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use crate::*;
/// Implements camera transformation methods for `Camera2D`.
impl Camera2D {
/// Creates a new camera centered at the origin with default zoom and no rotation.
///
/// # Arguments
///
/// - `f64` - The viewport width in pixels.
/// - `f64` - The viewport height in pixels.
///
/// # Returns
///
/// - `Camera2D` - The new camera.
pub fn create(viewport_width: f64, viewport_height: f64) -> Camera2D {
Camera2D::new(
Vector2D::zero(),
RENDERER_DEFAULT_CAMERA_ZOOM,
RENDERER_DEFAULT_CAMERA_ROTATION,
viewport_width,
viewport_height,
)
}
/// Converts a world-space point to screen-space coordinates.
///
/// # Arguments
///
/// - `Vector2D` - The world-space point.
///
/// # Returns
///
/// - `Vector2D` - The screen-space point.
pub fn world_to_screen(&self, world: Vector2D) -> Vector2D {
let relative: Vector2D = world - self.get_position();
let rotated: Vector2D = relative.rotated(-self.get_rotation());
Vector2D::new(
rotated.get_x() * self.get_zoom() + self.get_viewport_width() * 0.5,
rotated.get_y() * self.get_zoom() + self.get_viewport_height() * 0.5,
)
}
/// Converts a screen-space point to world-space coordinates.
///
/// # Arguments
///
/// - `Vector2D` - The screen-space point.
///
/// # Returns
///
/// - `Vector2D` - The world-space point.
pub fn screen_to_world(&self, screen: Vector2D) -> Vector2D {
let relative: Vector2D = Vector2D::new(
(screen.get_x() - self.get_viewport_width() * 0.5) / self.get_zoom(),
(screen.get_y() - self.get_viewport_height() * 0.5) / self.get_zoom(),
);
let rotated: Vector2D = relative.rotated(self.get_rotation());
rotated + self.get_position()
}
/// Moves the camera position by the given offset.
///
/// # Arguments
///
/// - `Vector2D` - The translation offset in world space.
pub fn translate(&mut self, offset: Vector2D) {
self.set_position(self.get_position() + offset);
}
/// Adjusts the zoom by the given factor, clamped to a minimum of `EPSILON`.
///
/// # Arguments
///
/// - `f64` - The zoom multiplier.
pub fn zoom_by(&mut self, factor: f64) {
self.set_zoom((self.get_zoom() * factor).max(EPSILON));
}
}
/// Implements `Default` for `Camera2D` as a camera at the origin with 800x600 viewport.
impl Default for Camera2D {
fn default() -> Camera2D {
Camera2D::create(800.0, 600.0)
}
}
/// Implements static font and color utility methods for `CanvasRenderer`.
impl CanvasRenderer {
/// Builds a CSS font string from font size and family.
///
/// # Arguments
///
/// - `f64` - The font size in pixels.
/// - `&str` - The font family name.
///
/// # Returns
///
/// - `String` - The CSS font string (e.g., `"16px sans-serif"`).
pub fn build_font_string(size: f64, family: &str) -> String {
format!("{}px {}", size, family)
}
/// Creates a default font string using the default font size and family.
///
/// # Returns
///
/// - `String` - The default CSS font string.
pub fn default_font_string() -> String {
Self::build_font_string(RENDERER_DEFAULT_FONT_SIZE, RENDERER_DEFAULT_FONT_FAMILY)
}
/// Enables high-quality anti-aliasing on an arbitrary canvas 2D context.
///
/// Sets `imageSmoothingEnabled` to `true` and `imageSmoothingQuality` to `"high"`
/// on the given context. This is a static utility for code that manages its own
/// `CanvasRenderingContext2d` without using a `CanvasRenderer` instance.
///
/// # Arguments
///
/// - `&CanvasRenderingContext2d` - The canvas context to configure.
pub fn enable_context_anti_aliasing(context: &CanvasRenderingContext2d) {
let _ = Reflect::set(
context,
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_ENABLED),
&JsValue::from_bool(true),
);
let _ = Reflect::set(
context,
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_QUALITY),
&JsValue::from_str(RENDERER_IMAGE_SMOOTHING_QUALITY_HIGH),
);
let _ = Reflect::set(
context,
&JsValue::from_str(RENDERER_PROPERTY_TEXT_RENDERING),
&JsValue::from_str(RENDERER_TEXT_RENDERING_GEOMETRIC_PRECISION),
);
}
}
/// Implements static CSS conversion for `Color`.
impl Color {
/// Converts a `Color` to a CSS `rgba()` string suitable for canvas fill or stroke styles.
///
/// # Arguments
///
/// - `&Color` - The color to convert.
///
/// # Returns
///
/// - `String` - The CSS `rgba()` color string.
pub fn to_css(color: &Color) -> String {
color.to_css_rgba()
}
}
/// Implements drawing and camera management methods for `CanvasRenderer`.
impl CanvasRenderer {
/// Creates a new renderer from a canvas element selector and viewport dimensions.
///
/// # Arguments
///
/// - `&str` - The CSS selector for the canvas element.
/// - `f64` - The viewport width.
/// - `f64` - The viewport height.
///
/// # Returns
///
/// - `Option<CanvasRenderer>` - The renderer, or `None` if the canvas was not found.
pub fn from_selector(
canvas_selector: &str,
viewport_width: f64,
viewport_height: f64,
) -> Option<CanvasRenderer> {
let window_value: Window = window().expect("no global window exists");
let document_value: Document = window_value.document().expect("should have a document");
let element: Element = document_value
.query_selector(canvas_selector)
.ok()
.flatten()?;
let canvas_element: HtmlCanvasElement = element.unchecked_into();
let context_object: Object = canvas_element
.get_context(RENDERER_CONTEXT_TYPE_2D)
.ok()
.flatten()?;
let context: CanvasRenderingContext2d = context_object.unchecked_into();
Some(CanvasRenderer::new(
context,
Camera2D::create(viewport_width, viewport_height),
))
}
/// Enables high-quality anti-aliasing on the canvas context by setting
/// `imageSmoothingEnabled` to `true` and `imageSmoothingQuality` to `"high"`.
///
/// This improves the quality of image scaling operations (e.g., `draw_image`)
/// but does not affect vector primitives like lines and fills, which are
/// already anti-aliased by the browser's 2D canvas implementation.
pub fn enable_anti_aliasing(&self) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_ENABLED),
&JsValue::from_bool(true),
);
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_QUALITY),
&JsValue::from_str(RENDERER_IMAGE_SMOOTHING_QUALITY_HIGH),
);
}
/// Clears the entire canvas viewport.
pub fn clear(&self) {
self.get_context().clear_rect(
0.0,
0.0,
self.get_camera().get_viewport_width(),
self.get_camera().get_viewport_height(),
);
}
/// Clears the canvas and fills it with the given CSS color string.
///
/// # Arguments
///
/// - `&str` - The CSS color string (e.g., `"#000000"`).
pub fn clear_with_color(&self, color: &str) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_FILL_STYLE),
&JsValue::from_str(color),
);
self.get_context().fill_rect(
0.0,
0.0,
self.get_camera().get_viewport_width(),
self.get_camera().get_viewport_height(),
);
}
/// Saves the current canvas state (transform, styles) onto the state stack.
pub fn save(&self) {
self.get_context().save();
}
/// Restores the most recently saved canvas state.
pub fn restore(&self) {
self.get_context().restore();
}
/// Applies the camera transform to the canvas context.
///
/// Translates to the screen center, applies zoom and rotation,
/// then offsets by the negative camera position.
pub fn apply_camera(&self) {
let camera: Camera2D = self.get_camera();
let _ = self.get_context().translate(
camera.get_viewport_width() * 0.5,
camera.get_viewport_height() * 0.5,
);
let _ = self
.get_context()
.scale(camera.get_zoom(), camera.get_zoom());
let _ = self.get_context().rotate(camera.get_rotation());
let _ = self.get_context().translate(
-camera.get_position().get_x(),
-camera.get_position().get_y(),
);
}
/// Sets the fill color for subsequent fill operations.
///
/// # Arguments
///
/// - `&str` - The CSS color string.
pub fn set_fill_color(&self, color: &str) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_FILL_STYLE),
&JsValue::from_str(color),
);
}
/// Sets the stroke color for subsequent stroke operations.
///
/// # Arguments
///
/// - `&str` - The CSS color string.
pub fn set_stroke_color(&self, color: &str) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_STROKE_STYLE),
&JsValue::from_str(color),
);
}
/// Sets the line width for subsequent stroke operations.
///
/// # Arguments
///
/// - `f64` - The line width in pixels.
pub fn set_line_width(&self, width: f64) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_LINE_WIDTH),
&JsValue::from_f64(width),
);
}
/// Sets the global alpha (opacity) for all subsequent drawing operations.
///
/// # Arguments
///
/// - `f64` - The alpha value in the range 0.0 to 1.0.
pub fn set_global_alpha(&self, alpha: f64) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_GLOBAL_ALPHA),
&JsValue::from_f64(Numeric::clamp(alpha, 0.0, 1.0)),
);
}
/// Fills a rectangle at the given world-space position and dimensions.
///
/// # Arguments
///
/// - `Vector2D` - The top-left position in world space.
/// - `f64` - The width.
/// - `f64` - The height.
pub fn fill_rect(&self, position: Vector2D, width: f64, height: f64) {
self.get_context()
.fill_rect(position.get_x(), position.get_y(), width, height);
}
/// Strokes the outline of a rectangle at the given world-space position and dimensions.
///
/// # Arguments
///
/// - `Vector2D` - The top-left position in world space.
/// - `f64` - The width.
/// - `f64` - The height.
pub fn stroke_rect(&self, position: Vector2D, width: f64, height: f64) {
self.get_context()
.stroke_rect(position.get_x(), position.get_y(), width, height);
}
/// Fills a circle at the given world-space center with the specified radius.
///
/// # Arguments
///
/// - `Vector2D` - The center in world space.
/// - `f64` - The radius.
pub fn fill_circle(&self, center: Vector2D, radius: f64) {
self.get_context().begin_path();
self.get_context()
.arc(center.get_x(), center.get_y(), radius, 0.0, TWO_PI)
.unwrap_or(());
self.get_context().fill();
}
/// Strokes the outline of a circle at the given world-space center.
///
/// # Arguments
///
/// - `Vector2D` - The center in world space.
/// - `f64` - The radius.
pub fn stroke_circle(&self, center: Vector2D, radius: f64) {
self.get_context().begin_path();
self.get_context()
.arc(center.get_x(), center.get_y(), radius, 0.0, TWO_PI)
.unwrap_or(());
self.get_context().stroke();
}
/// Draws a line segment between two world-space points.
///
/// # Arguments
///
/// - `Vector2D` - The start point.
/// - `Vector2D` - The end point.
pub fn draw_line(&self, start: Vector2D, end: Vector2D) {
self.get_context().begin_path();
self.get_context().move_to(start.get_x(), start.get_y());
self.get_context().line_to(end.get_x(), end.get_y());
self.get_context().stroke();
}
/// Fills text at the given world-space position.
///
/// # Arguments
///
/// - `&str` - The text to draw.
/// - `Vector2D` - The position in world space.
pub fn fill_text(&self, text: &str, position: Vector2D) {
self.get_context()
.fill_text(text, position.get_x(), position.get_y())
.unwrap_or(());
}
/// Sets the font for subsequent text rendering.
///
/// # Arguments
///
/// - `&str` - The CSS font string (e.g., `"16px sans-serif"`).
pub fn set_font(&self, font: &str) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_FONT),
&JsValue::from_str(font),
);
}
/// Draws an image element at the given world-space position and dimensions.
///
/// # Arguments
///
/// - `&HtmlImageElement` - The image element to draw.
/// - `Vector2D` - The top-left position in world space.
/// - `f64` - The destination width.
/// - `f64` - The destination height.
pub fn draw_image(
&self,
image: &HtmlImageElement,
position: Vector2D,
width: f64,
height: f64,
) {
let _ = self
.get_context()
.draw_image_with_html_image_element_and_dw_and_dh(
image,
position.get_x(),
position.get_y(),
width,
height,
);
}
/// Draws a sub-region of an image element at the given world-space position.
///
/// # Arguments
///
/// - `&HtmlImageElement` - The image element to draw.
/// - `Rect` - The source rectangle within the image.
/// - `Vector2D` - The destination top-left position in world space.
/// - `f64` - The destination width.
/// - `f64` - The destination height.
pub fn draw_image_subregion(
&self,
image: &HtmlImageElement,
source: Rect,
dest_position: Vector2D,
dest_width: f64,
dest_height: f64,
) {
let _ = self
.get_context()
.draw_image_with_html_image_element_and_sw_and_sh_and_dx_and_dy_and_dw_and_dh(
image,
source.get_x(),
source.get_y(),
source.get_width(),
source.get_height(),
dest_position.get_x(),
dest_position.get_y(),
dest_width,
dest_height,
);
}
}
/// Implements 3D camera transformation and projection methods for `Camera3D`.
impl Camera3D {
/// Creates a new 3D camera at the given position looking at the target.
///
/// # Arguments
///
/// - `Vector3D` - The eye position.
/// - `Vector3D` - The target position to look at.
/// - `f64` - The viewport width.
/// - `f64` - The viewport height.
///
/// # Returns
///
/// - `Camera3D` - The new camera.
pub fn create(
position: Vector3D,
target: Vector3D,
viewport_width: f64,
viewport_height: f64,
) -> Camera3D {
let mut camera: Camera3D = Camera3D::new(position, target, viewport_width, viewport_height);
camera.set_up(Vector3D::up());
camera.set_fov(DEFAULT_CAMERA_FOV);
camera.set_near(DEFAULT_CAMERA_NEAR);
camera.set_far(DEFAULT_CAMERA_FAR);
camera
}
/// Returns the aspect ratio (width / height).
///
/// # Returns
///
/// - `f64` - The aspect ratio.
pub fn aspect(&self) -> f64 {
if self.get_viewport_height() < EPSILON {
return 1.0;
}
self.get_viewport_width() / self.get_viewport_height()
}
/// Returns the forward direction (from position to target, normalized).
///
/// # Returns
///
/// - `Vector3D` - The forward direction.
pub fn forward(&self) -> Vector3D {
(self.get_target() - self.get_position()).normalized()
}
/// Returns the right direction (cross product of forward and up).
///
/// # Returns
///
/// - `Vector3D` - The right direction.
pub fn right(&self) -> Vector3D {
self.forward().cross(self.get_up()).normalized()
}
/// Returns the view matrix for this camera.
///
/// # Returns
///
/// - `Matrix4x4` - The view matrix.
pub fn view_matrix(&self) -> Matrix4x4 {
Matrix4x4::look_at(self.get_position(), self.get_target(), self.get_up())
}
/// Returns the perspective projection matrix for this camera.
///
/// # Returns
///
/// - `Matrix4x4` - The projection matrix.
pub fn projection_matrix(&self) -> Matrix4x4 {
Matrix4x4::perspective(
self.get_fov(),
self.aspect(),
self.get_near(),
self.get_far(),
)
}
/// Returns the combined view-projection matrix.
///
/// # Returns
///
/// - `Matrix4x4` - The view-projection matrix.
pub fn view_projection_matrix(&self) -> Matrix4x4 {
self.projection_matrix().multiply(self.view_matrix())
}
/// Converts a 3D world-space point to screen-space (NDC) coordinates.
///
/// # Arguments
///
/// - `Vector3D` - The world-space point.
///
/// # Returns
///
/// - `Vector3D` - The screen-space point where x and y are in [0, 1] and z is the depth.
pub fn world_to_screen(&self, world: Vector3D) -> Vector3D {
let clip: Vector3D = self.view_projection_matrix().transform_point(world);
Vector3D::new(
(clip.get_x() + 1.0) * 0.5 * self.get_viewport_width(),
(1.0 - clip.get_y()) * 0.5 * self.get_viewport_height(),
clip.get_z(),
)
}
/// Projects a world-space point and returns whether it is within the camera frustum.
///
/// # Arguments
///
/// - `Vector3D` - The world-space point.
///
/// # Returns
///
/// - `bool` - True if the point is within the frustum.
pub fn is_in_frustum(&self, world: Vector3D) -> bool {
let clip: Vector3D = self.view_projection_matrix().transform_point(world);
clip.get_x() >= -1.0
&& clip.get_x() <= 1.0
&& clip.get_y() >= -1.0
&& clip.get_y() <= 1.0
&& clip.get_z() >= -1.0
&& clip.get_z() <= 1.0
}
/// Moves the camera position by the given offset, keeping the target offset by the same amount.
///
/// # Arguments
///
/// - `Vector3D` - The translation offset.
pub fn translate(&mut self, offset: Vector3D) {
self.set_position(self.get_position() + offset);
self.set_target(self.get_target() + offset);
}
/// Moves the camera position towards the target by the given distance.
///
/// # Arguments
///
/// - `f64` - The distance to zoom in (positive) or out (negative).
pub fn zoom(&mut self, distance: f64) {
let direction: Vector3D = self.forward();
self.set_position(self.get_position() + direction.scaled(distance));
}
/// Orbits the camera around the target by the given yaw and pitch angles.
///
/// # Arguments
///
/// - `f64` - The yaw delta in radians (horizontal rotation).
/// - `f64` - The pitch delta in radians (vertical rotation).
pub fn orbit(&mut self, yaw_delta: f64, pitch_delta: f64) {
let offset: Vector3D = self.get_position() - self.get_target();
let current_distance: f64 = offset.magnitude();
let current_yaw: f64 = offset.get_x().atan2(offset.get_z());
let horizontal_dist: f64 =
(offset.get_x() * offset.get_x() + offset.get_z() * offset.get_z()).sqrt();
let current_pitch: f64 = (offset.get_y() / horizontal_dist.max(EPSILON)).asin();
let new_yaw: f64 = current_yaw + yaw_delta;
let new_pitch: f64 = Numeric::clamp(
current_pitch + pitch_delta,
-HALF_PI + EPSILON,
HALF_PI - EPSILON,
);
let cos_pitch: f64 = new_pitch.cos();
self.set_position(
self.get_target()
+ Vector3D::new(
new_yaw.sin() * cos_pitch * current_distance,
new_pitch.sin() * current_distance,
new_yaw.cos() * cos_pitch * current_distance,
),
);
}
}
/// Implements `Default` for `Camera3D` as a camera at (0, 0, 5) looking at the origin.
impl Default for Camera3D {
fn default() -> Camera3D {
Camera3D::create(Vector3D::new(0.0, 0.0, 5.0), Vector3D::zero(), 800.0, 600.0)
}
}
/// Implements construction, presentation, and anti-aliasing methods for `SsaaCanvas`.
impl SsaaCanvas {
/// Creates an `SsaaCanvas` from a CSS selector using the default scale factor.
///
/// # Arguments
///
/// - `&str` - The CSS selector for the display canvas element.
/// - `f64` - The logical display width in CSS pixels.
/// - `f64` - The logical display height in CSS pixels.
///
/// # Returns
///
/// - `Option<SsaaCanvas>` - The SSAA canvas, or `None` if the canvas was not found.
pub fn from_selector(canvas_selector: &str, width: f64, height: f64) -> Option<SsaaCanvas> {
Self::from_selector_with_scale(
canvas_selector,
width,
height,
RENDERER_DEFAULT_SSAA_SCALE_FACTOR,
)
}
/// Creates an `SsaaCanvas` from a CSS selector with a custom SSAA scale factor.
///
/// The offscreen canvas is created at `width * scale_factor` by `height * scale_factor`
/// pixels, and its context is pre-scaled so that drawing code uses logical coordinates.
///
/// # Arguments
///
/// - `&str` - The CSS selector for the display canvas element.
/// - `f64` - The logical display width in CSS pixels.
/// - `f64` - The logical display height in CSS pixels.
/// - `f64` - The supersampling scale factor (e.g., 2.0 for 4x SSAA).
///
/// # Returns
///
/// - `Option<SsaaCanvas>` - The SSAA canvas, or `None` if the canvas was not found.
pub fn from_selector_with_scale(
canvas_selector: &str,
width: f64,
height: f64,
scale_factor: f64,
) -> Option<SsaaCanvas> {
let window_value: Window = window().expect("no global window exists");
let document_value: Document = window_value.document().expect("should have a document");
let element: Element = document_value
.query_selector(canvas_selector)
.ok()
.flatten()?;
let display_canvas: HtmlCanvasElement = element.unchecked_into();
display_canvas.set_width(width as u32);
display_canvas.set_height(height as u32);
let display_context_object: Object = display_canvas
.get_context(RENDERER_CONTEXT_TYPE_2D)
.ok()
.flatten()?;
let display_context: CanvasRenderingContext2d = display_context_object.unchecked_into();
let offscreen_canvas: HtmlCanvasElement = document_value
.create_element(RENDERER_ELEMENT_CANVAS)
.ok()?
.unchecked_into();
let scaled_width: u32 = (width * scale_factor) as u32;
let scaled_height: u32 = (height * scale_factor) as u32;
offscreen_canvas.set_width(scaled_width);
offscreen_canvas.set_height(scaled_height);
let offscreen_context_object: Object = offscreen_canvas
.get_context(RENDERER_CONTEXT_TYPE_2D)
.ok()
.flatten()?;
let offscreen_context: CanvasRenderingContext2d = offscreen_context_object.unchecked_into();
let _ = offscreen_context.scale(scale_factor, scale_factor);
let ssaa_canvas: SsaaCanvas = SsaaCanvas::new(
display_canvas,
display_context,
offscreen_canvas,
offscreen_context,
scale_factor,
width,
height,
);
ssaa_canvas.enable_anti_aliasing();
Some(ssaa_canvas)
}
/// Presents the offscreen buffer onto the display canvas with high-quality downscaling.
///
/// Enables `imageSmoothingEnabled` and `imageSmoothingQuality = "high"` on the
/// display context, clears the display canvas, then draws the offscreen canvas
/// scaled down to the logical display size. This is the core SSAA step that
/// produces smooth polygon edges.
pub fn present(&self) {
let _ = Reflect::set(
&self.display_context,
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_ENABLED),
&JsValue::from_bool(true),
);
let _ = Reflect::set(
&self.display_context,
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_QUALITY),
&JsValue::from_str(RENDERER_IMAGE_SMOOTHING_QUALITY_HIGH),
);
self.display_context
.clear_rect(0.0, 0.0, self.width, self.height);
let _ = self
.display_context
.draw_image_with_html_canvas_element_and_dw_and_dh(
&self.offscreen_canvas,
0.0,
0.0,
self.width,
self.height,
);
}
/// Clears the offscreen buffer to transparent.
pub fn clear(&self) {
self.offscreen_context
.clear_rect(0.0, 0.0, self.width, self.height);
}
/// Clears the offscreen buffer and fills it with the given CSS color.
///
/// # Arguments
///
/// - `&str` - The CSS color string.
pub fn clear_with_color(&self, color: &str) {
let _ = Reflect::set(
&self.offscreen_context,
&JsValue::from_str(RENDERER_PROPERTY_FILL_STYLE),
&JsValue::from_str(color),
);
self.offscreen_context
.fill_rect(0.0, 0.0, self.width, self.height);
}
/// Enables high-quality anti-aliasing on both the display and offscreen contexts.
///
/// Sets `imageSmoothingEnabled = true` and `imageSmoothingQuality = "high"`
/// on both contexts to ensure optimal image scaling quality.
pub fn enable_anti_aliasing(&self) {
let _ = Reflect::set(
&self.display_context,
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_ENABLED),
&JsValue::from_bool(true),
);
let _ = Reflect::set(
&self.display_context,
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_QUALITY),
&JsValue::from_str(RENDERER_IMAGE_SMOOTHING_QUALITY_HIGH),
);
let _ = Reflect::set(
&self.offscreen_context,
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_ENABLED),
&JsValue::from_bool(true),
);
let _ = Reflect::set(
&self.offscreen_context,
&JsValue::from_str(RENDERER_PROPERTY_IMAGE_SMOOTHING_QUALITY),
&JsValue::from_str(RENDERER_IMAGE_SMOOTHING_QUALITY_HIGH),
);
}
}
/// Implements CSS composite operation string conversion for `BlendMode`.
impl BlendMode {
/// Returns the CSS `globalCompositeOperation` string for this blend mode.
///
/// # Returns
///
/// - `&str` - The CSS composite operation string.
pub fn to_css_string(&self) -> &str {
match self {
BlendMode::Normal => BLEND_MODE_NORMAL,
BlendMode::Multiply => BLEND_MODE_MULTIPLY,
BlendMode::Screen => BLEND_MODE_SCREEN,
BlendMode::Lighter => BLEND_MODE_LIGHTER,
BlendMode::Overlay => BLEND_MODE_OVERLAY,
BlendMode::Darken => BLEND_MODE_DARKEN,
BlendMode::Lighten => BLEND_MODE_LIGHTEN,
BlendMode::ColorDodge => BLEND_MODE_COLOR_DODGE,
BlendMode::ColorBurn => BLEND_MODE_COLOR_BURN,
BlendMode::HardLight => BLEND_MODE_HARD_LIGHT,
BlendMode::SoftLight => BLEND_MODE_SOFT_LIGHT,
BlendMode::Difference => BLEND_MODE_DIFFERENCE,
BlendMode::Exclusion => BLEND_MODE_EXCLUSION,
BlendMode::Hue => BLEND_MODE_HUE,
BlendMode::Saturation => BLEND_MODE_SATURATION,
BlendMode::Color => BLEND_MODE_COLOR,
BlendMode::Luminosity => BLEND_MODE_LUMINOSITY,
}
}
}
/// Implements construction and canvas gradient creation for `LinearGradient`.
impl LinearGradient {
/// Creates a new linear gradient from two points and a list of color stops.
///
/// # Arguments
///
/// - `Vector2D` - The start point.
/// - `Vector2D` - The end point.
/// - `Vec<(f64, String)>` - The color stops as (position, color) pairs.
///
/// # Returns
///
/// - `LinearGradient` - The new gradient.
pub fn create(start: Vector2D, end: Vector2D, stops: Vec<(f64, String)>) -> LinearGradient {
LinearGradient::new(start, end, stops)
}
/// Creates a `CanvasGradient` from this gradient definition on the given context.
///
/// # Arguments
///
/// - `&CanvasRenderingContext2d` - The canvas context.
///
/// # Returns
///
/// - `Option<CanvasGradient>` - The canvas gradient, or `None` if creation failed.
pub fn to_canvas_gradient(&self, context: &CanvasRenderingContext2d) -> Option<CanvasGradient> {
let canvas_gradient: CanvasGradient = context.create_linear_gradient(
self.get_start().get_x(),
self.get_start().get_y(),
self.get_end().get_x(),
self.get_end().get_y(),
);
for (position, color) in &self.stops {
let _ = canvas_gradient.add_color_stop(*position as f32, color);
}
Some(canvas_gradient)
}
}
/// Implements construction and canvas gradient creation for `RadialGradient`.
impl RadialGradient {
/// Creates a new radial gradient from inner and outer circles and color stops.
///
/// # Arguments
///
/// - `Vector2D` - The inner circle center.
/// - `f64` - The inner circle radius.
/// - `Vector2D` - The outer circle center.
/// - `f64` - The outer circle radius.
/// - `Vec<(f64, String)>` - The color stops as (position, color) pairs.
///
/// # Returns
///
/// - `RadialGradient` - The new gradient.
pub fn create(
inner_center: Vector2D,
inner_radius: f64,
outer_center: Vector2D,
outer_radius: f64,
stops: Vec<(f64, String)>,
) -> RadialGradient {
RadialGradient::new(
inner_center,
inner_radius,
outer_center,
outer_radius,
stops,
)
}
/// Creates a `CanvasGradient` from this gradient definition on the given context.
///
/// # Arguments
///
/// - `&CanvasRenderingContext2d` - The canvas context.
///
/// # Returns
///
/// - `Option<CanvasGradient>` - The canvas gradient, or `None` if creation failed.
pub fn to_canvas_gradient(&self, context: &CanvasRenderingContext2d) -> Option<CanvasGradient> {
let canvas_gradient: CanvasGradient = context
.create_radial_gradient(
self.get_inner_center().get_x(),
self.get_inner_center().get_y(),
self.get_inner_radius(),
self.get_outer_center().get_x(),
self.get_outer_center().get_y(),
self.get_outer_radius(),
)
.ok()?;
for (position, color) in &self.stops {
let _ = canvas_gradient.add_color_stop(*position as f32, color);
}
Some(canvas_gradient)
}
}
/// Implements construction methods for `ShadowConfig`.
impl ShadowConfig {
/// Creates a shadow configuration with default values.
///
/// # Returns
///
/// - `ShadowConfig` - The default shadow configuration.
pub fn create() -> ShadowConfig {
ShadowConfig::new(
RENDERER_DEFAULT_SHADOW_COLOR.to_string(),
RENDERER_DEFAULT_SHADOW_BLUR,
0.0,
0.0,
)
}
}
/// Implements `Default` for `ShadowConfig` with default shadow values.
impl Default for ShadowConfig {
fn default() -> ShadowConfig {
ShadowConfig::create()
}
}
/// Implements construction methods for `RenderLayer`.
impl RenderLayer {
/// Creates a render layer with the given z-index and visibility.
///
/// # Arguments
///
/// - `i32` - The z-index determining draw order.
/// - `bool` - Whether the layer is visible.
///
/// # Returns
///
/// - `RenderLayer` - The new render layer.
pub fn create(z_index: i32, visible: bool) -> RenderLayer {
RenderLayer::new(z_index, visible)
}
/// Creates a background render layer with z-index 0 and visibility enabled.
///
/// # Returns
///
/// - `RenderLayer` - The background layer.
pub fn background() -> RenderLayer {
RenderLayer::new(RENDERER_LAYER_BACKGROUND, true)
}
/// Creates a foreground render layer with a high z-index and visibility enabled.
///
/// # Returns
///
/// - `RenderLayer` - The foreground layer.
pub fn foreground() -> RenderLayer {
RenderLayer::new(RENDERER_LAYER_FOREGROUND, true)
}
/// Creates a UI overlay render layer with the highest z-index and visibility enabled.
///
/// # Returns
///
/// - `RenderLayer` - The UI overlay layer.
pub fn ui() -> RenderLayer {
RenderLayer::new(RENDERER_LAYER_UI, true)
}
}
/// Implements blend mode, shadow, and gradient rendering methods for `CanvasRenderer`.
impl CanvasRenderer {
/// Sets the blend mode for compositing subsequent draw operations.
///
/// # Arguments
///
/// - `BlendMode` - The blend mode to apply.
pub fn set_blend_mode(&self, mode: BlendMode) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_GLOBAL_COMPOSITE_OPERATION),
&JsValue::from_str(mode.to_css_string()),
);
}
/// Applies a shadow configuration for subsequent draw operations.
///
/// # Arguments
///
/// - `&ShadowConfig` - The shadow configuration to apply.
pub fn set_shadow(&self, config: &ShadowConfig) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_SHADOW_COLOR),
&JsValue::from_str(config.get_color().as_str()),
);
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_SHADOW_BLUR),
&JsValue::from_f64(config.get_blur()),
);
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_SHADOW_OFFSET_X),
&JsValue::from_f64(config.get_offset_x()),
);
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_SHADOW_OFFSET_Y),
&JsValue::from_f64(config.get_offset_y()),
);
}
/// Clears any previously applied shadow, disabling shadow rendering.
pub fn clear_shadow(&self) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_SHADOW_COLOR),
&JsValue::from_str("rgba(0, 0, 0, 0)"),
);
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_SHADOW_BLUR),
&JsValue::from_f64(0.0),
);
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_SHADOW_OFFSET_X),
&JsValue::from_f64(0.0),
);
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_SHADOW_OFFSET_Y),
&JsValue::from_f64(0.0),
);
}
/// Applies a linear gradient as the fill style for subsequent operations.
///
/// # Arguments
///
/// - `&LinearGradient` - The linear gradient to use as fill style.
pub fn set_linear_gradient_fill(&self, gradient: &LinearGradient) {
if let Some(canvas_gradient) = gradient.to_canvas_gradient(self.get_context()) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_FILL_STYLE),
&canvas_gradient,
);
}
}
/// Applies a radial gradient as the fill style for subsequent operations.
///
/// # Arguments
///
/// - `&RadialGradient` - The radial gradient to use as fill style.
pub fn set_radial_gradient_fill(&self, gradient: &RadialGradient) {
if let Some(canvas_gradient) = gradient.to_canvas_gradient(self.get_context()) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_FILL_STYLE),
&canvas_gradient,
);
}
}
/// Applies a linear gradient as the stroke style for subsequent operations.
///
/// # Arguments
///
/// - `&LinearGradient` - The linear gradient to use as stroke style.
pub fn set_linear_gradient_stroke(&self, gradient: &LinearGradient) {
if let Some(canvas_gradient) = gradient.to_canvas_gradient(self.get_context()) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_STROKE_STYLE),
&canvas_gradient,
);
}
}
/// Applies a radial gradient as the stroke style for subsequent operations.
///
/// # Arguments
///
/// - `&RadialGradient` - The radial gradient to use as stroke style.
pub fn set_radial_gradient_stroke(&self, gradient: &RadialGradient) {
if let Some(canvas_gradient) = gradient.to_canvas_gradient(self.get_context()) {
let _ = Reflect::set(
self.get_context(),
&JsValue::from_str(RENDERER_PROPERTY_STROKE_STYLE),
&canvas_gradient,
);
}
}
}
/// Implements the `RenderBackend` trait for `CanvasRenderer`, providing
/// a backend-agnostic rendering interface.
impl RenderBackend for CanvasRenderer {
fn clear(&self) {
self.clear();
}
fn clear_with_color(&self, color: &str) {
self.clear_with_color(color);
}
fn save(&self) {
self.save();
}
fn restore(&self) {
self.restore();
}
fn set_fill_color(&self, color: &str) {
self.set_fill_color(color);
}
fn set_stroke_color(&self, color: &str) {
self.set_stroke_color(color);
}
fn set_line_width(&self, width: f64) {
self.set_line_width(width);
}
fn set_global_alpha(&self, alpha: f64) {
self.set_global_alpha(alpha);
}
fn set_blend_mode(&self, mode: BlendMode) {
self.set_blend_mode(mode);
}
fn set_shadow(&self, config: &ShadowConfig) {
self.set_shadow(config);
}
fn clear_shadow(&self) {
self.clear_shadow();
}
fn fill_rect(&self, position: Vector2D, width: f64, height: f64) {
self.fill_rect(position, width, height);
}
fn stroke_rect(&self, position: Vector2D, width: f64, height: f64) {
self.stroke_rect(position, width, height);
}
fn fill_circle(&self, center: Vector2D, radius: f64) {
self.fill_circle(center, radius);
}
fn stroke_circle(&self, center: Vector2D, radius: f64) {
self.stroke_circle(center, radius);
}
fn draw_line(&self, start: Vector2D, end: Vector2D) {
self.draw_line(start, end);
}
fn fill_text(&self, text: &str, position: Vector2D) {
self.fill_text(text, position);
}
fn set_font(&self, font: &str) {
self.set_font(font);
}
fn draw_image(&self, image: &HtmlImageElement, position: Vector2D, width: f64, height: f64) {
self.draw_image(image, position, width, height);
}
fn set_linear_gradient_fill(&self, gradient: &LinearGradient) {
self.set_linear_gradient_fill(gradient);
}
fn set_radial_gradient_fill(&self, gradient: &RadialGradient) {
self.set_radial_gradient_fill(gradient);
}
}