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concinnity_core/components/
sprite.rs

1// Screen-space sprite overlay schema.
2
3use crate::ecs::TextureHandle;
4use crate::ecs::asset_id::AssetId;
5use crate::ecs::asset_id::de_opt_asset_ref;
6use crate::ecs::de_opt_texture_handle;
7
8/// Screen-space 2D rectangle drawn as a UI overlay each frame.
9///
10/// Sprites are pixel-anchored quads with an RGBA tint. They draw alongside
11/// [TextLabel](#textlabel)s, ordered behind labels so text sits on top.
12///
13/// A sprite with a `texture` draws that image, multiplied by the tint (use a
14/// white tint to show the image unchanged; the tint's alpha fades it).
15/// Without one, the tint is drawn as a solid-coloured rectangle.
16///
17/// ```rust
18/// # use concinnity_core::components::Sprite;
19/// Sprite {
20///     x: 0.0,
21///     y: 0.0,
22///     width: 1280.0,
23///     height: 720.0,
24///     tint: [0.04, 0.06, 0.1, 1.0],
25///     ..Default::default()
26/// };
27/// ```
28#[derive(Debug, Clone, serde::Serialize, serde::Deserialize)]
29#[serde(default)]
30pub struct Sprite {
31    /// Assigned by the loader; not authored.
32    #[serde(skip)]
33    pub asset_id: AssetId,
34    /// Left edge in screen pixels from the window's top-left.
35    pub x: f32,
36    /// Top edge in screen pixels from the window's top-left.
37    pub y: f32,
38    /// Width in screen pixels.
39    pub width: f32,
40    /// Height in screen pixels.
41    pub height: f32,
42    /// [Texture](#texture) to draw, sampled over the sprite's rect and
43    /// multiplied by `tint`. Omitted, the sprite is a solid `tint` fill.
44    #[serde(deserialize_with = "de_opt_texture_handle")]
45    pub texture: Option<TextureHandle>,
46    /// RGBA colour the rectangle is filled with, each channel in [0, 1].
47    pub tint: [f32; 4],
48    /// When true, the sprite acts as an in-engine cursor: it is drawn on top of
49    /// the other overlays as an arrow pointer tracking the mouse, with the
50    /// pointer at the arrow's tip. `tint` is the arrow fill (a contrasting
51    /// outline is added automatically) and `height` its size; `width` is
52    /// ignored so the arrow keeps its shape. The system cursor is hidden while
53    /// a visible `follow_cursor` sprite exists.
54    pub follow_cursor: bool,
55    /// When false the sprite is skipped each frame.
56    pub visible: bool,
57    /// [Screen](#screen) this sprite belongs to. Resolved automatically from
58    /// the naming convention (`<screen>_*`); you don't set this directly.
59    /// `None` means the sprite is always visible (e.g. a scene background).
60    #[serde(default, deserialize_with = "de_opt_asset_ref")]
61    pub screen: Option<AssetId>,
62    /// How a screen-owned sprite maps from the reference canvas to the window
63    /// when their aspect ratios differ.
64    pub fit: SpriteFit,
65    /// Corner rounding radius in the sprite's own pixel space. `0` keeps
66    /// sharp corners; larger values round each corner with a quarter-circle
67    /// arc (clamped to half the sprite's shorter side). The rounded edge is
68    /// softly anti-aliased.
69    pub corner_radius: f32,
70    /// Border stroke width in the sprite's own pixel space, drawn just inside
71    /// the sprite's outline and following its rounded corners. `0` draws no
72    /// border; larger values paint a ring of that width in `border_color`
73    /// (clamped to half the sprite's shorter side). An opaque fill is inset
74    /// under the ring; a translucent fill keeps the whole rect, so the ring
75    /// sits over its edge and whatever is behind still shows through.
76    pub border_width: f32,
77    /// RGBA colour of the border stroke, each channel in [0, 1]. Ignored when
78    /// `border_width` is `0`.
79    pub border_color: [f32; 4],
80}
81
82/// How a screen-owned overlay element (a [Sprite](#sprite), [TextLabel](#textlabel),
83/// or [HitRegion](#hitregion)) maps from the 1280x720 reference canvas to the
84/// live window when their aspect ratios differ.
85///
86/// Screen-owned UI is authored against a fixed reference canvas and uniformly
87/// scaled to the window at runtime.
88#[derive(Debug, Clone, Copy, PartialEq, Eq, serde::Serialize, serde::Deserialize, Default)]
89#[serde(rename_all = "lowercase")]
90pub enum SpriteFit {
91    /// The canvas fits inside the window, centered, leaving margins on the
92    /// shorter axis. UI elements keep their proportions and stay fully
93    /// visible.
94    #[default]
95    Fit,
96    /// The canvas fills the window, centered, cropping the overflowing axis
97    /// equally on both sides. Full-bleed stage imagery (scene backdrops,
98    /// character portraits) reaches the window edges without distorting, and
99    /// content anchored to a canvas edge stays flush with the window edge.
100    Cover,
101    /// The canvas keeps the `fit` scale (no cropping), but the whole overlay is
102    /// shifted so the reference bottom edge lands on the window bottom edge.
103    /// Bottom-anchored furniture (a visual-novel dialog box and its controls)
104    /// hugs the window bottom at any aspect ratio instead of floating above a
105    /// letterbox margin.
106    Bottom,
107}
108
109impl Default for Sprite {
110    fn default() -> Self {
111        Self {
112            asset_id: AssetId::default(),
113            x: 0.0,
114            y: 0.0,
115            width: 100.0,
116            height: 100.0,
117            texture: None,
118            tint: [1.0, 1.0, 1.0, 1.0],
119            follow_cursor: false,
120            visible: true,
121            screen: None,
122            fit: SpriteFit::Fit,
123            corner_radius: 0.0,
124            border_width: 0.0,
125            border_color: [0.0, 0.0, 0.0, 1.0],
126        }
127    }
128}
129
130#[cfg(test)]
131mod tests {
132    use super::*;
133
134    #[test]
135    fn a_blank_sprite_is_a_visible_untinted_square_with_no_border() {
136        let s = Sprite::default();
137        assert_eq!((s.width, s.height), (100.0, 100.0));
138        assert_eq!(s.tint, [1.0, 1.0, 1.0, 1.0]);
139        assert!(s.visible);
140        assert!(!s.follow_cursor);
141        assert_eq!(s.fit, SpriteFit::Fit);
142        assert_eq!(s.corner_radius, 0.0);
143        // Zero width is what suppresses the border, so its colour is irrelevant.
144        assert_eq!(s.border_width, 0.0);
145        assert!(s.texture.is_none());
146        assert!(s.screen.is_none());
147        assert_eq!(SpriteFit::default(), SpriteFit::Fit);
148    }
149
150    #[test]
151    fn fit_names_parse_in_lowercase() {
152        let f = |s: &str| serde_json::from_str::<SpriteFit>(s).unwrap();
153        assert_eq!(f(r#""fit""#), SpriteFit::Fit);
154        assert_eq!(f(r#""cover""#), SpriteFit::Cover);
155        assert_eq!(f(r#""bottom""#), SpriteFit::Bottom);
156        assert_eq!(
157            serde_json::to_string(&SpriteFit::Bottom).unwrap(),
158            r#""bottom""#
159        );
160    }
161
162    #[test]
163    fn a_cursor_sprite_parses_and_round_trips_through_postcard() {
164        crate::test_support::install_resolvers();
165        let s: Sprite = serde_json::from_str(
166            r#"{"x":10,"y":20,"width":32,"height":32,"texture":"tex_cursor",
167                "tint":[1,1,1,0.8],"follow_cursor":true,"visible":false,"screen":"menu",
168                "fit":"cover","corner_radius":4,"border_width":2,"border_color":[1,0,0,1]}"#,
169        )
170        .unwrap();
171        assert_eq!(s.texture, Some(TextureHandle(10)));
172        assert_eq!(s.screen, Some(AssetId(4)));
173        assert!(s.follow_cursor);
174        assert!(!s.visible);
175
176        let bytes = postcard::to_allocvec(&s).unwrap();
177        let back: Sprite = postcard::from_bytes(&bytes).unwrap();
178        assert_eq!((back.x, back.y), (10.0, 20.0));
179        assert_eq!(back.tint, [1.0, 1.0, 1.0, 0.8]);
180        assert_eq!(back.fit, SpriteFit::Cover);
181        assert_eq!(back.corner_radius, 4.0);
182        assert_eq!(back.border_width, 2.0);
183        assert_eq!(back.border_color, [1.0, 0.0, 0.0, 1.0]);
184        assert_eq!(back.asset_id, AssetId::default());
185    }
186}