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//! Load and draw raster graphics.
use crate::border;
use crate::{Bytes, Radians, Rectangle, Size};
use rustc_hash::FxHasher;
use std::hash::{Hash, Hasher};
use std::io;
use std::path::{Path, PathBuf};
use std::sync::{Arc, Weak};
/// A raster image that can be drawn.
#[derive(Debug, Clone, PartialEq)]
pub struct Image<H = Handle> {
/// The handle of the image.
pub handle: H,
/// The filter method of the image.
pub filter_method: FilterMethod,
/// The rotation to be applied to the image; on its center.
pub rotation: Radians,
/// The border radius of the [`Image`].
///
/// Currently, this will only be applied to the `clip_bounds`.
pub border_radius: border::Radius,
/// The opacity of the image.
///
/// 0 means transparent. 1 means opaque.
pub opacity: f32,
/// If set to `true`, the image will be snapped to the pixel grid.
///
/// This can avoid graphical glitches, specially when using
/// [`FilterMethod::Nearest`].
pub snap: bool,
}
impl Image<Handle> {
/// Creates a new [`Image`] with the given handle.
pub fn new(handle: impl Into<Handle>) -> Self {
Self {
handle: handle.into(),
filter_method: FilterMethod::default(),
rotation: Radians(0.0),
border_radius: border::Radius::default(),
opacity: 1.0,
snap: false,
}
}
/// Sets the filter method of the [`Image`].
pub fn filter_method(mut self, filter_method: FilterMethod) -> Self {
self.filter_method = filter_method;
self
}
/// Sets the rotation of the [`Image`].
pub fn rotation(mut self, rotation: impl Into<Radians>) -> Self {
self.rotation = rotation.into();
self
}
/// Sets the opacity of the [`Image`].
pub fn opacity(mut self, opacity: impl Into<f32>) -> Self {
self.opacity = opacity.into();
self
}
/// Sets whether the [`Image`] should be snapped to the pixel grid.
pub fn snap(mut self, snap: bool) -> Self {
self.snap = snap;
self
}
}
impl From<&Handle> for Image {
fn from(handle: &Handle) -> Self {
Image::new(handle.clone())
}
}
/// A handle of some image data.
#[derive(Clone, PartialEq, Eq)]
pub enum Handle {
/// A file handle. The image data will be read
/// from the file path.
///
/// Use [`from_path`] to create this variant.
///
/// [`from_path`]: Self::from_path
Path(Id, PathBuf),
/// A handle pointing to some encoded image bytes in-memory.
///
/// Use [`from_bytes`] to create this variant.
///
/// [`from_bytes`]: Self::from_bytes
Bytes(Id, Bytes),
/// A handle pointing to decoded image pixels in RGBA format.
///
/// Use [`from_rgba`] to create this variant.
///
/// [`from_rgba`]: Self::from_rgba
Rgba {
/// The id of this handle.
id: Id,
/// The width of the image.
width: u32,
/// The height of the image.
height: u32,
/// The pixels.
pixels: Bytes,
},
}
impl Handle {
/// Creates an image [`Handle`] pointing to the image of the given path.
///
/// Makes an educated guess about the image format by examining the data in the file.
pub fn from_path<T: Into<PathBuf>>(path: T) -> Handle {
let path = path.into();
Self::Path(Id::path(&path), path)
}
/// Creates an image [`Handle`] containing the encoded image data directly.
///
/// Makes an educated guess about the image format by examining the given data.
///
/// This is useful if you already have your image loaded in-memory, maybe
/// because you downloaded or generated it procedurally.
pub fn from_bytes(bytes: impl Into<Bytes>) -> Handle {
Self::Bytes(Id::unique(), bytes.into())
}
/// Creates an image [`Handle`] containing the decoded image pixels directly.
///
/// This function expects the pixel data to be provided as a collection of [`Bytes`]
/// of RGBA pixels. Therefore, the length of the pixel data should always be
/// `width * height * 4`.
///
/// This is useful if you have already decoded your image.
pub fn from_rgba(
width: u32,
height: u32,
pixels: impl Into<Bytes>,
) -> Handle {
Self::Rgba {
id: Id::unique(),
width,
height,
pixels: pixels.into(),
}
}
/// Returns the unique identifier of the [`Handle`].
pub fn id(&self) -> Id {
match self {
Handle::Path(id, _)
| Handle::Bytes(id, _)
| Handle::Rgba { id, .. } => *id,
}
}
}
impl<T> From<T> for Handle
where
T: Into<PathBuf>,
{
fn from(path: T) -> Handle {
Handle::from_path(path.into())
}
}
impl From<&Handle> for Handle {
fn from(value: &Handle) -> Self {
value.clone()
}
}
impl std::fmt::Debug for Handle {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Self::Path(id, path) => write!(f, "Path({id:?}, {path:?})"),
Self::Bytes(id, _) => write!(f, "Bytes({id:?}, ...)"),
Self::Rgba {
id, width, height, ..
} => {
write!(f, "Pixels({id:?}, {width} * {height})")
}
}
}
}
/// The unique identifier of some [`Handle`] data.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct Id(_Id);
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
enum _Id {
Unique(u64),
Hash(u64),
}
impl Id {
fn unique() -> Self {
use std::sync::atomic::{self, AtomicU64};
static NEXT_ID: AtomicU64 = AtomicU64::new(0);
Self(_Id::Unique(NEXT_ID.fetch_add(1, atomic::Ordering::Relaxed)))
}
fn path(path: impl AsRef<Path>) -> Self {
let hash = {
let mut hasher = FxHasher::default();
path.as_ref().hash(&mut hasher);
hasher.finish()
};
Self(_Id::Hash(hash))
}
}
/// Image filtering strategy.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
pub enum FilterMethod {
/// Bilinear interpolation.
#[default]
Linear,
/// Nearest neighbor.
Nearest,
}
/// A memory allocation of a [`Handle`], often in GPU memory.
///
/// Renderers tend to decode and upload image data concurrently to
/// avoid blocking the user interface. This means that when you use a
/// [`Handle`] in a widget, there may be a slight frame delay until it
/// is finally visible. If you are animating images, this can cause
/// undesirable flicker.
///
/// When you obtain an [`Allocation`] explicitly, you get the guarantee
/// that using a [`Handle`] will draw the corresponding [`Image`]
/// immediately in the next frame.
///
/// This guarantee is valid as long as you hold an [`Allocation`].
/// Only when you drop all its clones, the renderer may choose to free
/// the memory of the [`Handle`]. Be careful!
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Allocation(Arc<Memory>);
/// Some memory taken by an [`Allocation`].
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Memory {
handle: Handle,
size: Size<u32>,
}
impl Allocation {
/// Returns a weak reference to the [`Memory`] of the [`Allocation`].
pub fn downgrade(&self) -> Weak<Memory> {
Arc::downgrade(&self.0)
}
/// Upgrades a [`Weak`] memory reference to an [`Allocation`].
pub fn upgrade(weak: &Weak<Memory>) -> Option<Allocation> {
Weak::upgrade(weak).map(Allocation)
}
/// Returns the [`Handle`] of this [`Allocation`].
pub fn handle(&self) -> &Handle {
&self.0.handle
}
/// Returns the [`Size`] of the image of this [`Allocation`].
pub fn size(&self) -> Size<u32> {
self.0.size
}
}
/// Creates a new [`Allocation`] for the given handle.
///
/// This should only be used internally by renderer implementations.
///
/// # Safety
/// Must only be created once the [`Handle`] is allocated in memory.
#[allow(unsafe_code)]
pub unsafe fn allocate(handle: &Handle, size: Size<u32>) -> Allocation {
Allocation(Arc::new(Memory {
handle: handle.clone(),
size,
}))
}
/// A [`Renderer`] that can render raster graphics.
///
/// [renderer]: crate::renderer
pub trait Renderer: crate::Renderer {
/// The image Handle to be displayed. Iced exposes its own default implementation of a [`Handle`]
///
/// [`Handle`]: Self::Handle
type Handle: Clone;
/// Loads an image and returns an explicit [`Allocation`] to it.
///
/// If the image is not already loaded, this method will block! You should
/// generally not use it in drawing logic if you want to avoid frame drops.
fn load_image(&self, handle: &Self::Handle) -> Result<Allocation, Error>;
/// Returns the dimensions of an image for the given [`Handle`].
///
/// If the image is not already loaded, the [`Renderer`] may choose to return
/// `None`, load the image in the background, and then trigger a relayout.
///
/// If you need a measurement right away, consider using [`Renderer::load_image`].
fn measure_image(&self, handle: &Self::Handle) -> Option<Size<u32>>;
/// Draws an [`Image`] inside the provided `bounds`.
///
/// If the image is not already loaded, the [`Renderer`] may choose to render
/// nothing, load the image in the background, and then trigger a redraw.
///
/// If you need to draw an image right away, consider using [`Renderer::load_image`]
/// and hold on to an [`Allocation`] first.
fn draw_image(
&mut self,
image: Image<Self::Handle>,
bounds: Rectangle,
clip_bounds: Rectangle,
);
}
/// An image loading error.
#[derive(Debug, Clone, thiserror::Error)]
pub enum Error {
/// The image data was invalid or could not be decoded.
#[error("the image data was invalid or could not be decoded: {0}")]
Invalid(Arc<dyn std::error::Error + Send + Sync>),
/// The image file was not found.
#[error("the image file could not be opened: {0}")]
Inaccessible(Arc<io::Error>),
/// Loading images is unsupported.
#[error("loading images is unsupported")]
Unsupported,
/// The image is empty.
#[error("the image is empty")]
Empty,
/// Not enough memory to allocate the image.
#[error("not enough memory to allocate the image")]
OutOfMemory,
}