lotus_shared/
graphics.rs

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
use serde::{Deserialize, Serialize};

/// A color in the RGBA format.
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
pub struct Color {
    pub r: u8,
    pub g: u8,
    pub b: u8,
    pub a: u8,
}

impl Color {
    pub const WHITE: Self = Self::rgb(255, 255, 255);
    pub const BLACK: Self = Self::rgb(0, 0, 0);
    pub const RED: Self = Self::rgb(255, 0, 0);
    pub const GREEN: Self = Self::rgb(0, 255, 0);
    pub const BLUE: Self = Self::rgb(0, 0, 255);
    pub const YELLOW: Self = Self::rgb(255, 255, 0);
    pub const CYAN: Self = Self::rgb(0, 255, 255);
    pub const MAGENTA: Self = Self::rgb(255, 0, 255);

    pub const fn rgb(r: u8, g: u8, b: u8) -> Self {
        Self::rgba(r, g, b, 255)
    }

    pub const fn rgba(r: u8, g: u8, b: u8, a: u8) -> Self {
        Self { r, g, b, a }
    }
}

impl From<u32> for Color {
    fn from(value: u32) -> Self {
        let r = ((value >> 24) & 0xFF) as u8;
        let g = ((value >> 16) & 0xFF) as u8;
        let b = ((value >> 8) & 0xFF) as u8;
        let a = (value & 0xFF) as u8;

        Color::rgba(r, g, b, a)
    }
}

impl From<Color> for u32 {
    fn from(value: Color) -> Self {
        let r = value.r as u32;
        let g = value.g as u32;
        let b = value.b as u32;
        let a = value.a as u32;

        (r << 24) | (g << 16) | (b << 8) | a
    }
}

#[cfg(feature = "bevy")]
mod _bevy {
    use super::*;

    impl From<bevy::color::Color> for Color {
        fn from(value: bevy::color::Color) -> Self {
            let value = value.to_srgba();

            Self::rgba(
                (value.red * 255.0) as u8,
                (value.green * 255.0) as u8,
                (value.blue * 255.0) as u8,
                (value.alpha * 255.0) as u8,
            )
        }
    }

    impl From<Color> for bevy::color::Color {
        fn from(value: Color) -> Self {
            bevy::color::Color::srgba(
                value.r as f32 / 255.0,
                value.g as f32 / 255.0,
                value.b as f32 / 255.0,
                value.a as f32 / 255.0,
            )
        }
    }
}

#[cfg(feature = "image")]
mod _image {
    use super::*;

    impl From<image::Rgba<u8>> for Color {
        fn from(value: image::Rgba<u8>) -> Self {
            Self::rgba(value[0], value[1], value[2], value[3])
        }
    }

    impl From<Color> for image::Rgba<u8> {
        fn from(value: Color) -> Self {
            [value.r, value.g, value.b, value.a].into()
        }
    }
}

pub mod textures {
    use std::borrow::Cow;

    use serde::{Deserialize, Serialize};

    use crate::{
        content::ContentId,
        math::{Rectangle, UVec2},
    };

    use super::Color;

    /// Options for creating a texture.
    #[derive(Clone, Serialize, Deserialize)]
    pub struct TextureCreationOptions<'a> {
        /// The width of the texture.
        pub width: u32,
        /// The height of the texture.
        pub height: u32,
        /// The data of the texture. This is currently a placeholder for future use.
        pub data: Option<Cow<'a, [u8]>>,
    }

    /// A handle to a texture.
    #[derive(Debug, Clone, Copy, Serialize, Deserialize)]
    #[serde(transparent)]
    pub struct TextureHandle(u32);

    #[cfg(feature = "internal")]
    impl TextureHandle {
        /// Create a new texture handle.
        pub fn new(value: u32) -> Self {
            Self(value)
        }

        /// Get the ID of the texture handle.
        pub fn id(&self) -> u32 {
            self.0
        }
    }

    /// An action to perform on a texture.
    #[derive(Clone, Serialize, Deserialize)]
    pub enum TextureAction {
        /// Clear the texture with a color.
        Clear(Color),
        /// Draw pixels on the texture.
        DrawPixels(Box<[DrawPixel]>),
        /// Draw a rectangle on the texture.
        DrawRect {
            start: UVec2,
            end: UVec2,
            color: Color,
        },
        /// Draw text on the texture.
        DrawText {
            font: ContentId,
            text: String,
            top_left: UVec2,
            letter_spacing: u32,
            full_color: Option<Color>,
        },
        // DrawTexture {
        //     texture: ContentId,
        //     options: DrawTextureOpts,
        // },
        /// Draw a script texture on the texture.
        DrawScriptTexture {
            handle: TextureHandle,
            options: DrawTextureOpts,
        },
    }

    /// Options for drawing a texture.
    #[derive(Default, Clone, Copy, Serialize, Deserialize)]
    pub struct DrawTextureOpts {
        /// The source rectangle of the texture to draw.
        pub source_rect: Option<Rectangle>,
        /// The target rectangle of the texture to draw to.
        pub target_rect: Option<Rectangle>,
    }

    /// A pixel to draw on a texture.
    #[derive(Clone, Copy, Serialize, Deserialize)]
    pub struct DrawPixel {
        /// The position of the pixel.
        pub pos: UVec2,
        /// The color of the pixel.
        pub color: Color,
    }

    impl From<(UVec2, Color)> for DrawPixel {
        fn from((position, color): (UVec2, Color)) -> Self {
            Self {
                pos: position,
                color,
            }
        }
    }

    impl From<(u32, u32, Color)> for DrawPixel {
        fn from((x, y, color): (u32, u32, Color)) -> Self {
            Self {
                pos: UVec2 { x, y },
                color,
            }
        }
    }
}