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egui/crates/epaint/src/shape.rs
Emil Ernerfeldt f19f99180e Remove extra_asserts and extra_debug_asserts feature flags (#4478)
Removes `egui_assert` etc and replaces it with normal `debug_assert`
calls.

Previously you could opt-in to more runtime checks using feature flags.
Now these extra runtime checks are always enabled for debug builds.

You are most likely to encounter them if you use negative sizes or NaNs
or other similar bugs.
These usually indicate bugs in user space.
2024-05-10 19:39:08 +02:00

1306 lines
38 KiB
Rust

//! The different shapes that can be painted.
use std::{any::Any, sync::Arc};
use crate::{
stroke::PathStroke,
text::{FontId, Fonts, Galley},
Color32, Mesh, Stroke, TextureId,
};
use emath::*;
pub use crate::{CubicBezierShape, QuadraticBezierShape};
/// A paint primitive such as a circle or a piece of text.
/// Coordinates are all screen space points (not physical pixels).
///
/// You should generally recreate your [`Shape`]s each frame,
/// but storing them should also be fine with one exception:
/// [`Shape::Text`] depends on the current `pixels_per_point` (dpi scale)
/// and so must be recreated every time `pixels_per_point` changes.
#[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 with optional outline and fill.
Circle(CircleShape),
/// Ellipse with optional outline and fill.
Ellipse(EllipseShape),
/// A line between two points.
LineSegment {
points: [Pos2; 2],
stroke: PathStroke,
},
/// A series of lines between points.
/// The path can have a stroke and/or fill (if closed).
Path(PathShape),
/// Rectangle with optional outline and fill.
Rect(RectShape),
/// Text.
///
/// This needs to be recreated if `pixels_per_point` (dpi scale) changes.
Text(TextShape),
/// A general triangle mesh.
///
/// Can be used to display images.
Mesh(Mesh),
/// A quadratic [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
QuadraticBezier(QuadraticBezierShape),
/// A cubic [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
CubicBezier(CubicBezierShape),
/// Backend-specific painting.
Callback(PaintCallback),
}
#[test]
fn shape_impl_send_sync() {
fn assert_send_sync<T: Send + Sync>() {}
assert_send_sync::<Shape>();
}
impl From<Vec<Self>> for Shape {
#[inline(always)]
fn from(shapes: Vec<Self>) -> Self {
Self::Vec(shapes)
}
}
impl From<Mesh> for Shape {
#[inline(always)]
fn from(mesh: Mesh) -> Self {
Self::Mesh(mesh)
}
}
/// ## Constructors
impl Shape {
/// A line between two points.
/// More efficient than calling [`Self::line`].
#[inline]
pub fn line_segment(points: [Pos2; 2], stroke: impl Into<PathStroke>) -> Self {
Self::LineSegment {
points,
stroke: stroke.into(),
}
}
/// A horizontal line.
pub fn hline(x: impl Into<Rangef>, y: f32, stroke: impl Into<PathStroke>) -> Self {
let x = x.into();
Self::LineSegment {
points: [pos2(x.min, y), pos2(x.max, y)],
stroke: stroke.into(),
}
}
/// A vertical line.
pub fn vline(x: f32, y: impl Into<Rangef>, stroke: impl Into<PathStroke>) -> Self {
let y = y.into();
Self::LineSegment {
points: [pos2(x, y.min), pos2(x, y.max)],
stroke: stroke.into(),
}
}
/// A line through many points.
///
/// Use [`Self::line_segment`] instead if your line only connects two points.
#[inline]
pub fn line(points: Vec<Pos2>, stroke: impl Into<PathStroke>) -> Self {
Self::Path(PathShape::line(points, stroke))
}
/// A line that closes back to the start point again.
#[inline]
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<PathStroke>) -> Self {
Self::Path(PathShape::closed_line(points, stroke))
}
/// Turn a line into equally spaced dots.
pub fn dotted_line(
path: &[Pos2],
color: impl Into<Color32>,
spacing: f32,
radius: f32,
) -> Vec<Self> {
let mut shapes = Vec::new();
points_from_line(path, spacing, radius, color.into(), &mut shapes);
shapes
}
/// Turn a line into dashes.
pub fn dashed_line(
path: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32,
) -> Vec<Self> {
let mut shapes = Vec::new();
dashes_from_line(
path,
stroke.into(),
&[dash_length],
&[gap_length],
&mut shapes,
0.,
);
shapes
}
/// Turn a line into dashes with different dash/gap lengths and a start offset.
pub fn dashed_line_with_offset(
path: &[Pos2],
stroke: impl Into<Stroke>,
dash_lengths: &[f32],
gap_lengths: &[f32],
dash_offset: f32,
) -> Vec<Self> {
let mut shapes = Vec::new();
dashes_from_line(
path,
stroke.into(),
dash_lengths,
gap_lengths,
&mut shapes,
dash_offset,
);
shapes
}
/// Turn a line into dashes. If you need to create many dashed lines use this instead of
/// [`Self::dashed_line`].
pub fn dashed_line_many(
points: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32,
shapes: &mut Vec<Self>,
) {
dashes_from_line(
points,
stroke.into(),
&[dash_length],
&[gap_length],
shapes,
0.,
);
}
/// Turn a line into dashes with different dash/gap lengths and a start offset. If you need to
/// create many dashed lines use this instead of [`Self::dashed_line_with_offset`].
pub fn dashed_line_many_with_offset(
points: &[Pos2],
stroke: impl Into<Stroke>,
dash_lengths: &[f32],
gap_lengths: &[f32],
dash_offset: f32,
shapes: &mut Vec<Self>,
) {
dashes_from_line(
points,
stroke.into(),
dash_lengths,
gap_lengths,
shapes,
dash_offset,
);
}
/// A convex polygon with a fill and optional stroke.
///
/// The most performant winding order is clockwise.
#[inline]
pub fn convex_polygon(
points: Vec<Pos2>,
fill: impl Into<Color32>,
stroke: impl Into<PathStroke>,
) -> Self {
Self::Path(PathShape::convex_polygon(points, fill, stroke))
}
#[inline]
pub fn circle_filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
Self::Circle(CircleShape::filled(center, radius, fill_color))
}
#[inline]
pub fn circle_stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
Self::Circle(CircleShape::stroke(center, radius, stroke))
}
#[inline]
pub fn ellipse_filled(center: Pos2, radius: Vec2, fill_color: impl Into<Color32>) -> Self {
Self::Ellipse(EllipseShape::filled(center, radius, fill_color))
}
#[inline]
pub fn ellipse_stroke(center: Pos2, radius: Vec2, stroke: impl Into<Stroke>) -> Self {
Self::Ellipse(EllipseShape::stroke(center, radius, stroke))
}
#[inline]
pub fn rect_filled(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>,
) -> Self {
Self::Rect(RectShape::filled(rect, rounding, fill_color))
}
#[inline]
pub fn rect_stroke(
rect: Rect,
rounding: impl Into<Rounding>,
stroke: impl Into<Stroke>,
) -> Self {
Self::Rect(RectShape::stroke(rect, rounding, stroke))
}
#[allow(clippy::needless_pass_by_value)]
pub fn text(
fonts: &Fonts,
pos: Pos2,
anchor: Align2,
text: impl ToString,
font_id: FontId,
color: Color32,
) -> Self {
let galley = fonts.layout_no_wrap(text.to_string(), font_id, color);
let rect = anchor.anchor_size(pos, galley.size());
Self::galley(rect.min, galley, color)
}
/// Any uncolored parts of the [`Galley`] (using [`Color32::PLACEHOLDER`]) will be replaced with the given color.
///
/// Any non-placeholder color in the galley takes precedence over this fallback color.
#[inline]
pub fn galley(pos: Pos2, galley: Arc<Galley>, fallback_color: Color32) -> Self {
TextShape::new(pos, galley, fallback_color).into()
}
/// All text color in the [`Galley`] will be replaced with the given color.
#[inline]
pub fn galley_with_override_text_color(
pos: Pos2,
galley: Arc<Galley>,
text_color: Color32,
) -> Self {
TextShape::new(pos, galley, text_color)
.with_override_text_color(text_color)
.into()
}
#[inline]
#[deprecated = "Use `Shape::galley` or `Shape::galley_with_override_text_color` instead"]
pub fn galley_with_color(pos: Pos2, galley: Arc<Galley>, text_color: Color32) -> Self {
Self::galley_with_override_text_color(pos, galley, text_color)
}
#[inline]
pub fn mesh(mesh: Mesh) -> Self {
debug_assert!(mesh.is_valid());
Self::Mesh(mesh)
}
/// An image at the given position.
///
/// `uv` should normally be `Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0))`
/// unless you want to crop or flip the image.
///
/// `tint` is a color multiplier. Use [`Color32::WHITE`] if you don't want to tint the image.
pub fn image(texture_id: TextureId, rect: Rect, uv: Rect, tint: Color32) -> Self {
let mut mesh = Mesh::with_texture(texture_id);
mesh.add_rect_with_uv(rect, uv, tint);
Self::mesh(mesh)
}
/// The visual bounding rectangle (includes stroke widths)
pub fn visual_bounding_rect(&self) -> Rect {
match self {
Self::Noop => Rect::NOTHING,
Self::Vec(shapes) => {
let mut rect = Rect::NOTHING;
for shape in shapes {
rect = rect.union(shape.visual_bounding_rect());
}
rect
}
Self::Circle(circle_shape) => circle_shape.visual_bounding_rect(),
Self::Ellipse(ellipse_shape) => ellipse_shape.visual_bounding_rect(),
Self::LineSegment { points, stroke } => {
if stroke.is_empty() {
Rect::NOTHING
} else {
Rect::from_two_pos(points[0], points[1]).expand(stroke.width / 2.0)
}
}
Self::Path(path_shape) => path_shape.visual_bounding_rect(),
Self::Rect(rect_shape) => rect_shape.visual_bounding_rect(),
Self::Text(text_shape) => text_shape.visual_bounding_rect(),
Self::Mesh(mesh) => mesh.calc_bounds(),
Self::QuadraticBezier(bezier) => bezier.visual_bounding_rect(),
Self::CubicBezier(bezier) => bezier.visual_bounding_rect(),
Self::Callback(custom) => custom.rect,
}
}
}
/// ## Inspection and transforms
impl Shape {
#[inline(always)]
pub fn texture_id(&self) -> super::TextureId {
if let Self::Mesh(mesh) = self {
mesh.texture_id
} else if let Self::Rect(rect_shape) = self {
rect_shape.fill_texture_id
} else {
super::TextureId::default()
}
}
/// Scale the shape by `factor`, in-place.
///
/// A wrapper around [`Self::transform`].
#[inline(always)]
pub fn scale(&mut self, factor: f32) {
self.transform(TSTransform::from_scaling(factor));
}
/// Move the shape by `delta`, in-place.
///
/// A wrapper around [`Self::transform`].
#[inline(always)]
pub fn translate(&mut self, delta: Vec2) {
self.transform(TSTransform::from_translation(delta));
}
/// Move the shape by this many points, in-place.
///
/// If using a [`PaintCallback`], note that only the rect is scaled as opposed
/// to other shapes where the stroke is also scaled.
pub fn transform(&mut self, transform: TSTransform) {
match self {
Self::Noop => {}
Self::Vec(shapes) => {
for shape in shapes {
shape.transform(transform);
}
}
Self::Circle(circle_shape) => {
circle_shape.center = transform * circle_shape.center;
circle_shape.radius *= transform.scaling;
circle_shape.stroke.width *= transform.scaling;
}
Self::Ellipse(ellipse_shape) => {
ellipse_shape.center = transform * ellipse_shape.center;
ellipse_shape.radius *= transform.scaling;
ellipse_shape.stroke.width *= transform.scaling;
}
Self::LineSegment { points, stroke } => {
for p in points {
*p = transform * *p;
}
stroke.width *= transform.scaling;
}
Self::Path(path_shape) => {
for p in &mut path_shape.points {
*p = transform * *p;
}
path_shape.stroke.width *= transform.scaling;
}
Self::Rect(rect_shape) => {
rect_shape.rect = transform * rect_shape.rect;
rect_shape.stroke.width *= transform.scaling;
rect_shape.rounding *= transform.scaling;
}
Self::Text(text_shape) => {
text_shape.pos = transform * text_shape.pos;
// Scale text:
let galley = Arc::make_mut(&mut text_shape.galley);
for row in &mut galley.rows {
row.visuals.mesh_bounds = transform.scaling * row.visuals.mesh_bounds;
for v in &mut row.visuals.mesh.vertices {
v.pos = Pos2::new(transform.scaling * v.pos.x, transform.scaling * v.pos.y);
}
}
galley.mesh_bounds = transform.scaling * galley.mesh_bounds;
galley.rect = transform.scaling * galley.rect;
}
Self::Mesh(mesh) => {
mesh.transform(transform);
}
Self::QuadraticBezier(bezier_shape) => {
bezier_shape.points[0] = transform * bezier_shape.points[0];
bezier_shape.points[1] = transform * bezier_shape.points[1];
bezier_shape.points[2] = transform * bezier_shape.points[2];
bezier_shape.stroke.width *= transform.scaling;
}
Self::CubicBezier(cubic_curve) => {
for p in &mut cubic_curve.points {
*p = transform * *p;
}
cubic_curve.stroke.width *= transform.scaling;
}
Self::Callback(shape) => {
shape.rect = transform * shape.rect;
}
}
}
}
// ----------------------------------------------------------------------------
/// How to paint a circle.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct CircleShape {
pub center: Pos2,
pub radius: f32,
pub fill: Color32,
pub stroke: Stroke,
}
impl CircleShape {
#[inline]
pub fn filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
Self {
center,
radius,
fill: fill_color.into(),
stroke: Default::default(),
}
}
#[inline]
pub fn stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
Self {
center,
radius,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// The visual bounding rectangle (includes stroke width)
pub fn visual_bounding_rect(&self) -> Rect {
if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
Rect::NOTHING
} else {
Rect::from_center_size(
self.center,
Vec2::splat(self.radius * 2.0 + self.stroke.width),
)
}
}
}
impl From<CircleShape> for Shape {
#[inline(always)]
fn from(shape: CircleShape) -> Self {
Self::Circle(shape)
}
}
// ----------------------------------------------------------------------------
/// How to paint an ellipse.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct EllipseShape {
pub center: Pos2,
/// Radius is the vector (a, b) where the width of the Ellipse is 2a and the height is 2b
pub radius: Vec2,
pub fill: Color32,
pub stroke: Stroke,
}
impl EllipseShape {
#[inline]
pub fn filled(center: Pos2, radius: Vec2, fill_color: impl Into<Color32>) -> Self {
Self {
center,
radius,
fill: fill_color.into(),
stroke: Default::default(),
}
}
#[inline]
pub fn stroke(center: Pos2, radius: Vec2, stroke: impl Into<Stroke>) -> Self {
Self {
center,
radius,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// The visual bounding rectangle (includes stroke width)
pub fn visual_bounding_rect(&self) -> Rect {
if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
Rect::NOTHING
} else {
Rect::from_center_size(
self.center,
self.radius * 2.0 + Vec2::splat(self.stroke.width),
)
}
}
}
impl From<EllipseShape> for Shape {
#[inline(always)]
fn from(shape: EllipseShape) -> Self {
Self::Ellipse(shape)
}
}
// ----------------------------------------------------------------------------
/// A path which can be stroked and/or filled (if closed).
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct PathShape {
/// Filled paths should prefer clockwise order.
pub points: Vec<Pos2>,
/// If true, connect the first and last of the points together.
/// This is required if `fill != TRANSPARENT`.
pub closed: bool,
/// Fill is only supported for convex polygons.
pub fill: Color32,
/// Color and thickness of the line.
pub stroke: PathStroke,
// TODO(emilk): Add texture support either by supplying uv for each point,
// or by some transform from points to uv (e.g. a callback or a linear transform matrix).
}
impl PathShape {
/// A line through many points.
///
/// Use [`Shape::line_segment`] instead if your line only connects two points.
#[inline]
pub fn line(points: Vec<Pos2>, stroke: impl Into<PathStroke>) -> Self {
Self {
points,
closed: false,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// A line that closes back to the start point again.
#[inline]
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<PathStroke>) -> Self {
Self {
points,
closed: true,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// A convex polygon with a fill and optional stroke.
///
/// The most performant winding order is clockwise.
#[inline]
pub fn convex_polygon(
points: Vec<Pos2>,
fill: impl Into<Color32>,
stroke: impl Into<PathStroke>,
) -> Self {
Self {
points,
closed: true,
fill: fill.into(),
stroke: stroke.into(),
}
}
/// The visual bounding rectangle (includes stroke width)
#[inline]
pub fn visual_bounding_rect(&self) -> Rect {
if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
Rect::NOTHING
} else {
Rect::from_points(&self.points).expand(self.stroke.width / 2.0)
}
}
}
impl From<PathShape> for Shape {
#[inline(always)]
fn from(shape: PathShape) -> Self {
Self::Path(shape)
}
}
// ----------------------------------------------------------------------------
/// How to paint a rectangle.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct RectShape {
pub rect: Rect,
/// How rounded the corners are. Use `Rounding::ZERO` for no rounding.
pub rounding: Rounding,
/// How to fill the rectangle.
pub fill: Color32,
/// The thickness and color of the outline.
pub stroke: Stroke,
/// If larger than zero, the edges of the rectangle
/// (for both fill and stroke) will be blurred.
///
/// This can be used to produce shadows and glow effects.
///
/// The blur is currently implemented using a simple linear blur in sRGBA gamma space.
pub blur_width: f32,
/// If the rect should be filled with a texture, which one?
///
/// The texture is multiplied with [`Self::fill`].
pub fill_texture_id: TextureId,
/// What UV coordinates to use for the texture?
///
/// To display a texture, set [`Self::fill_texture_id`],
/// and set this to `Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0))`.
///
/// Use [`Rect::ZERO`] to turn off texturing.
pub uv: Rect,
}
impl RectShape {
#[inline]
pub fn new(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>,
stroke: impl Into<Stroke>,
) -> Self {
Self {
rect,
rounding: rounding.into(),
fill: fill_color.into(),
stroke: stroke.into(),
blur_width: 0.0,
fill_texture_id: Default::default(),
uv: Rect::ZERO,
}
}
#[inline]
pub fn filled(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>,
) -> Self {
Self {
rect,
rounding: rounding.into(),
fill: fill_color.into(),
stroke: Default::default(),
blur_width: 0.0,
fill_texture_id: Default::default(),
uv: Rect::ZERO,
}
}
#[inline]
pub fn stroke(rect: Rect, rounding: impl Into<Rounding>, stroke: impl Into<Stroke>) -> Self {
Self {
rect,
rounding: rounding.into(),
fill: Default::default(),
stroke: stroke.into(),
blur_width: 0.0,
fill_texture_id: Default::default(),
uv: Rect::ZERO,
}
}
/// If larger than zero, the edges of the rectangle
/// (for both fill and stroke) will be blurred.
///
/// This can be used to produce shadows and glow effects.
///
/// The blur is currently implemented using a simple linear blur in `sRGBA` gamma space.
#[inline]
pub fn with_blur_width(mut self, blur_width: f32) -> Self {
self.blur_width = blur_width;
self
}
/// The visual bounding rectangle (includes stroke width)
#[inline]
pub fn visual_bounding_rect(&self) -> Rect {
if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
Rect::NOTHING
} else {
self.rect
.expand((self.stroke.width + self.blur_width) / 2.0)
}
}
}
impl From<RectShape> for Shape {
#[inline(always)]
fn from(shape: RectShape) -> Self {
Self::Rect(shape)
}
}
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
/// How rounded the corners of things should be
pub struct Rounding {
/// Radius of the rounding of the North-West (left top) corner.
pub nw: f32,
/// Radius of the rounding of the North-East (right top) corner.
pub ne: f32,
/// Radius of the rounding of the South-West (left bottom) corner.
pub sw: f32,
/// Radius of the rounding of the South-East (right bottom) corner.
pub se: f32,
}
impl Default for Rounding {
#[inline]
fn default() -> Self {
Self::ZERO
}
}
impl From<f32> for Rounding {
#[inline]
fn from(radius: f32) -> Self {
Self {
nw: radius,
ne: radius,
sw: radius,
se: radius,
}
}
}
impl Rounding {
/// No rounding on any corner.
pub const ZERO: Self = Self {
nw: 0.0,
ne: 0.0,
sw: 0.0,
se: 0.0,
};
#[inline]
pub const fn same(radius: f32) -> Self {
Self {
nw: radius,
ne: radius,
sw: radius,
se: radius,
}
}
/// 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),
}
}
}
impl std::ops::Add for Rounding {
type Output = Self;
#[inline]
fn add(self, rhs: Self) -> Self {
Self {
nw: self.nw + rhs.nw,
ne: self.ne + rhs.ne,
sw: self.sw + rhs.sw,
se: self.se + rhs.se,
}
}
}
impl std::ops::AddAssign for Rounding {
#[inline]
fn add_assign(&mut self, rhs: Self) {
*self = Self {
nw: self.nw + rhs.nw,
ne: self.ne + rhs.ne,
sw: self.sw + rhs.sw,
se: self.se + rhs.se,
};
}
}
impl std::ops::AddAssign<f32> for Rounding {
#[inline]
fn add_assign(&mut self, rhs: f32) {
*self = Self {
nw: self.nw + rhs,
ne: self.ne + rhs,
sw: self.sw + rhs,
se: self.se + rhs,
};
}
}
impl std::ops::Sub for Rounding {
type Output = Self;
#[inline]
fn sub(self, rhs: Self) -> Self {
Self {
nw: self.nw - rhs.nw,
ne: self.ne - rhs.ne,
sw: self.sw - rhs.sw,
se: self.se - rhs.se,
}
}
}
impl std::ops::SubAssign for Rounding {
#[inline]
fn sub_assign(&mut self, rhs: Self) {
*self = Self {
nw: self.nw - rhs.nw,
ne: self.ne - rhs.ne,
sw: self.sw - rhs.sw,
se: self.se - rhs.se,
};
}
}
impl std::ops::SubAssign<f32> for Rounding {
#[inline]
fn sub_assign(&mut self, rhs: f32) {
*self = Self {
nw: self.nw - rhs,
ne: self.ne - rhs,
sw: self.sw - rhs,
se: self.se - rhs,
};
}
}
impl std::ops::Div<f32> for Rounding {
type Output = Self;
#[inline]
fn div(self, rhs: f32) -> Self {
Self {
nw: self.nw / rhs,
ne: self.ne / rhs,
sw: self.sw / rhs,
se: self.se / rhs,
}
}
}
impl std::ops::DivAssign<f32> for Rounding {
#[inline]
fn div_assign(&mut self, rhs: f32) {
*self = Self {
nw: self.nw / rhs,
ne: self.ne / rhs,
sw: self.sw / rhs,
se: self.se / rhs,
};
}
}
impl std::ops::Mul<f32> for Rounding {
type Output = Self;
#[inline]
fn mul(self, rhs: f32) -> Self {
Self {
nw: self.nw * rhs,
ne: self.ne * rhs,
sw: self.sw * rhs,
se: self.se * rhs,
}
}
}
impl std::ops::MulAssign<f32> for Rounding {
#[inline]
fn mul_assign(&mut self, rhs: f32) {
*self = Self {
nw: self.nw * rhs,
ne: self.ne * rhs,
sw: self.sw * rhs,
se: self.se * rhs,
};
}
}
// ----------------------------------------------------------------------------
/// 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 laid 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,
/// Any [`Color32::PLACEHOLDER`] in the galley will be replaced by the given color.
/// Affects everything: backgrounds, glyphs, strikethough, underline, etc.
pub fallback_color: Color32,
/// If set, the text color in the galley will be ignored and replaced
/// with the given color.
///
/// This only affects the glyphs and will NOT replace background color nor strikethrough/underline color.
pub override_text_color: Option<Color32>,
/// If set, the text will be rendered with the given opacity in gamma space
/// Affects everything: backgrounds, glyphs, strikethough, underline, etc.
pub opacity_factor: f32,
/// Rotate text by this many radians clockwise.
/// The pivot is `pos` (the upper left corner of the text).
pub angle: f32,
}
impl TextShape {
/// The given fallback color will be used for any uncolored part of the galley (using [`Color32::PLACEHOLDER`]).
///
/// Any non-placeholder color in the galley takes precedence over this fallback color.
#[inline]
pub fn new(pos: Pos2, galley: Arc<Galley>, fallback_color: Color32) -> Self {
Self {
pos,
galley,
underline: Stroke::NONE,
fallback_color,
override_text_color: None,
opacity_factor: 1.0,
angle: 0.0,
}
}
/// The visual bounding rectangle
#[inline]
pub fn visual_bounding_rect(&self) -> Rect {
self.galley.mesh_bounds.translate(self.pos.to_vec2())
}
#[inline]
pub fn with_underline(mut self, underline: Stroke) -> Self {
self.underline = underline;
self
}
/// Use the given color for the text, regardless of what color is already in the galley.
#[inline]
pub fn with_override_text_color(mut self, override_text_color: Color32) -> Self {
self.override_text_color = Some(override_text_color);
self
}
/// Rotate text by this many radians clockwise.
/// The pivot is `pos` (the upper left corner of the text).
#[inline]
pub fn with_angle(mut self, angle: f32) -> Self {
self.angle = angle;
self
}
/// Render text with this opacity in gamma space
#[inline]
pub fn with_opacity_factor(mut self, opacity_factor: f32) -> Self {
self.opacity_factor = opacity_factor;
self
}
}
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_lengths: &[f32],
gap_lengths: &[f32],
shapes: &mut Vec<Shape>,
dash_offset: f32,
) {
assert_eq!(dash_lengths.len(), gap_lengths.len());
let mut position_on_segment = dash_offset;
let mut drawing_dash = false;
let mut step = 0;
let steps = dash_lengths.len();
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_lengths[step];
// Increment step counter
step += 1;
if step >= steps {
step = 0;
}
} else {
// Start a new dash.
start_point = new_point;
position_on_segment += dash_lengths[step];
}
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`].
///
/// This comes from [`PaintCallback::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],
}
/// Size of the viewport in whole, physical pixels.
pub struct ViewportInPixels {
/// Physical pixel offset for left side of the viewport.
pub left_px: i32,
/// Physical pixel offset for top side of the viewport.
pub top_px: i32,
/// Physical pixel offset for bottom side of the viewport.
///
/// This is what `glViewport`, `glScissor` etc expects for the y axis.
pub from_bottom_px: i32,
/// Viewport width in physical pixels.
pub width_px: i32,
/// Viewport height in physical pixels.
pub height_px: i32,
}
impl ViewportInPixels {
fn from_points(rect: &Rect, pixels_per_point: f32, screen_size_px: [u32; 2]) -> Self {
// Fractional pixel values for viewports are generally valid, but may cause sampling issues
// and rounding errors might cause us to get out of bounds.
// Round:
let left_px = (pixels_per_point * rect.min.x).round() as i32; // inclusive
let top_px = (pixels_per_point * rect.min.y).round() as i32; // inclusive
let right_px = (pixels_per_point * rect.max.x).round() as i32; // exclusive
let bottom_px = (pixels_per_point * rect.max.y).round() as i32; // exclusive
// Clamp to screen:
let screen_width = screen_size_px[0] as i32;
let screen_height = screen_size_px[1] as i32;
let left_px = left_px.clamp(0, screen_width);
let right_px = right_px.clamp(left_px, screen_width);
let top_px = top_px.clamp(0, screen_height);
let bottom_px = bottom_px.clamp(top_px, screen_height);
let width_px = right_px - left_px;
let height_px = bottom_px - top_px;
Self {
left_px,
top_px,
from_bottom_px: screen_height - height_px - top_px,
width_px,
height_px,
}
}
}
#[test]
fn test_viewport_rounding() {
for i in 0..=10_000 {
// Two adjacent viewports should never overlap:
let x = i as f32 / 97.0;
let left = Rect::from_min_max(pos2(0.0, 0.0), pos2(100.0, 100.0)).with_max_x(x);
let right = Rect::from_min_max(pos2(0.0, 0.0), pos2(100.0, 100.0)).with_min_x(x);
for pixels_per_point in [0.618, 1.0, std::f32::consts::PI] {
let left = ViewportInPixels::from_points(&left, pixels_per_point, [100, 100]);
let right = ViewportInPixels::from_points(&right, pixels_per_point, [100, 100]);
assert_eq!(left.left_px + left.width_px, right.left_px);
}
}
}
impl PaintCallbackInfo {
/// The viewport rectangle. This is what you would use in e.g. `glViewport`.
pub fn viewport_in_pixels(&self) -> ViewportInPixels {
ViewportInPixels::from_points(&self.viewport, self.pixels_per_point, self.screen_size_px)
}
/// The "scissor" or "clip" rectangle. This is what you would use in e.g. `glScissor`.
pub fn clip_rect_in_pixels(&self) -> ViewportInPixels {
ViewportInPixels::from_points(&self.clip_rect, self.pixels_per_point, self.screen_size_px)
}
}
/// 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.
///
/// This will become [`PaintCallbackInfo::viewport`].
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::Callback`.
///
/// If the type cannot 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.
///
/// Shape has to be clone, therefore this has to be an `Arc` instead of a `Box`.
pub callback: Arc<dyn Any + Send + Sync>,
}
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 {
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)
}
}