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//! `Texture` methods.
//!
//! Provides texture creation and rendering methods on [`PixState`].
//!
//! Provided methods:
//!
//! - [`PixState::texture`]: Render a portion of a texture to the current canvas.
//! - [`PixState::texture_transformed`]: Render a transformed portion of a texture to the current
//! canvas.
//! - [`PixState::create_texture`]: Creates a new texture to render to.
//! - [`PixState::delete_texture`]: Delete a texture.
//! - [`PixState::update_texture`]: Update texture with [u8] [slice] of pixel data.
//! - [`PixState::set_texture_target`]: Target a texture for rendering.
//! - [`PixState::clear_texture_target`]: Clear texture target back to primary canvas for rendering.
//!
//! # Example
//!
//! ```
//! # use pix_engine::prelude::*;
//! # struct App;
//! # impl PixEngine for App {
//! fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
//! let texture_id1 = s.create_texture(500, 600, PixelFormat::Rgb)?;
//! // Does not actually render to the current canvas
//! s.set_texture_target(texture_id1)?;
//! s.background(Color::random());
//! s.text("Rendered texture!")?;
//! s.clear_texture_target();
//!
//! // `None` uses PixelFormat::default() which defaults to PixelFormat::Rgba
//! let texture_id2 = s.create_texture(500, 600, None)?;
//!
//! // `None` updates the entire texture, pass a Rect<i32> to update a sub-rectangle area
//! let image = Image::from_file("./some_image.png")?;
//! let pitch = image.width() as usize;
//! s.update_texture(texture_id2, None, image.as_bytes(), pitch)?;
//!
//! // Draw both textures to the current canvas
//! s.texture(texture_id1, None, rect![0, 0, 500, 600])?;
//! s.texture(texture_id2, None, rect![500, 0, 500, 600])?;
//!
//! // These could be stored in `self` to avoid re-creating every frame
//! s.delete_texture(texture_id1)?;
//! s.delete_texture(texture_id2)?;
//! Ok(())
//! }
//! # }
//! ```
use crate::prelude::*;
use std::{
fmt,
ops::{Deref, DerefMut},
};
/// `Texture` identifier used to reference and target an internally managed texture.
#[derive(Default, Debug, Copy, Clone, Eq, PartialEq, Ord, PartialOrd, Hash)]
pub struct TextureId(pub(crate) usize);
impl fmt::Display for TextureId {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{}", self.0)
}
}
impl Deref for TextureId {
type Target = usize;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl DerefMut for TextureId {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
impl PixState {
/// Draw a portion `src` of a texture to the current render target translated and resized to
/// the target `dst`. Passing `None` for `src` renders the entire texture. Passing `None` for
/// `dst` renders to the maximum size of the render target.
///
/// # Note
///
/// It's possible to render one texture onto another texture, but currently they both have to
/// have been created in the same window. Attempting to render to a texture created with
/// another window will result in a [`Error::InvalidTexture`]. This restriction may be
/// lifted in the future.
///
/// # Errors
///
/// Returns an error for any of the following:
/// - The current render target is closed or dropped.
/// - The texture being rendered has been dropped.
/// - The target texture is the same as the texture being rendered.
/// - The renderer fails to draw to the texture.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { texture_id: TextureId };
/// # impl PixEngine for App {
/// fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
/// s.set_texture_target(self.texture_id)?;
/// s.background(Color::random());
/// s.text("Rendered texture!")?;
/// s.clear_texture_target();
///
/// let src = rect![10, 10, 100, 100]; // Render a sub-section of the texture
/// // translate and scale texture
/// let dst = rect![200, 200, 200, 200];
/// s.texture(self.texture_id, src, dst)?;
/// Ok(())
/// }
/// # }
/// ```
pub fn texture<R1, R2>(&mut self, texture_id: TextureId, src: R1, dst: R2) -> PixResult<()>
where
R1: Into<Option<Rect<i32>>>,
R2: Into<Option<Rect<i32>>>,
{
self.renderer
.texture(texture_id, src.into(), dst.into(), 0.0, None, None, None)
}
/// Draw a transformed portion `src` of a texture to the current render target translated and
/// resized to the target `dst`, optionally rotated by an `angle` about a `center` point or
/// `flipped`. `angle` can be in either radians or degrees based on [`AngleMode`]. Passing
/// `None` for `src` renders the entire texture. Passing `None` for `dst` renders to the
/// maximum size of the render target. [`PixState::image_tint`] can optionally add a tint color
/// to the rendered texture.
///
/// # Note
///
/// It's possible to render one texture onto another texture, but currently they both have to
/// have been created in the same window. Attempting to render to a texture created with
/// another window will result in a [`Error::InvalidTexture`]. This restriction may be
/// lifted in the future.
///
/// # Errors
///
/// Returns an error for any of the following:
/// - The current render target is closed or dropped.
/// - The texture being rendered has been dropped.
/// - The target texture is the same as the texture being rendered.
/// - The renderer fails to draw to the texture.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { texture_id: TextureId };
/// # impl PixEngine for App {
/// fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
/// s.set_texture_target(self.texture_id)?;
/// s.background(Color::random());
/// s.text("Rendered texture!")?;
/// s.clear_texture_target();
///
/// let src = None;
/// // translate and scale texture
/// let dst = rect![200, 200, 200, 200];
/// let angle = 10.0;
/// let center = point!(10, 10);
/// s.texture_transformed(
/// self.texture_id,
/// src,
/// dst,
/// angle,
/// center,
/// Flipped::Horizontal,
/// )?;
/// Ok(())
/// }
/// # }
/// ```
pub fn texture_transformed<R1, R2, C, F>(
&mut self,
texture_id: TextureId,
src: R1,
dst: R2,
mut angle: f64,
center: C,
flipped: F,
) -> PixResult<()>
where
R1: Into<Option<Rect<i32>>>,
R2: Into<Option<Rect<i32>>>,
C: Into<Option<Point<i32>>>,
F: Into<Option<Flipped>>,
{
let s = &self.settings;
if s.angle_mode == AngleMode::Radians {
angle = angle.to_degrees();
};
self.renderer.texture(
texture_id,
src.into(),
dst.into(),
angle,
center.into(),
flipped.into(),
s.image_tint,
)
}
/// Constructs a `Texture` to render to. Passing `None` for [`PixelFormat`] will use
/// [`PixelFormat::default`]. The texture will be created and tied to the current window
/// target. To create a texture for a window other than the primary window, call
/// [`PixState::set_window`].
///
/// # Errors
///
/// If the current window target is closed or invalid, or the texture dimensions are invalid,
/// then an error is returned.
///
/// # Note
///
/// Textures are automatically dropped when the window they were created in is closed due to an
/// implicit lifetime that the texture can not outlive the window it was created for. Calling
/// this method will create a texture for the current `window_target`, which can only be
/// changed using the [`PixState::set_window_target`] method. It is the responsibility of the
/// caller to manage created textures and call [`PixState::delete_texture`] when a texture
/// resource is no longer needed and to ensure that texture methods are not called for a given
/// window after it has been closed, otherwise an error will be returned.
///
/// This constraint arises due to lifetime issues with SDL textures, See
/// <https://github.com/Rust-SDL2/rust-sdl2/issues/1107> for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { texture_id: TextureId };
/// # impl PixEngine for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_start(&mut self, s: &mut PixState) -> PixResult<()> {
/// self.texture_id = s.create_texture(
/// s.width()? / 2,
/// s.height()? / 2,
/// PixelFormat::Rgb,
/// )?;
/// Ok(())
/// }
/// # }
/// ```
pub fn create_texture<F>(&mut self, width: u32, height: u32, format: F) -> PixResult<TextureId>
where
F: Into<Option<PixelFormat>>,
{
self.renderer.create_texture(width, height, format.into())
}
/// Delete a `Texture`.
///
/// # Errors
///
/// If the current window target is closed or invalid, or the texture has already been dropped,
/// then an error is returned.
///
/// # Note
///
/// Currently, it is up to the caller to manage valid textures. Textures become invalid
/// whenever the `window_target` they were created in has been closed. Calling any texture
/// methods with an invalid `TextureId` will result in an error.
///
/// This constraint arises due to lifetime issues with SDL textures, See
/// <https://github.com/Rust-SDL2/rust-sdl2/issues/1107> for more details.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App;
/// # impl PixEngine for App {
/// fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
/// // A more polished implementation would manage state in `self` to avoid re-creating and
/// // destroying textures every frame
/// let texture_id = s.create_texture(500, 600, PixelFormat::Rgb)?;
/// // Render things
/// s.delete_texture(texture_id)?;
/// Ok(())
/// }
/// # }
/// ```
pub fn delete_texture(&mut self, texture_id: TextureId) -> PixResult<()> {
self.renderer.delete_texture(texture_id)
}
/// Update the `Texture` with a [u8] [slice] of pixel data. Passing `None` for `rect` updates
/// the entire texture. `pitch` is the number of bytes in a row of pixels data including
/// padding between lines.
/// # Errors
///
/// If the window in which the texture was created is closed, or the renderer fails
/// to update to the texture, then an error is returned.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { texture_id: TextureId };
/// # impl PixEngine for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_start(&mut self, s: &mut PixState) -> PixResult<()> {
/// self.texture_id = s.create_texture(500, 600, None)?;
/// let image = Image::from_file("./some_image.png")?;
/// s.update_texture(self.texture_id, None, image.as_bytes(), image.pitch())?;
/// Ok(())
/// }
/// # }
/// ```
pub fn update_texture<R, P>(
&mut self,
texture_id: TextureId,
rect: R,
pixels: P,
pitch: usize,
) -> PixResult<()>
where
R: Into<Option<Rect<i32>>>,
P: AsRef<[u8]>,
{
let rect = rect.into();
let pixels = pixels.as_ref();
self.renderer
.update_texture(texture_id, rect, pixels, pitch)
}
/// Set a `Texture` as the priamry target for drawing operations. Pushes current settings and UI
/// cursor to the stack, so any changes made while a texture target is set will be in effect
/// until [`PixState::reset_texture_target`] is called.
///
/// # Errors
///
/// If the target has been dropped or is invalid, then an error is returned.
///
/// # Example
///
/// ```
/// # use pix_engine::prelude::*;
/// # struct App { texture_id: TextureId };
/// # impl PixEngine for App {
/// # fn on_update(&mut self, s: &mut PixState) -> PixResult<()> { Ok(()) }
/// fn on_start(&mut self, s: &mut PixState) -> PixResult<()> {
/// self.texture_id = s.create_texture(500, 600, None)?;
/// s.set_texture_target(self.texture_id)?;
/// s.background(Color::random());
/// s.text("Rendered texture!")?;
/// s.clear_texture_target();
/// Ok(())
/// }
/// # }
/// ```
pub fn set_texture_target(&mut self, id: TextureId) -> PixResult<()> {
if self.renderer.texture_target().is_none() {
self.push();
self.ui.push_cursor();
self.set_cursor_pos(self.theme.spacing.frame_pad);
self.renderer.set_texture_target(id)
} else {
Ok(())
}
}
/// Clears `Texture` target back to the primary canvas for drawing operations. Pops previous
/// settings and UI cursor off the stack, so that changes made while texture target was set are
/// reverted.
pub fn clear_texture_target(&mut self) {
if self.renderer.texture_target().is_some() {
self.renderer.clear_texture_target();
self.ui.pop_cursor();
self.pop();
}
}
}
/// Trait for texture operations on the underlying `Renderer`.
pub(crate) trait TextureRenderer {
/// Create a `Texture` to draw to.
///
/// # Errors
///
/// If the current window target is closed or invalid, or the texture dimensions are invalid,
/// then an error is returned.
fn create_texture(
&mut self,
width: u32,
height: u32,
format: Option<PixelFormat>,
) -> PixResult<TextureId>;
/// Delete a `Texture`.
///
/// # Errors
///
/// If the current window target is closed or invalid, or the texture has already been dropped,
/// then an error is returned.
///
fn delete_texture(&mut self, texture_id: TextureId) -> PixResult<()>;
/// Update texture with pixel data.
///
/// # Errors
///
/// If the current window target is closed or invalid, or the renderer fails to update to the
/// texture, then an error is returned.
fn update_texture<P: AsRef<[u8]>>(
&mut self,
texture_id: TextureId,
rect: Option<Rect<i32>>,
pixels: P,
pitch: usize,
) -> PixResult<()>;
/// Draw texture to the curent canvas.
///
/// # Errors
///
/// Returns an error for any of the following:
/// - The current render target is closed or dropped.
/// - The texture being rendered has been dropped.
/// - The target texture is the same as the texture being rendered.
/// - The renderer fails to draw to the texture.
///
#[allow(clippy::too_many_arguments)]
fn texture(
&mut self,
texture_id: TextureId,
src: Option<Rect<i32>>,
dst: Option<Rect<i32>>,
angle: f64,
center: Option<Point<i32>>,
flipped: Option<Flipped>,
tint: Option<Color>,
) -> PixResult<()>;
/// Returns texture used as the target for drawing operations, if set.
fn texture_target(&self) -> Option<TextureId>;
/// Set a `Texture` as the primary target for drawing operations instead of the window target
/// canvas.
///
/// # Errors
///
/// If the texture has been dropped or is invalid, then an error is returned.
fn set_texture_target(&mut self, texture_id: TextureId) -> PixResult<()>;
/// Clear `Texture` target back to the window target canvas for drawing operations.
fn clear_texture_target(&mut self);
/// Returns whether a texture is set as the target for drawing operations.
fn has_texture_target(&self) -> bool;
/// Clear internal texture cache.
fn clear_texture_cache(&mut self);
}