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
use crate::{
    text::{Fonts, Galley, TextStyle},
    Color32, Mesh, Stroke,
};
use emath::*;

/// A paint primitive such as a circle or a piece of text.
/// Coordinates are all screen space points (not physical pixels).
#[must_use = "Add a Shape to a Painter"]
#[derive(Clone, Debug)]
pub enum Shape {
    /// Paint nothing. This can be useful as a placeholder.
    Noop,
    /// Recursively nest more shapes - sometimes a convenience to be able to do.
    /// For performance reasons it is better to avoid it.
    Vec(Vec<Shape>),
    Circle {
        center: Pos2,
        radius: f32,
        fill: Color32,
        stroke: Stroke,
    },
    LineSegment {
        points: [Pos2; 2],
        stroke: Stroke,
    },
    Path {
        points: Vec<Pos2>,
        /// If true, connect the first and last of the points together.
        /// This is required if `fill != TRANSPARENT`.
        closed: bool,
        fill: Color32,
        stroke: Stroke,
    },
    Rect {
        rect: Rect,
        /// How rounded the corners are. Use `0.0` for no rounding.
        corner_radius: f32,
        fill: Color32,
        stroke: Stroke,
    },
    Text {
        /// Top left corner of the first character.
        pos: Pos2,
        /// The layed out text
        galley: Galley,
        text_style: TextStyle, // TODO: Font?
        color: Color32,
        /// If true, tilt the letters for an ugly italics effect
        fake_italics: bool,
    },
    Mesh(Mesh),
}

/// ## Constructors
impl Shape {
    pub fn line_segment(points: [Pos2; 2], stroke: impl Into<Stroke>) -> Self {
        Self::LineSegment {
            points,
            stroke: stroke.into(),
        }
    }

    pub fn line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
        Self::Path {
            points,
            closed: false,
            fill: Default::default(),
            stroke: stroke.into(),
        }
    }

    pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<Stroke>) -> Self {
        Self::Path {
            points,
            closed: true,
            fill: Default::default(),
            stroke: stroke.into(),
        }
    }

    pub fn polygon(points: Vec<Pos2>, fill: impl Into<Color32>, stroke: impl Into<Stroke>) -> Self {
        Self::Path {
            points,
            closed: true,
            fill: fill.into(),
            stroke: stroke.into(),
        }
    }

    pub fn circle_filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
        Self::Circle {
            center,
            radius,
            fill: fill_color.into(),
            stroke: Default::default(),
        }
    }

    pub fn circle_stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
        Self::Circle {
            center,
            radius,
            fill: Default::default(),
            stroke: stroke.into(),
        }
    }

    pub fn rect_filled(rect: Rect, corner_radius: f32, fill_color: impl Into<Color32>) -> Self {
        Self::Rect {
            rect,
            corner_radius,
            fill: fill_color.into(),
            stroke: Default::default(),
        }
    }

    pub fn rect_stroke(rect: Rect, corner_radius: f32, stroke: impl Into<Stroke>) -> Self {
        Self::Rect {
            rect,
            corner_radius,
            fill: Default::default(),
            stroke: stroke.into(),
        }
    }

    pub fn text(
        fonts: &Fonts,
        pos: Pos2,
        anchor: Align2,
        text: impl Into<String>,
        text_style: TextStyle,
        color: Color32,
    ) -> Self {
        let font = &fonts[text_style];
        let galley = font.layout_multiline(text.into(), f32::INFINITY);
        let rect = anchor.anchor_rect(Rect::from_min_size(pos, galley.size));
        Self::Text {
            pos: rect.min,
            galley,
            text_style,
            color,
            fake_italics: false,
        }
    }
}

/// ## Operations
impl Shape {
    pub fn mesh(mesh: Mesh) -> Self {
        debug_assert!(mesh.is_valid());
        Self::Mesh(mesh)
    }

    #[deprecated = "Renamed `mesh`"]
    pub fn triangles(mesh: Mesh) -> Self {
        Self::mesh(mesh)
    }

    pub fn texture_id(&self) -> super::TextureId {
        if let Shape::Mesh(mesh) = self {
            mesh.texture_id
        } else {
            super::TextureId::Egui
        }
    }

    /// Translate location by this much, in-place
    pub fn translate(&mut self, delta: Vec2) {
        match self {
            Shape::Noop => {}
            Shape::Vec(shapes) => {
                for shape in shapes {
                    shape.translate(delta);
                }
            }
            Shape::Circle { center, .. } => {
                *center += delta;
            }
            Shape::LineSegment { points, .. } => {
                for p in points {
                    *p += delta;
                }
            }
            Shape::Path { points, .. } => {
                for p in points {
                    *p += delta;
                }
            }
            Shape::Rect { rect, .. } => {
                *rect = rect.translate(delta);
            }
            Shape::Text { pos, .. } => {
                *pos += delta;
            }
            Shape::Mesh(mesh) => {
                mesh.translate(delta);
            }
        }
    }
}