y: u16,
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// Texture coordinates:
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pub min_x: u16,
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pub min_y: u16,
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/// Inclusive.
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max_x: u16,
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pub max_x: u16,
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/// Inclusive
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max_y: u16,
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pub max_y: u16,
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}
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/// Printable ascii characters [33, 126], which excludes 32 (space) and 127 (DEL)
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@@ -26,6 +27,7 @@ const FIRST_ASCII: usize = 33;
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/// Inclusive
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const LAST_ASCII: usize = 126;
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// TODO: break out texture atlas into separate struct, and fill it dynamically, potentially from multiple fonts.
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#[derive(Clone)]
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pub struct Font {
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/// Maximum character height
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@@ -138,8 +140,12 @@ impl Font {
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(FIRST_ASCII..=LAST_ASCII).map(|c| c as u8 as char)
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}
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pub fn texture(&self) -> (usize, usize, &[u8]) {
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(self.atlas_width, self.atlas_height, &self.atlas)
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pub fn texture(&self) -> (u16, u16, &[u8]) {
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(
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self.atlas_width as u16,
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self.atlas_height as u16,
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&self.atlas,
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)
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}
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pub fn pixel(&self, x: u16, y: u16) -> u8 {
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@@ -159,6 +165,19 @@ impl Font {
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}
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}
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/// Returns the start (X) of each character, starting at zero, plus the total width.
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/// i.e. returns text.chars().count() + 1 numbers.
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pub fn layout_single_line(&self, text: &str) -> Vec<f32> {
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let mut x_offsets = Vec::new();
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let mut x = 0.0;
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for c in text.chars() {
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x_offsets.push(x);
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x += 7.0; // TODO: kerning
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}
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x_offsets.push(x);
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x_offsets
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}
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pub fn debug_print_atlas_ascii_art(&self) {
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for y in 0..self.atlas_height {
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println!(
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@@ -1,6 +1,6 @@
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use std::collections::HashSet;
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use crate::{math::*, types::*};
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use crate::{font::Font, math::*, types::*};
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// ----------------------------------------------------------------------------
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@@ -95,7 +95,10 @@ struct Memory {
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// ----------------------------------------------------------------------------
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struct TextFragment {
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rect: Rect,
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/// The start of each character, starting at zero.
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x_offsets: Vec<f32>,
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/// 0 for the first line, n * line_spacing for the rest
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y_offset: f32,
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text: String,
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}
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@@ -149,9 +152,10 @@ impl Layouter {
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type Id = u64;
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#[derive(Clone, Debug, Default)]
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#[derive(Clone)]
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pub struct Layout {
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options: LayoutOptions,
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font: Font, // TODO: Arc?
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input: GuiInput,
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memory: Memory,
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id: Id,
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@@ -161,6 +165,19 @@ pub struct Layout {
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}
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impl Layout {
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pub fn new() -> Layout {
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Layout {
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options: Default::default(),
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font: Font::new(13),
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input: Default::default(),
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memory: Default::default(),
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id: Default::default(),
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layouter: Default::default(),
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graphics: Default::default(),
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hovering_graphics: Default::default(),
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}
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}
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pub fn input(&self) -> &GuiInput {
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&self.input
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}
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@@ -388,6 +405,7 @@ impl Layout {
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let mut popup_layout = Layout {
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options: self.options,
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input: self.input,
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font: self.font.clone(),
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memory: self.memory.clone(), // TODO: Arc
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id: self.id,
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layouter: Default::default(),
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@@ -450,11 +468,11 @@ impl Layout {
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let mut max_width = 0.0;
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let mut text_fragments = Vec::new();
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for line in text.split('\n') {
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// TODO: break long lines
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let line_width = char_size.x * (line.len() as f32);
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let x_offsets = self.font.layout_single_line(&line);
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let line_width = *x_offsets.last().unwrap();
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text_fragments.push(TextFragment {
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rect: Rect::from_min_size(vec2(0.0, cursor_y), vec2(line_width, char_size.y)),
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x_offsets,
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y_offset: cursor_y,
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text: line.into(),
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});
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@@ -468,9 +486,10 @@ impl Layout {
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fn add_text(&mut self, pos: Vec2, text: Vec<TextFragment>) {
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for fragment in text {
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self.graphics.push(GuiCmd::Text {
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pos: pos + vec2(fragment.rect.pos.x, fragment.rect.center().y),
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pos: pos + vec2(0.0, fragment.y_offset),
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style: TextStyle::Label,
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text: fragment.text,
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x_offsets: fragment.x_offsets,
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});
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}
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}
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@@ -92,6 +92,11 @@ pub fn lerp(min: f32, max: f32, t: f32) -> f32 {
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(1.0 - t) * min + t * max
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}
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pub fn remap(from: f32, from_min: f32, from_max: f32, to_min: f32, to_max: f32) -> f32 {
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let t = (from - from_min) / (from_max - from_min);
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lerp(to_min, to_max, t)
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}
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pub fn remap_clamp(from: f32, from_min: f32, from_max: f32, to_min: f32, to_max: f32) -> f32 {
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let t = if from <= from_min {
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0.0
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@@ -102,3 +107,5 @@ pub fn remap_clamp(from: f32, from_min: f32, from_max: f32, to_min: f32, to_max:
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};
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lerp(to_min, to_max, t)
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}
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pub const TAU: f32 = 2.0 * std::f32::consts::PI;
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@@ -1,6 +1,7 @@
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/// Outputs render info in a format suitable for e.g. OpenGL.
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use crate::{
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font::Font,
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math::{remap, Vec2, TAU},
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types::{Color, PaintCmd},
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};
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@@ -21,11 +22,102 @@ pub struct Vertex {
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#[derive(Clone, Debug, Default)]
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pub struct Frame {
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pub clear_color: Option<Color>,
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/// One big triangle strip
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/// Draw as triangles (i.e. the length is a multiple of three)
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pub indices: Vec<u32>,
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pub vertices: Vec<Vertex>,
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}
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impl Frame {
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/// Uniformly colored rectangle
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pub fn add_rect(&mut self, top_left: Vertex, bottom_right: Vertex) {
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let idx = self.vertices.len() as u32;
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self.indices.push(idx + 0);
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self.indices.push(idx + 1);
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self.indices.push(idx + 2);
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self.indices.push(idx + 2);
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self.indices.push(idx + 1);
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self.indices.push(idx + 3);
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let top_right = Vertex {
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x: bottom_right.x,
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y: top_left.y,
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u: bottom_right.u,
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v: top_left.v,
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color: top_left.color,
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};
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let botom_left = Vertex {
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x: top_left.x,
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y: bottom_right.y,
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u: top_left.u,
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v: bottom_right.v,
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color: top_left.color,
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};
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self.vertices.push(top_left);
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self.vertices.push(top_right);
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self.vertices.push(botom_left);
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self.vertices.push(bottom_right);
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}
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pub fn fill_closed_path(&mut self, points: &[Vec2], normals: &[Vec2], color: Color) {
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self.vertices.extend(points.iter().map(|p| Vertex {
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x: p.x,
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y: p.y,
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u: 0,
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v: 0,
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color,
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}));
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// TODO: use normals for anti-aliasing
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assert_eq!(points.len(), normals.len());
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let n = points.len() as u32;
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let idx = self.vertices.len() as u32;
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for i in 2..n {
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self.indices.push(idx);
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self.indices.push(idx + i - 1);
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self.indices.push(idx + i);
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}
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}
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pub fn draw_closed_path(
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&mut self,
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points: &[Vec2],
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normals: &[Vec2],
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width: f32,
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color: Color,
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) {
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// TODO: anti-aliasing
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assert_eq!(points.len(), normals.len());
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let n = points.len() as u32;
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let hw = width / 2.0;
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let idx = self.vertices.len() as u32;
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for i in 0..n {
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self.indices.push(idx + (2 * i + 0) % (2 * n));
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self.indices.push(idx + (2 * i + 1) % (2 * n));
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self.indices.push(idx + (2 * i + 2) % (2 * n));
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self.indices.push(idx + (2 * i + 2) % (2 * n));
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self.indices.push(idx + (2 * i + 1) % (2 * n));
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self.indices.push(idx + (2 * i + 3) % (2 * n));
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}
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for (p, n) in points.iter().zip(normals) {
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self.vertices.push(Vertex {
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x: p.x + hw * n.x,
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y: p.y + hw * n.x,
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u: 0,
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v: 0,
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color,
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});
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self.vertices.push(Vertex {
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x: p.x - hw * n.x,
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y: p.y - hw * n.x,
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u: 0,
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v: 0,
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color,
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});
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}
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}
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}
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#[derive(Clone)]
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pub struct Painter {
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font: Font,
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@@ -39,48 +131,132 @@ impl Painter {
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}
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/// 8-bit row-major font atlas texture, (width, height, pixels).
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pub fn texture(&self) -> (usize, usize, &[u8]) {
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pub fn texture(&self) -> (u16, u16, &[u8]) {
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self.font.texture()
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}
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pub fn paint(&self, commands: &[PaintCmd]) -> Frame {
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// let mut path_points = Vec::new();
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// let mut path_normals = Vec::new();
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let mut frame = Frame::default();
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for cmd in commands {
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match cmd {
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PaintCmd::Circle { .. } => {} // TODO
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PaintCmd::Circle {
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center,
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fill_color,
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outline,
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radius,
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} => {
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let n = 64; // TODO: parameter
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if let Some(color) = fill_color {
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let idx = frame.vertices.len() as u32;
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for i in 2..n {
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frame.indices.push(idx);
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frame.indices.push(idx + i - 1);
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frame.indices.push(idx + i);
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}
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for i in 0..n {
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let angle = remap(i as f32, 0.0, n as f32, 0.0, TAU);
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frame.vertices.push(Vertex {
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x: center.x + radius * angle.cos(),
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y: center.y + radius * angle.sin(),
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u: 0,
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v: 0,
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color: *color,
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});
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}
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}
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if let Some(_outline) = outline {
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// TODO
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}
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}
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PaintCmd::Clear { fill_color } => {
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frame.clear_color = Some(*fill_color);
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}
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PaintCmd::Line { .. } => {} // TODO
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PaintCmd::Rect {
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fill_color,
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outline,
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pos,
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size,
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fill_color,
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..
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} => {
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// TODO: rounded corners, colors etc.
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let idx = frame.vertices.len() as u32;
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frame.indices.push(idx + 0);
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frame.indices.push(idx + 0);
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frame.indices.push(idx + 1);
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frame.indices.push(idx + 2);
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frame.indices.push(idx + 3);
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frame.indices.push(idx + 3);
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// TODO: rounded corners
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// TODO: anti-aliasing
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// TODO: FilledRect and RectOutline as separate commands?
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if let Some(color) = fill_color {
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let vert = |pos: Vec2| Vertex {
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x: pos.x,
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y: pos.y,
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u: 0,
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v: 0,
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color: *color,
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};
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frame.add_rect(vert(*pos), vert(*pos + *size));
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}
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if let Some(outline) = outline {
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let vert = |x, y| Vertex {
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x,
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y,
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u: 0,
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v: 0,
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color: outline.color,
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};
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let vert = |x, y| Vertex {
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x,
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y,
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u: 0,
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v: 0,
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color: fill_color.unwrap_or(Color::WHITE),
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};
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// Draw this counter-clockwise from top-left corner,
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// outer to inner on each step.
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let hw = outline.width / 2.0;
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frame.vertices.push(vert(pos.x, pos.y));
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frame.vertices.push(vert(pos.x + size.x, pos.y));
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frame.vertices.push(vert(pos.x, pos.y + size.y));
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frame.vertices.push(vert(pos.x + size.x, pos.y + size.y));
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let idx = frame.vertices.len() as u32;
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for i in 0..4 {
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frame.indices.push(idx + (2 * i + 0) % 8);
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frame.indices.push(idx + (2 * i + 1) % 8);
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frame.indices.push(idx + (2 * i + 2) % 8);
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frame.indices.push(idx + (2 * i + 2) % 8);
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frame.indices.push(idx + (2 * i + 1) % 8);
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frame.indices.push(idx + (2 * i + 3) % 8);
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}
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let min = *pos;
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let max = *pos + *size;
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frame.vertices.push(vert(min.x - hw, min.y - hw));
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frame.vertices.push(vert(min.x + hw, min.y + hw));
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frame.vertices.push(vert(max.x + hw, min.y - hw));
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frame.vertices.push(vert(max.x - hw, min.y + hw));
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frame.vertices.push(vert(max.x + hw, max.y + hw));
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frame.vertices.push(vert(max.x - hw, max.y - hw));
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frame.vertices.push(vert(min.x - hw, max.y + hw));
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frame.vertices.push(vert(min.x + hw, max.y - hw));
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}
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}
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PaintCmd::Text {
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color,
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pos,
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text,
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x_offsets,
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} => {
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for (c, x_offset) in text.chars().zip(x_offsets.iter()) {
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if let Some(glyph) = self.font.glyph_info(c) {
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let top_left = Vertex {
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x: pos.x + x_offset + (glyph.offset_x as f32),
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y: pos.y + (glyph.offset_y as f32),
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u: glyph.min_x,
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v: glyph.min_y,
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color: *color,
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};
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let bottom_right = Vertex {
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x: top_left.x + (1 + glyph.max_x - glyph.min_x) as f32,
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y: top_left.y + (1 + glyph.max_y - glyph.min_y) as f32,
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u: glyph.max_x + 1,
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v: glyph.max_y + 1,
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color: *color,
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};
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frame.add_rect(top_left, bottom_right);
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}
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}
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}
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PaintCmd::Text { .. } => {} // TODO
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||||
}
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||||
}
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frame
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|
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@@ -241,18 +241,18 @@ fn translate_cmd(out_commands: &mut Vec<PaintCmd>, style: &Style, cmd: GuiCmd) {
|
||||
}
|
||||
GuiCmd::Text {
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pos,
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||||
text,
|
||||
style: text_style,
|
||||
text,
|
||||
x_offsets,
|
||||
} => {
|
||||
let fill_color = match text_style {
|
||||
let color = match text_style {
|
||||
TextStyle::Label => style.text_color(),
|
||||
};
|
||||
out_commands.push(PaintCmd::Text {
|
||||
fill_color,
|
||||
font_name: style.font_name.clone(),
|
||||
font_size: style.font_size,
|
||||
color,
|
||||
pos,
|
||||
text,
|
||||
x_offsets,
|
||||
});
|
||||
}
|
||||
GuiCmd::Window { rect } => {
|
||||
|
||||
@@ -123,6 +123,8 @@ pub enum GuiCmd {
|
||||
pos: Vec2,
|
||||
style: TextStyle,
|
||||
text: String,
|
||||
/// Start each character in the text, as offset from pos.
|
||||
x_offsets: Vec<f32>,
|
||||
},
|
||||
/// Background of e.g. a popup
|
||||
Window {
|
||||
@@ -162,16 +164,14 @@ pub enum PaintCmd {
|
||||
pos: Vec2,
|
||||
size: Vec2,
|
||||
},
|
||||
/// Paint a single line of mono-space text.
|
||||
/// The text should start at the given position and flow to the right.
|
||||
/// The text should be vertically centered at the given position.
|
||||
/// Paint a single line of text
|
||||
Text {
|
||||
fill_color: Color,
|
||||
/// Name, e.g. Palatino
|
||||
font_name: String,
|
||||
/// Height in pixels, e.g. 12
|
||||
font_size: f32,
|
||||
color: Color,
|
||||
/// Top left corner of the first character.
|
||||
pos: Vec2,
|
||||
text: String,
|
||||
/// Start each character in the text, as offset from pos.
|
||||
x_offsets: Vec<f32>,
|
||||
// TODO: font info
|
||||
},
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user