oxihuman-viewer 0.2.1

wgpu/WebGPU rendering adapter for OxiHuman
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
// Copyright (C) 2026 COOLJAPAN OU (Team KitaSan)
// SPDX-License-Identifier: Apache-2.0

//! 2D overlay rendering system — GUI stubs for heads-up display.

#[allow(dead_code)]
#[derive(Debug, Clone, PartialEq)]
pub struct OverlayAnchor {
    pub x: f32,
    pub y: f32,
}

impl OverlayAnchor {
    pub fn new(x: f32, y: f32) -> Self {
        Self { x, y }
    }
}

#[allow(dead_code)]
#[derive(Debug, Clone, PartialEq)]
pub struct OverlayColor {
    pub r: f32,
    pub g: f32,
    pub b: f32,
    pub a: f32,
}

impl OverlayColor {
    pub fn rgba(r: f32, g: f32, b: f32, a: f32) -> Self {
        Self { r, g, b, a }
    }

    pub fn white() -> Self {
        Self::rgba(1.0, 1.0, 1.0, 1.0)
    }

    pub fn red() -> Self {
        Self::rgba(1.0, 0.0, 0.0, 1.0)
    }

    pub fn green() -> Self {
        Self::rgba(0.0, 1.0, 0.0, 1.0)
    }
}

#[allow(dead_code)]
#[derive(Debug, Clone)]
pub enum OverlayElement {
    Text {
        text: String,
        anchor: OverlayAnchor,
        color: OverlayColor,
        size: f32,
    },
    Line {
        from: OverlayAnchor,
        to: OverlayAnchor,
        color: OverlayColor,
        width: f32,
    },
    Rect {
        min: OverlayAnchor,
        max: OverlayAnchor,
        fill: OverlayColor,
        border: OverlayColor,
    },
    Circle {
        center: OverlayAnchor,
        radius: f32,
        color: OverlayColor,
    },
}

impl OverlayElement {
    /// Returns a simple JSON fragment describing this element.
    pub fn to_json(&self) -> String {
        match self {
            OverlayElement::Text {
                text,
                anchor,
                color,
                size,
            } => {
                format!(
                    r#"{{"type":"text","text":"{text}","x":{:.4},"y":{:.4},"r":{:.4},"g":{:.4},"b":{:.4},"a":{:.4},"size":{size:.4}}}"#,
                    anchor.x, anchor.y, color.r, color.g, color.b, color.a
                )
            }
            OverlayElement::Line {
                from,
                to,
                color,
                width,
            } => {
                format!(
                    r#"{{"type":"line","fx":{:.4},"fy":{:.4},"tx":{:.4},"ty":{:.4},"r":{:.4},"g":{:.4},"b":{:.4},"a":{:.4},"width":{width:.4}}}"#,
                    from.x, from.y, to.x, to.y, color.r, color.g, color.b, color.a
                )
            }
            OverlayElement::Rect {
                min,
                max,
                fill,
                border,
            } => {
                format!(
                    r#"{{"type":"rect","minx":{:.4},"miny":{:.4},"maxx":{:.4},"maxy":{:.4},"fr":{:.4},"fg":{:.4},"fb":{:.4},"fa":{:.4},"br":{:.4},"bg":{:.4},"bb":{:.4},"ba":{:.4}}}"#,
                    min.x,
                    min.y,
                    max.x,
                    max.y,
                    fill.r,
                    fill.g,
                    fill.b,
                    fill.a,
                    border.r,
                    border.g,
                    border.b,
                    border.a
                )
            }
            OverlayElement::Circle {
                center,
                radius,
                color,
            } => {
                format!(
                    r#"{{"type":"circle","cx":{:.4},"cy":{:.4},"radius":{radius:.4},"r":{:.4},"g":{:.4},"b":{:.4},"a":{:.4}}}"#,
                    center.x, center.y, color.r, color.g, color.b, color.a
                )
            }
        }
    }
}

#[allow(dead_code)]
#[derive(Debug, Clone)]
pub struct OverlayLayer {
    pub name: String,
    pub elements: Vec<OverlayElement>,
    pub visible: bool,
    pub z_order: i32,
}

impl OverlayLayer {
    pub fn new(name: &str, z_order: i32) -> Self {
        Self {
            name: name.to_string(),
            elements: Vec::new(),
            visible: true,
            z_order,
        }
    }

    pub fn to_json(&self) -> String {
        let elems: Vec<String> = self.elements.iter().map(|e| e.to_json()).collect();
        format!(
            r#"{{"name":"{}","z_order":{},"visible":{},"elements":[{}]}}"#,
            self.name,
            self.z_order,
            self.visible,
            elems.join(",")
        )
    }
}

#[allow(dead_code)]
#[derive(Debug, Clone)]
pub struct OverlayRenderer {
    pub layers: Vec<OverlayLayer>,
}

impl OverlayRenderer {
    pub fn new() -> Self {
        Self { layers: Vec::new() }
    }

    /// Add a new layer and return its index.
    pub fn add_layer(&mut self, name: &str, z_order: i32) -> usize {
        let idx = self.layers.len();
        self.layers.push(OverlayLayer::new(name, z_order));
        idx
    }

    /// Add an element to a specific layer.
    pub fn add_element(&mut self, layer_idx: usize, element: OverlayElement) {
        if let Some(layer) = self.layers.get_mut(layer_idx) {
            layer.elements.push(element);
        }
    }

    /// Remove all elements from a layer.
    pub fn clear_layer(&mut self, layer_idx: usize) {
        if let Some(layer) = self.layers.get_mut(layer_idx) {
            layer.elements.clear();
        }
    }

    /// Set visibility of a layer.
    pub fn set_layer_visible(&mut self, layer_idx: usize, visible: bool) {
        if let Some(layer) = self.layers.get_mut(layer_idx) {
            layer.visible = visible;
        }
    }

    /// Total elements across all layers.
    pub fn total_elements(&self) -> usize {
        self.layers.iter().map(|l| l.elements.len()).sum()
    }

    /// Layers sorted by z_order ascending.
    pub fn sorted_layers(&self) -> Vec<&OverlayLayer> {
        let mut refs: Vec<&OverlayLayer> = self.layers.iter().collect();
        refs.sort_by_key(|l| l.z_order);
        refs
    }

    /// JSON of all visible layers and their elements.
    pub fn render_to_json(&self) -> String {
        let visible: Vec<String> = self
            .sorted_layers()
            .into_iter()
            .filter(|l| l.visible)
            .map(|l| l.to_json())
            .collect();
        format!(r#"{{"layers":[{}]}}"#, visible.join(","))
    }
}

impl Default for OverlayRenderer {
    fn default() -> Self {
        Self::new()
    }
}

/// Build a text element at normalized screen position.
pub fn text_element(text: &str, x: f32, y: f32, size: f32) -> OverlayElement {
    OverlayElement::Text {
        text: text.to_string(),
        anchor: OverlayAnchor::new(x, y),
        color: OverlayColor::white(),
        size,
    }
}

/// Build an FPS counter text element at the top-left corner.
pub fn fps_counter_element(fps: f32) -> OverlayElement {
    text_element(&format!("FPS: {fps:.1}"), 0.02, 0.02, 14.0)
}

/// Default HUD overlay with FPS, stats, and debug layers.
pub fn default_hud_overlay() -> OverlayRenderer {
    let mut r = OverlayRenderer::new();
    let hud = r.add_layer("hud", 0);
    let stats = r.add_layer("stats", 1);
    let _debug = r.add_layer("debug", 2);

    r.add_element(hud, fps_counter_element(60.0));
    r.add_element(stats, text_element("Tris: 0", 0.02, 0.05, 12.0));
    r.add_element(stats, text_element("Draw calls: 0", 0.02, 0.08, 12.0));
    r
}

/// Crosshair overlay — two lines crossing at center (0.5, 0.5).
pub fn crosshair_overlay() -> OverlayRenderer {
    let mut r = OverlayRenderer::new();
    let layer = r.add_layer("crosshair", 10);
    // horizontal line
    r.add_element(
        layer,
        OverlayElement::Line {
            from: OverlayAnchor::new(0.45, 0.5),
            to: OverlayAnchor::new(0.55, 0.5),
            color: OverlayColor::white(),
            width: 1.5,
        },
    );
    // vertical line
    r.add_element(
        layer,
        OverlayElement::Line {
            from: OverlayAnchor::new(0.5, 0.45),
            to: OverlayAnchor::new(0.5, 0.55),
            color: OverlayColor::white(),
            width: 1.5,
        },
    );
    r
}

// ─── Tests ───────────────────────────────────────────────────────────────────
#[cfg(test)]
mod tests {
    use super::*;

    #[test]
    fn add_layer_increases_count() {
        let mut r = OverlayRenderer::new();
        assert_eq!(r.layers.len(), 0);
        r.add_layer("a", 0);
        r.add_layer("b", 1);
        assert_eq!(r.layers.len(), 2);
    }

    #[test]
    fn add_layer_returns_correct_index() {
        let mut r = OverlayRenderer::new();
        let i0 = r.add_layer("x", 0);
        let i1 = r.add_layer("y", 5);
        assert_eq!(i0, 0);
        assert_eq!(i1, 1);
    }

    #[test]
    fn add_element_increases_total() {
        let mut r = OverlayRenderer::new();
        let layer = r.add_layer("hud", 0);
        assert_eq!(r.total_elements(), 0);
        r.add_element(layer, text_element("hello", 0.1, 0.1, 12.0));
        assert_eq!(r.total_elements(), 1);
        r.add_element(layer, text_element("world", 0.2, 0.2, 12.0));
        assert_eq!(r.total_elements(), 2);
    }

    #[test]
    fn clear_layer_removes_elements() {
        let mut r = OverlayRenderer::new();
        let layer = r.add_layer("hud", 0);
        r.add_element(layer, text_element("a", 0.0, 0.0, 10.0));
        r.add_element(layer, text_element("b", 0.1, 0.1, 10.0));
        assert_eq!(r.total_elements(), 2);
        r.clear_layer(layer);
        assert_eq!(r.total_elements(), 0);
    }

    #[test]
    fn set_layer_visible_false_hides_layer() {
        let mut r = OverlayRenderer::new();
        let layer = r.add_layer("hud", 0);
        r.set_layer_visible(layer, false);
        assert!(!r.layers[layer].visible);
    }

    #[test]
    fn set_layer_visible_true() {
        let mut r = OverlayRenderer::new();
        let layer = r.add_layer("hud", 0);
        r.set_layer_visible(layer, false);
        r.set_layer_visible(layer, true);
        assert!(r.layers[layer].visible);
    }

    #[test]
    fn sorted_layers_order() {
        let mut r = OverlayRenderer::new();
        r.add_layer("c", 10);
        r.add_layer("a", -5);
        r.add_layer("b", 3);
        let sorted = r.sorted_layers();
        let orders: Vec<i32> = sorted.iter().map(|l| l.z_order).collect();
        assert_eq!(orders, vec![-5, 3, 10]);
    }

    #[test]
    fn total_elements_spans_layers() {
        let mut r = OverlayRenderer::new();
        let l0 = r.add_layer("a", 0);
        let l1 = r.add_layer("b", 1);
        r.add_element(l0, text_element("x", 0.0, 0.0, 10.0));
        r.add_element(l1, text_element("y", 0.0, 0.0, 10.0));
        r.add_element(l1, text_element("z", 0.0, 0.0, 10.0));
        assert_eq!(r.total_elements(), 3);
    }

    #[test]
    fn render_to_json_non_empty() {
        let mut r = OverlayRenderer::new();
        let l = r.add_layer("hud", 0);
        r.add_element(l, text_element("hi", 0.0, 0.0, 12.0));
        let j = r.render_to_json();
        assert!(!j.is_empty());
        assert!(j.contains("layers"));
    }

    #[test]
    fn render_to_json_excludes_hidden_layer() {
        let mut r = OverlayRenderer::new();
        let l = r.add_layer("secret", 0);
        r.add_element(l, text_element("hidden", 0.1, 0.1, 12.0));
        r.set_layer_visible(l, false);
        let j = r.render_to_json();
        assert!(!j.contains("hidden"));
    }

    #[test]
    fn default_hud_has_layers() {
        let hud = default_hud_overlay();
        assert!(hud.layers.len() >= 3);
    }

    #[test]
    fn default_hud_has_elements() {
        let hud = default_hud_overlay();
        assert!(hud.total_elements() > 0);
    }

    #[test]
    fn text_element_is_text_variant() {
        let e = text_element("FPS", 0.0, 0.0, 12.0);
        assert!(matches!(e, OverlayElement::Text { .. }));
    }

    #[test]
    fn fps_counter_element_contains_fps() {
        let e = fps_counter_element(30.0);
        if let OverlayElement::Text { text, .. } = e {
            assert!(text.contains("30"));
        } else {
            panic!("expected Text variant");
        }
    }

    #[test]
    fn crosshair_overlay_has_two_lines() {
        let ch = crosshair_overlay();
        let total = ch.total_elements();
        assert_eq!(total, 2);
    }

    #[test]
    fn crosshair_all_elements_are_lines() {
        let ch = crosshair_overlay();
        for layer in &ch.layers {
            for elem in &layer.elements {
                assert!(matches!(elem, OverlayElement::Line { .. }));
            }
        }
    }
}