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use crate::layout::{Rectangle, Size}; use crate::text::Text; use smallvec::SmallVec; use std::sync::Arc; use zerocopy::AsBytes; /// A high level primitive that can be drawn without any further data. #[derive(Clone)] pub enum Primitive<'a> { /// Pushes a clipping rectangle on a clipping rectangle stack. /// The topmost clipping rectangle is used by the renderer. When a clipping rectangle is active, only pixels /// inside of the rectangle are actually drawn to the screen. This is useful for scrolling like behaviour. PushClip(Rectangle), /// Pops a clipping rectangle from a clipping rectangle stack. All [`PushClip`s](#variant.PushClip) should have /// a matching `PopClip`. PopClip, /// Move following commands one layer up. Higher layers always draw in front of lower layers. LayerUp, /// Move following commands one layer down. Higher layers always draw in front of lower layers. LayerDown, /// Draw a rectangle filled with a color. DrawRect(Rectangle, Color), /// Draw some text within the bounds of a rectangle. /// See [`Text`](../text/struct.Text.html) for more information. DrawText(Text<'a>, Rectangle), /// Draw a 9 patch spanning the bounds of a rectangle, multiplied by a color. Draw9(Patch, Rectangle, Color), /// Draw an image stretched to the bounds of a rectangle, multiplied by a color. DrawImage(Image, Rectangle, Color), } /// A color with red, green, blue and alpha components. #[derive(Clone, Copy, Debug)] pub struct Color { /// The red component in `[0.0-1.0]` range. pub r: f32, /// The green component in `[0.0-1.0]` range. pub g: f32, /// The blue component in `[0.0-1.0]` range. pub b: f32, /// The alpha component in `[0.0-1.0]` range. pub a: f32, } /// Reference to an image loaded by the [`Ui`](../struct.Ui.html). #[derive(Clone, Debug)] pub struct Image { /// The texture atlas identifier that this image resides in. pub texture: usize, pub(crate) cache_id: Arc<usize>, /// The texcoords within the atlas that the image spans. pub texcoords: Rectangle, /// The physical size in pixels of the image. pub size: Rectangle, } /// 9 patch data on top of an [`Image`](struct.Image.html), which is used to create dynamically stretchable images. #[derive(Clone, Debug)] pub struct Patch { /// The `Image` this `Patch` operates on. pub image: Image, /// Horizontally stretchable regions in the 9 patch image. /// Every element is a pair of begin and end of the stretchable region. /// Defined in relative coordinates: 0.0 is the left side of the image, /// 1.0 is the right side of the image. pub h_stretch: SmallVec<[(f32, f32); 2]>, /// Vertically stretchable regions in the 9 patch image. /// Every element is a pair of begin and end of the stretchable region. /// Defined in relative coordinates: 0.0 is the top side of the image, /// 1.0 is the bottom side of the image. pub v_stretch: SmallVec<[(f32, f32); 2]>, /// Horizontal content area in the 9 patch image. Content can be placed /// in the region defined here. /// Defined in relative coordinates: 0.0 is the left side of the image, /// 1.0 is the right side of the image. pub h_content: (f32, f32), /// Vertical content area in the 9 patch image. Content can be placed /// in the region defined here. /// Defined in relative coordinates: 0.0 is the top side of the image, /// 1.0 is the bottom side of the image. pub v_content: (f32, f32), } /// Generic background definition #[derive(Clone)] pub enum Background { /// Draw no background None, /// Draw a solid color Color(Color), /// Draw a stretched image multiplied by a color Image(Image, Color), /// Draw a 9 patch image multiplied by a color Patch(Patch, Color), } /// A collection of data needed to render the ui. pub struct DrawList { /// A list of texture updates that need to be uploaded before rendering. pub updates: Vec<Update>, /// The vertex buffer used for this frame. pub vertices: Vec<Vertex>, /// A list of draw commands that use the `vertices` buffer. pub commands: Vec<Command>, } /// An update of the available texture data. The backend is responsible for uploading the provided /// data to the GPU. pub enum Update { /// An existing texture is updated. TextureSubresource { /// The id of the texture that needs to be updated id: usize, /// Offset from the left top corner of the texture. offset: [u32; 2], /// Size of the rect described by `data` size: [u32; 2], /// The texel data of the updated rect. 4 elements per pixel. data: Vec<u8>, }, /// A new texture is introduced. Texture { /// The id for the new texture. This is the id that will later be used to identify which /// texture the backend has to use whenever applicable. id: usize, /// Size of the texture size: [u32; 2], /// The texel data of the texture. 4 elements per pixel data: Vec<u8>, /// Whether the texture will be used as atlas. `true` means the texture might be updated /// later with [`TextureSubresource`](#variant.TextureSubresource), while `false` means the texture is /// immutable. atlas: bool, }, } /// The `Vertex` type passed to the vertex shader. #[derive(Debug, Clone, Copy, AsBytes)] #[repr(packed)] pub struct Vertex { /// The position of the vertex within device coordinates. /// [-1.0, -1.0] is the left top position of the display. pub pos: [f32; 2], /// The coordinates of the texture used by this `Vertex`. /// [0.0, 0.0] is the left top position of the texture. pub uv: [f32; 2], /// A color associated with the `Vertex`. /// The color is multiplied by the end result of the fragment shader. /// When `mode` is not 1, the default value is white ([1.0; 4]) pub color: [f32; 4], /// The mode with which the `Vertex` will be drawn within the fragment shader. /// /// `0` for rendering text. /// `1` for rendering an image. /// `2` for rendering non-textured 2D geometry. /// /// If any other value is given, the fragment shader will not output any color. pub mode: u32, } /// A draw `Command` that is to be translated to a draw command specific to the backend #[derive(Debug, Clone, Copy)] pub enum Command { /// Do nothing. Appending a `Nop` to another command will flush the other command. Nop, /// Sets a new scissor rect, which is used to confine geometry to a certain area on screen. Clip { /// The scissor rectangle scissor: Rectangle, }, /// Draw a list of vertices without an active texture Colored { /// Offset in vertices from the start of the [vertex buffer](struct.DrawList.html#field.vertices) offset: usize, /// The number of vertices to draw count: usize, }, /// Draw a list of vertices with the active texture denoted by it's index Textured { /// Texture id to be used texture: usize, /// Offset in vertices from the start of the [vertex buffer](struct.DrawList.html#field.vertices) offset: usize, /// The number of vertices to draw count: usize, }, } impl Color { /// Returns the color white pub fn white() -> Color { Color { r: 1.0, g: 1.0, b: 1.0, a: 1.0, } } /// Returns the color black pub fn black() -> Color { Color { r: 0.0, g: 0.0, b: 0.0, a: 1.0, } } /// Returns the color red pub fn red() -> Color { Color { r: 1.0, g: 0.0, b: 0.0, a: 1.0, } } /// Returns the color green pub fn green() -> Color { Color { r: 0.0, g: 1.0, b: 0.0, a: 1.0, } } /// Returns the color blue pub fn blue() -> Color { Color { r: 0.0, g: 0.0, b: 1.0, a: 1.0, } } /// Modifies a color with a new alpha component pub fn with_alpha(mut self, a: f32) -> Self { self.a = a; self } } impl Patch { /// Extend `measured_content` so it exactly fills the content rect of this patch. pub fn measure_with_content(&self, measured_content: Rectangle) -> Rectangle { let patch_content = self.image.size.sub(Rectangle { left: self.h_content.0, right: self.h_content.1, top: self.v_content.0, bottom: self.v_content.1, }); let grow_x = (measured_content.width() - patch_content.width()).max(0.0); let grow_y = (measured_content.height() - patch_content.height()).max(0.0); let result = Rectangle { left: 0.0, top: 0.0, right: self.image.size.width() + grow_x, bottom: self.image.size.height() + grow_y, }; result } /// Returns the padding of the 9 patch pub fn margin(&self) -> Rectangle { let patch_content = self.image.size.sub(Rectangle { left: self.h_content.0, right: self.h_content.1, top: self.v_content.0, bottom: self.v_content.1, }); Rectangle { left: patch_content.left, right: self.image.size.right - patch_content.right, top: patch_content.top, bottom: self.image.size.bottom - patch_content.bottom, } } /// The size of the patch when the content rect is zero sized. pub fn minimum_size(&self) -> (f32, f32) { let margin = self.margin(); ( self.image.size.width() - margin.left - margin.right, self.image.size.height() - margin.top - margin.bottom, ) } /// The content rect for a give size pub fn content_rect(&self, span: Rectangle) -> Rectangle { let mut result = span; let blend = |(a, b), x| a + (b - a) * x; let unblend = |x, (a, b)| (x - a) / (b - a); self.iterate_sections(false, span.width(), |x, u| { if self.h_content.0 >= u.0 && self.h_content.0 < u.1 { result.left = span.left + blend(x, unblend(self.h_content.0, u)); } if self.h_content.1 > u.0 && self.h_content.1 <= u.1 { result.right = span.left + blend(x, unblend(self.h_content.1, u)); } }); self.iterate_sections(true, span.height(), |y, v| { if self.v_content.0 >= v.0 && self.v_content.0 < v.1 { result.top = span.top + blend(y, unblend(self.v_content.0, v)); } if self.v_content.1 > v.0 && self.v_content.1 <= v.1 { result.bottom = span.top + blend(y, unblend(self.v_content.1, v)); } }); result } pub(crate) fn iterate_sections<F: FnMut((f32, f32), (f32, f32))>( &self, vertical: bool, length: f32, mut callback: F, ) { let stretches = if vertical { &self.v_stretch } else { &self.h_stretch }; let total = stretches.iter().fold(0.0, |t, &(a, b)| t + (b - a)); let mut cursor = 0.0; let mut grow = 0.0; let base = if vertical { (0.0, self.image.size.height()) } else { (0.0, self.image.size.width()) }; let sub = |x| base.0 + (base.1 - base.0) * x; let space = length - base.1; for s in stretches.iter() { if s.0 > 0.0 { callback((sub(cursor) + grow, sub(s.0) + grow), (cursor, s.0)); } let stretch = (s.1 - s.0) / total * space; callback((sub(s.0) + grow, sub(s.1) + grow + stretch), (s.0, s.1)); cursor = s.1; grow += stretch; } if cursor < 1.0 { callback((sub(cursor) + grow, sub(1.0) + grow), (cursor, 1.0)); } } } impl Background { /// Content rect for a given size and padding pub fn content_rect(&self, layout: Rectangle, padding: Rectangle) -> Rectangle { match self { &Background::Patch(ref patch, _) => patch.content_rect(layout).after_padding(padding), &_ => layout.after_padding(padding), } } /// Layout rect for a given content size and padding. /// This is the inverse of [`content_rect`](#method.content_rect) pub fn layout_rect(&self, content_rect: Rectangle, padding: Rectangle) -> Rectangle { match self { &Background::Patch(ref patch, _) => patch.measure_with_content(content_rect.after_margin(padding)), &_ => content_rect.after_margin(padding), } } /// Resolve the size of a widget when taking this background and padding into account pub fn resolve_size(&self, widget: (Size, Size), content: (Size, Size), padding: Rectangle) -> (Size, Size) { let (width, height) = match (widget, content) { ((Size::Shrink, Size::Shrink), (Size::Exact(width), Size::Exact(height))) => { let rect = self.layout_rect(Rectangle::from_wh(width, height), padding); (Size::Exact(rect.width()), Size::Exact(rect.height())) } ((Size::Shrink, other), (Size::Exact(width), _)) => { let rect = self.layout_rect(Rectangle::from_wh(width, 0.0), padding); (Size::Exact(rect.width()), other) } ((other, Size::Shrink), (_, Size::Exact(height))) => { let rect = self.layout_rect(Rectangle::from_wh(0.0, height), padding); (other, Size::Exact(rect.height())) } (other, _) => other, }; match (width, height) { (Size::Shrink, Size::Shrink) => (Size::Exact(0.0), Size::Exact(0.0)), (Size::Shrink, other) => (Size::Exact(0.0), other), (other, Size::Shrink) => (other, Size::Exact(0.0)), other => other, } } /// Size of the background if the content rect is zero sized pub fn minimum_size(&self) -> (f32, f32) { match self { &Background::Patch(ref patch, _) => patch.minimum_size(), &Background::Image(ref image, _) => (image.size.width(), image.size.height()), &_ => (0.0, 0.0), } } /// Padding of the background. Only defined for 9 patch backgrounds, other backgrounds have no padding. pub fn padding(&self) -> Rectangle { match self { &Background::Patch(ref patch, _) => patch.margin(), &_ => Rectangle::zero(), } } /// Returns whether the background is visible pub fn is_solid(&self) -> bool { match self { &Background::None => false, &_ => true, } } /// Convert background to [`Some(Primitive)`](enum.Primitive.html), /// or `None` if this background is [`None`](#variant.None) pub fn render(&self, rectangle: Rectangle) -> Option<Primitive<'static>> { match self { &Background::Color(color) => Some(Primitive::DrawRect(rectangle, color)), &Background::Image(ref image, color) => Some(Primitive::DrawImage(image.clone(), rectangle, color)), &Background::Patch(ref patch, color) => Some(Primitive::Draw9(patch.clone(), rectangle, color)), &Background::None => None, } } } impl Command { /// Append another `Command` to this `Command`. If the `Command`s can be chained together /// the `Command` is extended and `None` is returned, but if the `Command`s can not be chained /// the new command is returned again. pub fn append(&mut self, command: Command) -> Option<Command> { match *self { Command::Nop => { *self = command; None } Command::Clip { .. } => match command { Command::Nop => None, other => Some(other), }, Command::Colored { offset, count } => match command { Command::Nop => None, Command::Colored { offset: new_offset, count: new_count, } => { if new_offset == offset + count { *self = Command::Colored { offset: offset, count: count + new_count, }; None } else { Some(command) } } other => Some(other), }, Command::Textured { texture, offset, count } => match command { Command::Nop => None, Command::Textured { texture: new_texture, offset: new_offset, count: new_count, } => { if texture == new_texture && new_offset == offset + count { *self = Command::Textured { texture: texture, offset: offset, count: count + new_count, }; None } else { Some(command) } } other => Some(other), }, } } }