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/* * Copyright 2021 QuantumBadger * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ //! Hardware-accelerated drawing of shapes, images, and text, with an easy to //! use API. //! //! Speedy2D aims to be: //! //! - The simplest Rust API for creating a window, rendering graphics/text, and //! handling input //! - Compatible with any device supporting OpenGL 2.0+, with support for //! OpenGL ES 2.0+ and WebGL coming soon //! - Very fast //! //! Supports Windows, Mac, and Linux. Support for Android, iOS, and WebGL is in //! development. //! //! By default, Speedy2D contains support for setting up a window with an OpenGL //! context. If you'd like to handle this yourself, and use Speedy2D only for //! rendering, you can disable the `windowing` feature. //! //! # Useful Links //! //! * [Source repository](https://github.com/QuantumBadger/Speedy2D) //! * [Crate](https://crates.io/crates/speedy2d) //! //! # Getting Started //! //! ## Create a window //! //! After adding Speedy2D to your Cargo.toml dependencies, create a window as //! follows: //! //! ```rust,no_run //! use speedy2d::Window; //! //! let window = Window::new_centered("Title", (640, 480)).unwrap(); //! ``` //! //! You may also use [Window::new_fullscreen_borderless()], //! [Window::new_with_options()], or [Window::new_with_user_events()]. //! //! ## Implement the callbacks //! //! Create a struct implementing the `WindowHandler` trait. Override //! whichever callbacks you're interested in, for example `on_draw()`, //! `on_mouse_move()`, or `on_key_down()`. //! //! ``` //! use speedy2d::window::{WindowHandler, WindowHelper}; //! use speedy2d::Graphics2D; //! //! struct MyWindowHandler {} //! //! impl WindowHandler for MyWindowHandler //! { //! fn on_draw(&mut self, helper: &mut WindowHelper, graphics: &mut Graphics2D) //! { //! // Draw things here using `graphics` //! } //! } //! ``` //! //! The full list of possible callbacks is currently as follows. See //! [WindowHandler] for full documentation. //! //! It's only necessary to implement the callbacks you actually want to use. The //! default implementation will do nothing and continue the event loop. //! //! ```text //! fn on_start() //! fn on_user_event() //! fn on_resize() //! fn on_scale_factor_changed() //! fn on_draw() //! fn on_mouse_move() //! fn on_mouse_button_down() //! fn on_mouse_button_up() //! fn on_key_down() //! fn on_key_up() //! fn on_keyboard_char() //! fn on_keyboard_modifiers_changed() //! ``` //! //! Each callback gives you a [WindowHelper] instance, which //! lets you perform window-related actions, like requesting that a new frame is //! drawn using [WindowHelper::request_redraw()]. //! //! Note: Unless you call [WindowHelper::request_redraw()], frames will //! only be drawn when necessary, for example when resizing the window. //! //! ## Render some graphics //! //! The [WindowHandler::on_draw()] callback gives you a [Graphics2D] //! instance, which lets you draw shapes, text, and images. //! //! ``` //! # use speedy2d::window::{WindowHandler, WindowHelper}; //! # use speedy2d::Graphics2D; //! # use speedy2d::color::Color; //! # //! # struct MyWindowHandler {} //! # //! # impl WindowHandler for MyWindowHandler //! # { //! fn on_draw(&mut self, helper: &mut WindowHelper, graphics: &mut Graphics2D) //! { //! graphics.clear_screen(Color::from_rgb(0.8, 0.9, 1.0)); //! graphics.draw_circle((100.0, 100.0), 75.0, Color::BLUE); //! //! // Request that we draw another frame once this one has finished //! helper.request_redraw(); //! } //! # } //! ``` //! //! ## Start it running! //! //! Once you've implemented the callbacks you're interested in, start the event //! loop running with [Window::run_loop()]: //! //! ```rust,no_run //! # use speedy2d::Window; //! # struct MyWindowHandler {} //! # impl speedy2d::window::WindowHandler for MyWindowHandler {} //! let window = Window::<()>::new_centered("Title", (640, 480)).unwrap(); //! //! window.run_loop(MyWindowHandler{}); //! ``` //! //! ## Alternative: Managing the GL context yourself //! //! If you'd rather handle the window creation and OpenGL context management //! yourself, simply disable Speedy2D's `windowing` feature in your `Cargo.toml` //! file, and create a context as follows. You will need to specify a loader //! function to allow Speedy2D to obtain the OpenGL function pointers. //! //! ```rust,no_run //! use speedy2d::GLRenderer; //! # struct WindowContext {} //! # impl WindowContext { //! # fn get_proc_address(&self, fn_name: &str) -> *const std::ffi::c_void //! # { //! # std::ptr::null() //! # } //! # } //! # let window_context = WindowContext {}; //! //! let mut renderer = unsafe { //! GLRenderer::new_for_gl_context((640, 480), |fn_name| { //! window_context.get_proc_address(fn_name) as *const _ //! }) //! }.unwrap(); //! ``` //! //! Then, draw a frame using [GLRenderer::draw_frame()]: //! //! ```rust,no_run //! # use speedy2d::GLRenderer; //! # use speedy2d::color::Color; //! # let mut renderer = unsafe { //! # GLRenderer::new_for_current_context((640, 480)) //! # }.unwrap(); //! renderer.draw_frame(|graphics| { //! graphics.clear_screen(Color::WHITE); //! graphics.draw_circle((100.0, 100.0), 75.0, Color::BLUE); //! }); //! ``` //! //! # Laying out text //! //! To render text, a font must be created. Call [font::Font::new()] with the //! bytes from the TTF or OTF font file. //! //! (note: OTF support may be limited) //! //! ```rust,no_run //! use speedy2d::font::Font; //! //! let bytes = include_bytes!("../assets/fonts/NotoSans-Regular.ttf"); //! let font = Font::new(bytes).unwrap(); //! ``` //! //! Then, invoke `font.layout_text()` (part of the [font::TextLayout] trait) to //! calculate the necessary line breaks and spacing. This will give you //! a [font::FormattedTextBlock]. //! //! ```rust,no_run //! # use speedy2d::font::{Font, TextOptions}; //! # let font = Font::new(&[]).unwrap(); //! use speedy2d::font::TextLayout; //! //! let block = font.layout_text("Hello World", 32.0, TextOptions::new()); //! ``` //! //! Finally, call [Graphics2D::draw_text()] to draw the text block! //! //! ```rust,no_run //! # use speedy2d::GLRenderer; //! # use speedy2d::color::Color; //! # use speedy2d::font::{Font, TextOptions, TextLayout}; //! # let font = Font::new(&[]).unwrap(); //! # let block = font.layout_text("Hello World", 32.0, TextOptions::new()); //! # let mut renderer = unsafe { //! # GLRenderer::new_for_current_context((640, 480)) //! # }.unwrap(); //! # renderer.draw_frame(|graphics| { //! graphics.draw_text((100.0, 100.0), Color::BLUE, &block); //! # }); //! ``` //! //! ## Word wrap //! //! To wrap lines of text to a certain width, use //! [font::TextOptions::with_wrap_to_width()]: //! //! ```rust,no_run //! # use speedy2d::font::{Font, TextOptions}; //! # let font = Font::new(&[]).unwrap(); //! use speedy2d::font::{TextLayout, TextAlignment}; //! //! let block = font.layout_text( //! "The quick brown fox jumps over the lazy dog.", //! 32.0, //! TextOptions::new().with_wrap_to_width(300.0, TextAlignment::Left)); //! ``` //! //! # Loading images //! //! Image files (in formats such as PNG, JPG, and BMP) can be loaded using the //! following APIs, available in both `Graphics2D` and `GLRenderer`. //! //! * [Graphics2D::create_image_from_file_path()] //! * [Graphics2D::create_image_from_file_bytes()] //! * [GLRenderer::create_image_from_file_path()] //! * [GLRenderer::create_image_from_file_bytes()] //! //! Alternatively, you can create an image from raw pixel data, using: //! //! * [Graphics2D::create_image_from_raw_pixels()] //! * [GLRenderer::create_image_from_raw_pixels()] #![deny(warnings)] #![deny(missing_docs)] // Suggested fix for len_zero is unstable, see // https://github.com/rust-lang/rust/issues/35428 #![allow(clippy::len_zero)] #![allow(clippy::upper_case_acronyms)] // No current entry points for WebGL, will change in future versions #![cfg_attr(target_arch = "wasm32", allow(dead_code))] #[cfg(all(feature = "windowing", target_arch = "wasm32"))] compile_error!("Cannot enable windowing feature with arch wasm32"); use std::fmt::{Display, Formatter}; use std::rc::Rc; #[cfg(any(feature = "image-loading", doc, doctest))] use { crate::image::ImageFileFormat, std::io::{BufRead, Seek}, std::path::Path }; use crate::color::Color; use crate::dimen::Vector2; use crate::error::{BacktraceError, ErrorMessage}; use crate::font::FormattedTextBlock; use crate::glbackend::GLBackend; #[cfg(not(target_arch = "wasm32"))] use crate::glbackend::{GLBackendGLRS, GLBackendGlow}; use crate::glwrapper::GLContextManager; use crate::image::{ImageDataType, ImageHandle, ImageSmoothingMode}; use crate::renderer2d::Renderer2D; use crate::shape::Rectangle; #[cfg(any(feature = "windowing", doc, doctest))] use crate::window::{ DrawingWindowHandler, UserEventSender, WindowCreationError, WindowCreationOptions, WindowHandler, WindowHelper, WindowImpl, WindowPosition, WindowSize }; /// Types representing colors. pub mod color; /// Types representing shapes. pub mod shape; /// Components for loading fonts and laying out text. pub mod font; /// Types representing sizes and positions. pub mod dimen; /// Utilities and traits for numeric values. pub mod numeric; /// Error types. pub mod error; /// Types relating to images. pub mod image; /// Allows for the creation and management of windows. #[cfg(any(feature = "windowing", doc, doctest))] pub mod window; mod font_cache; mod glbackend; mod glwrapper; mod renderer2d; mod texture_packer; mod utils; /// An error encountered during the creation of a [GLRenderer]. #[derive(Clone, Debug)] pub struct GLRendererCreationError { description: String } impl GLRendererCreationError { fn msg_with_cause<S, Cause>(description: S, cause: Cause) -> BacktraceError<Self> where S: AsRef<str>, Cause: std::error::Error + 'static { BacktraceError::new_with_cause( Self { description: description.as_ref().to_string() }, cause ) } } impl Display for GLRendererCreationError { fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result { Display::fmt("GL renderer creation error: ", f)?; Display::fmt(&self.description, f) } } /// A graphics renderer using an OpenGL backend. /// /// Note: There is no need to use this struct if you are letting Speedy2D create /// a window for you. pub struct GLRenderer { context: GLContextManager, renderer: Graphics2D } impl GLRenderer { /// Creates a `GLRenderer` for the current OpenGL context. /// `viewport_size_pixels` should be set to the initial viewport size, /// however this can be changed later using [GLRenderer:: /// set_viewport_size_pixels()]. /// /// Note: This function must not be called if you are letting Speedy2D /// create a window for you. /// /// # Deprecation /// /// Note: This function will be removed in a future version of Speedy2D. /// Please use [GLRenderer::new_for_gl_context] instead. /// /// # Safety /// /// While a `GLRenderer` object is active, you must not make any changes to /// the active GL context. Doing so may lead to undefined behavior, /// which is why this function is marked `unsafe`. It is strongly /// advised not to use any other OpenGL libraries in the same thread /// as `GLRenderer`. #[cfg(not(target_arch = "wasm32"))] pub unsafe fn new_for_current_context<V: Into<Vector2<u32>>>( viewport_size_pixels: V ) -> Result<Self, BacktraceError<GLRendererCreationError>> { Self::new_with_gl_backend(viewport_size_pixels, Rc::new(GLBackendGLRS {})) } /// Creates a `GLRenderer` with the specified OpenGL loader function. The /// loader function takes the name of an OpenGL function, and returns the /// associated function pointer. `viewport_size_pixels` should be set to /// the initial viewport size, however this can be changed later using /// [GLRenderer:: set_viewport_size_pixels()]. /// /// Note: This function must not be called if you are letting Speedy2D /// create a window for you. /// /// # Safety /// /// While a `GLRenderer` object is active, you must not make any changes to /// the active GL context. Doing so may lead to undefined behavior, /// which is why this function is marked `unsafe`. It is strongly /// advised not to use any other OpenGL libraries in the same thread /// as `GLRenderer`. #[cfg(not(target_arch = "wasm32"))] pub unsafe fn new_for_gl_context<V, F>( viewport_size_pixels: V, loader_function: F ) -> Result<Self, BacktraceError<GLRendererCreationError>> where V: Into<Vector2<u32>>, F: FnMut(&str) -> *const std::os::raw::c_void { let backend = GLBackendGlow::new(glow::Context::from_loader_function(loader_function)); Self::new_with_gl_backend(viewport_size_pixels, Rc::new(backend)) } fn new_with_gl_backend<V: Into<Vector2<u32>>>( viewport_size_pixels: V, gl_backend: Rc<dyn GLBackend> ) -> Result<Self, BacktraceError<GLRendererCreationError>> { let viewport_size_pixels = viewport_size_pixels.into(); let context = GLContextManager::create(gl_backend).map_err(|err| { GLRendererCreationError::msg_with_cause( "GL context manager creation failed", err ) })?; let renderer = Graphics2D { renderer: Renderer2D::new(&context, viewport_size_pixels).map_err(|err| { GLRendererCreationError::msg_with_cause("Renderer2D creation failed", err) })? }; Ok(GLRenderer { context, renderer }) } /// Sets the renderer viewport to the specified pixel size, in response to a /// change in the window size. pub fn set_viewport_size_pixels(&mut self, viewport_size_pixels: Vector2<u32>) { self.renderer .renderer .set_viewport_size_pixels(viewport_size_pixels) } /// Creates a new [ImageHandle] from the specified raw pixel data. /// /// The data provided in the `data` parameter must be in the format /// specified by `data_type`. /// /// The returned [ImageHandle] is valid only for the current graphics /// context. pub fn create_image_from_raw_pixels( &mut self, data_type: ImageDataType, smoothing_mode: ImageSmoothingMode, size: Vector2<u32>, data: &[u8] ) -> Result<ImageHandle, BacktraceError<ErrorMessage>> { self.renderer .create_image_from_raw_pixels(data_type, smoothing_mode, size, data) } /// Loads an image from the specified file path. /// /// If no `data_type` is provided, an attempt will be made to guess the file /// format. /// /// For a list of supported image types, see [image::ImageFileFormat]. /// /// The returned [ImageHandle] is valid only for the current graphics /// context. #[cfg(any(feature = "image-loading", doc, doctest))] pub fn create_image_from_file_path<S: AsRef<Path>>( &mut self, data_type: Option<ImageFileFormat>, smoothing_mode: ImageSmoothingMode, path: S ) -> Result<ImageHandle, BacktraceError<ErrorMessage>> { self.renderer .create_image_from_file_path(data_type, smoothing_mode, path) } /// Loads an image from the provided encoded image file data. /// /// If no `data_type` is provided, an attempt will be made to guess the file /// format. /// /// The data source must implement `std::io::BufRead` and `std::io::Seek`. /// For example, if you have a `&[u8]`, you may wrap it in a /// `std::io::Cursor` as follows: /// /// ```rust,no_run /// # use speedy2d::GLRenderer; /// # use speedy2d::dimen::Vector2; /// # use speedy2d::color::Color; /// # use speedy2d::image::ImageSmoothingMode; /// use std::io::Cursor; /// # let mut renderer = unsafe {GLRenderer::new_for_current_context((0,0))}.unwrap(); /// /// let image_bytes : &[u8] = include_bytes!("../assets/screenshots/hello_world.png"); /// /// let image_result = renderer.create_image_from_file_bytes( /// None, /// ImageSmoothingMode::Linear, /// Cursor::new(image_bytes)); /// ``` /// /// For a list of supported image types, see [image::ImageFileFormat]. /// /// The returned [ImageHandle] is valid only for the current graphics /// context. #[cfg(any(feature = "image-loading", doc, doctest))] pub fn create_image_from_file_bytes<R: Seek + BufRead>( &mut self, data_type: Option<ImageFileFormat>, smoothing_mode: ImageSmoothingMode, file_bytes: R ) -> Result<ImageHandle, BacktraceError<ErrorMessage>> { self.renderer .create_image_from_file_bytes(data_type, smoothing_mode, file_bytes) } /// Starts the process of drawing a frame. A `Graphics2D` object will be /// provided to the callback. When the callback returns, the internal /// render queue will be flushed. /// /// Note: if calling this method, you are responsible for swapping the /// window context buffers if necessary. #[inline] pub fn draw_frame<F: FnOnce(&mut Graphics2D) -> R, R>(&mut self, callback: F) -> R { let result = callback(&mut self.renderer); self.renderer.renderer.flush_render_queue(); result } } impl Drop for GLRenderer { fn drop(&mut self) { self.context.mark_invalid(); } } /// A `Graphics2D` object allows you to draw shapes, images, and text to the /// screen. /// /// An instance is provided in the [window::WindowHandler::on_draw] callback. /// /// If you are managing the GL context yourself, you must invoke /// [GLRenderer::draw_frame] to obtain an instance. pub struct Graphics2D { renderer: Renderer2D } impl Graphics2D { /// Creates a new [ImageHandle] from the specified raw pixel data. /// /// The data provided in the `data` parameter must be in the format /// specified by `data_type`. /// /// The returned [ImageHandle] is valid only for the current graphics /// context. pub fn create_image_from_raw_pixels<S: Into<Vector2<u32>>>( &mut self, data_type: ImageDataType, smoothing_mode: ImageSmoothingMode, size: S, data: &[u8] ) -> Result<ImageHandle, BacktraceError<ErrorMessage>> { self.renderer.create_image_from_raw_pixels( data_type, smoothing_mode, size.into(), data ) } /// Loads an image from the specified file path. /// /// If no `data_type` is provided, an attempt will be made to guess the file /// format. /// /// For a list of supported image types, see [image::ImageFileFormat]. /// /// The returned [ImageHandle] is valid only for the current graphics /// context. #[cfg(any(feature = "image-loading", doc, doctest))] pub fn create_image_from_file_path<S: AsRef<Path>>( &mut self, data_type: Option<ImageFileFormat>, smoothing_mode: ImageSmoothingMode, path: S ) -> Result<ImageHandle, BacktraceError<ErrorMessage>> { self.renderer .create_image_from_file_path(data_type, smoothing_mode, path) } /// Loads an image from the provided encoded image file data. /// /// If no `data_type` is provided, an attempt will be made to guess the file /// format. /// /// The data source must implement `std::io::BufRead` and `std::io::Seek`. /// For example, if you have a `&[u8]`, you may wrap it in a /// `std::io::Cursor` as follows: /// /// ```rust,no_run /// # use speedy2d::GLRenderer; /// # use speedy2d::dimen::Vector2; /// # use speedy2d::color::Color; /// # use speedy2d::image::ImageSmoothingMode; /// use std::io::Cursor; /// # let mut renderer = unsafe {GLRenderer::new_for_current_context((0,0))}.unwrap(); /// # renderer.draw_frame(|graphics| { /// /// let image_bytes : &[u8] = include_bytes!("../assets/screenshots/hello_world.png"); /// /// let image_result = graphics.create_image_from_file_bytes( /// None, /// ImageSmoothingMode::Linear, /// Cursor::new(image_bytes)); /// # }); /// ``` /// /// For a list of supported image types, see [image::ImageFileFormat]. /// /// The returned [ImageHandle] is valid only for the current graphics /// context. #[cfg(any(feature = "image-loading", doc, doctest))] pub fn create_image_from_file_bytes<R: Seek + BufRead>( &mut self, data_type: Option<ImageFileFormat>, smoothing_mode: ImageSmoothingMode, file_bytes: R ) -> Result<ImageHandle, BacktraceError<ErrorMessage>> { self.renderer .create_image_from_file_bytes(data_type, smoothing_mode, file_bytes) } /// Fills the screen with the specified color. pub fn clear_screen(&mut self, color: Color) { self.renderer.clear_screen(color); } /// Draws the provided line of text at the specified position. /// /// Lines of text can be prepared by loading a font (using /// [crate::font::Font::new]), and calling `layout_text_line()` on that /// font with your desired text. /// /// To fall back to another font if a glyph isn't found, see /// [crate::font::FontFamily]. /// /// To achieve good performance, it's possible to layout a line of text /// once, and then re-use the same [crate::font::FormattedTextLine] /// object whenever you need to draw that text to the screen. /// /// Note: Text will be rendered with subpixel precision. If the subpixel /// position changes between frames, performance may be degraded, as the /// text will need to be re-rendered and re-uploaded. To avoid this, /// call `round()` on the position coordinates, to ensure that /// the text is always located at an integer pixel position. pub fn draw_text<V: Into<Vector2<f32>>>( &mut self, position: V, color: Color, text: &Rc<FormattedTextBlock> ) { self.renderer.draw_text(position, color, text); } /// Draws a triangle with the specified colors (one color for each corner). /// /// The vertex positions (and associated colors) must be provided in /// clockwise order. pub fn draw_triangle_three_color( &mut self, vertex_positions_clockwise: [Vector2<f32>; 3], vertex_colors_clockwise: [Color; 3] ) { self.renderer.draw_triangle_three_color( vertex_positions_clockwise, vertex_colors_clockwise ); } /// Draws part of an image, tinted with the provided colors, at the /// specified location. The sub-image will be scaled to fill the /// triangle described by the vertices in `vertex_positions_clockwise`. /// /// The coordinates in `image_coords_normalized` should be in the range /// `0.0` to `1.0`, and define the portion of the source image which /// should be drawn. /// /// The tinting is performed by for each pixel by multiplying each color /// component in the image pixel by the corresponding color component in /// the `color` parameter. /// /// The vertex positions (and associated colors and image coordinates) must /// be provided in clockwise order. pub fn draw_triangle_image_tinted_three_color( &mut self, vertex_positions_clockwise: [Vector2<f32>; 3], vertex_colors: [Color; 3], image_coords_normalized: [Vector2<f32>; 3], image: &ImageHandle ) { self.renderer.draw_triangle_image_tinted( vertex_positions_clockwise, vertex_colors, image_coords_normalized, image ); } /// Draws a triangle with the specified color. /// /// The vertex positions must be provided in clockwise order. #[inline] pub fn draw_triangle( &mut self, vertex_positions_clockwise: [Vector2<f32>; 3], color: Color ) { self.draw_triangle_three_color(vertex_positions_clockwise, [color, color, color]); } /// Draws a quadrilateral with the specified colors (one color for each /// corner). /// /// The vertex positions (and associated colors) must be provided in /// clockwise order. #[inline] pub fn draw_quad_four_color( &mut self, vertex_positions_clockwise: [Vector2<f32>; 4], vertex_colors: [Color; 4] ) { let vp = vertex_positions_clockwise; let vc = vertex_colors; self.draw_triangle_three_color([vp[0], vp[1], vp[2]], [vc[0], vc[1], vc[2]]); self.draw_triangle_three_color([vp[2], vp[3], vp[0]], [vc[2], vc[3], vc[0]]); } /// Draws a quadrilateral with the specified color. /// /// The vertex positions must be provided in clockwise order. #[inline] pub fn draw_quad( &mut self, vertex_positions_clockwise: [Vector2<f32>; 4], color: Color ) { self.draw_quad_four_color( vertex_positions_clockwise, [color, color, color, color] ); } /// Draws part of an image, tinted with the provided colors, at the /// specified location. The sub-image will be scaled to fill the /// quadrilateral described by the vertices in /// `vertex_positions_clockwise`. /// /// The coordinates in `image_coords_normalized` should be in the range /// `0.0` to `1.0`, and define the portion of the source image which /// should be drawn. /// /// The tinting is performed by for each pixel by multiplying each color /// component in the image pixel by the corresponding color component in /// the `color` parameter. /// /// The vertex positions (and associated colors and image coordinates) must /// be provided in clockwise order. #[inline] pub fn draw_quad_image_tinted_four_color( &mut self, vertex_positions_clockwise: [Vector2<f32>; 4], vertex_colors: [Color; 4], image_coords_normalized: [Vector2<f32>; 4], image: &ImageHandle ) { let vp = vertex_positions_clockwise; let vc = vertex_colors; let ic = image_coords_normalized; self.draw_triangle_image_tinted_three_color( [vp[0], vp[1], vp[2]], [vc[0], vc[1], vc[2]], [ic[0], ic[1], ic[2]], image ); self.draw_triangle_image_tinted_three_color( [vp[2], vp[3], vp[0]], [vc[2], vc[3], vc[0]], [ic[2], ic[3], ic[0]], image ); } /// Draws part of an image, tinted with the provided color, at the specified /// location. The sub-image will be scaled to fill the pixel coordinates /// in the provided rectangle. /// /// The coordinates in `image_coords_normalized` should be in the range /// `0.0` to `1.0`, and define the portion of the source image which /// should be drawn. /// /// The tinting is performed by for each pixel by multiplying each color /// component in the image pixel by the corresponding color component in /// the `color` parameter. #[inline] pub fn draw_rectangle_image_subset_tinted( &mut self, rect: Rectangle, color: Color, image_coords_normalized: Rectangle, image: &ImageHandle ) { self.draw_quad_image_tinted_four_color( [ *rect.top_left(), rect.top_right(), *rect.bottom_right(), rect.bottom_left() ], [color, color, color, color], [ *image_coords_normalized.top_left(), image_coords_normalized.top_right(), *image_coords_normalized.bottom_right(), image_coords_normalized.bottom_left() ], image ); } /// Draws an image, tinted with the provided color, at the specified /// location. The image will be scaled to fill the pixel coordinates in /// the provided rectangle. /// /// The tinting is performed by for each pixel by multiplying each color /// component in the image pixel by the corresponding color component in /// the `color` parameter. #[inline] pub fn draw_rectangle_image_tinted( &mut self, rect: Rectangle, color: Color, image: &ImageHandle ) { self.draw_rectangle_image_subset_tinted( rect, color, Rectangle::new(Vector2::ZERO, Vector2::new(1.0, 1.0)), image ); } /// Draws an image at the specified location. The image will be /// scaled to fill the pixel coordinates in the provided rectangle. #[inline] pub fn draw_rectangle_image(&mut self, rect: Rectangle, image: &ImageHandle) { self.draw_rectangle_image_tinted(rect, Color::WHITE, image); } /// Draws an image at the specified pixel location. The image will be /// drawn at its original size with no scaling. #[inline] pub fn draw_image<P: Into<Vector2<f32>>>(&mut self, position: P, image: &ImageHandle) { let position = position.into(); self.draw_rectangle_image( Rectangle::new(position, position + image.size().into_f32()), image ); } /// Draws a single-color rectangle at the specified location. The /// coordinates of the rectangle are specified in pixels. #[inline] pub fn draw_rectangle(&mut self, rect: Rectangle, color: Color) { self.draw_quad( [ *rect.top_left(), rect.top_right(), *rect.bottom_right(), rect.bottom_left() ], color ); } /// Draws a single-color line between the given points, specified in pixels. /// /// # Pixel alignment /// /// On a display with square pixels, an integer-valued coordinate is located /// at the boundary between two pixels, rather than the center of the /// pixel. For example: /// /// * `(0.0, 0.0)` = Top left of pixel /// * `(0.5, 0.5)` = Center of pixel /// * `(1.0, 1.0)` = Bottom right of pixel /// /// If drawing a line of odd-numbered thickness, it is advisable to locate /// the start and end of the line at the centers of pixels, rather than /// the edges. /// /// For example, a one-pixel-thick line between `(0.0, 10.0)` and `(100.0, /// 10.0)` will be drawn as a rectangle with corners `(0.0, 9.5)` and /// `(100.0, 10.5)`, meaning that the line's thickness will actually /// span two half-pixels. Drawing the same line between `(0.0, 10.5)` /// and `(100.0, 10.5)` will result in a pixel-aligned rectangle between /// `(0.0, 10.0)` and `(100.0, 11.0)`. pub fn draw_line<VStart: Into<Vector2<f32>>, VEnd: Into<Vector2<f32>>>( &mut self, start_position: VStart, end_position: VEnd, thickness: f32, color: Color ) { let start_position = start_position.into(); let end_position = end_position.into(); let gradient_normalized = match (end_position - start_position).normalize() { None => return, Some(gradient) => gradient }; let gradient_thickness = gradient_normalized * (thickness / 2.0); let offset_anticlockwise = gradient_thickness.rotate_90_degrees_anticlockwise(); let offset_clockwise = gradient_thickness.rotate_90_degrees_clockwise(); let start_anticlockwise = start_position + offset_anticlockwise; let start_clockwise = start_position + offset_clockwise; let end_anticlockwise = end_position + offset_anticlockwise; let end_clockwise = end_position + offset_clockwise; self.draw_quad( [ start_anticlockwise, end_anticlockwise, end_clockwise, start_clockwise ], color ); } /// Draws a circle, filled with a single color, at the specified pixel /// location. pub fn draw_circle<V: Into<Vector2<f32>>>( &mut self, center_position: V, radius: f32, color: Color ) { let center_position = center_position.into(); let top_left = center_position + Vector2::new(-radius, -radius); let top_right = center_position + Vector2::new(radius, -radius); let bottom_right = center_position + Vector2::new(radius, radius); let bottom_left = center_position + Vector2::new(-radius, radius); self.renderer.draw_circle_section( [top_left, top_right, bottom_right], [color, color, color], [ Vector2::new(-1.0, -1.0), Vector2::new(1.0, -1.0), Vector2::new(1.0, 1.0) ] ); self.renderer.draw_circle_section( [bottom_right, bottom_left, top_left], [color, color, color], [ Vector2::new(1.0, 1.0), Vector2::new(-1.0, 1.0), Vector2::new(-1.0, -1.0) ] ); } /// Draws a triangular subset of a circle. /// /// Put simply, this function will draw a triangle on the screen, textured /// with a region of a circle. /// /// The circle region is specified using `vertex_circle_coords_normalized`, /// which denotes UV coordinates relative to an infinitely-detailed /// circle of radius `1.0`, and center `(0.0, 0.0)`. /// /// For example, to draw the top-right half of a circle with radius 100px: /// /// ```rust,no_run /// # use speedy2d::GLRenderer; /// # use speedy2d::dimen::Vector2; /// # use speedy2d::color::Color; /// # let mut renderer = unsafe {GLRenderer::new_for_current_context((0,0))}.unwrap(); /// # renderer.draw_frame(|graphics| { /// graphics.draw_circle_section_triangular_three_color( /// [ /// Vector2::new(200.0, 200.0), /// Vector2::new(300.0, 200.0), /// Vector2::new(300.0, 300.0)], /// [Color::MAGENTA; 3], /// [ /// Vector2::new(-1.0, -1.0), /// Vector2::new(1.0, -1.0), /// Vector2::new(1.0, 1.0)]); /// # }); /// ``` #[inline] pub fn draw_circle_section_triangular_three_color( &mut self, vertex_positions_clockwise: [Vector2<f32>; 3], vertex_colors: [Color; 3], vertex_circle_coords_normalized: [Vector2<f32>; 3] ) { self.renderer.draw_circle_section( vertex_positions_clockwise, vertex_colors, vertex_circle_coords_normalized ); } } /// Struct representing a window. #[cfg(any(feature = "windowing", doc, doctest))] pub struct Window<UserEventType = ()> where UserEventType: 'static { window_impl: WindowImpl<UserEventType>, renderer: GLRenderer } #[cfg(any(feature = "windowing", doc, doctest))] impl Window<()> { /// Create a new window, centered in the middle of the primary monitor. pub fn new_centered<Str, Size>( title: Str, size: Size ) -> Result<Window<()>, BacktraceError<WindowCreationError>> where Str: AsRef<str>, Size: Into<Vector2<u32>> { let size = size.into(); Self::new_with_options( title.as_ref(), WindowCreationOptions::new_windowed( WindowSize::PhysicalPixels(size), Some(WindowPosition::Center) ) ) } /// Create a new window, in fullscreen borderless mode on the primary /// monitor. pub fn new_fullscreen_borderless<Str>( title: Str ) -> Result<Window<()>, BacktraceError<WindowCreationError>> where Str: AsRef<str> { Self::new_with_options( title.as_ref(), WindowCreationOptions::new_fullscreen_borderless() ) } /// Create a new window with the specified options. pub fn new_with_options( title: &str, options: WindowCreationOptions ) -> Result<Window<()>, BacktraceError<WindowCreationError>> { Self::new_with_user_events(title, options) } } #[cfg(any(feature = "windowing", doc, doctest))] impl<UserEventType: 'static> Window<UserEventType> { /// Create a new window with the specified options, with support for user /// events. See [window::UserEventSender]. pub fn new_with_user_events( title: &str, options: WindowCreationOptions ) -> Result<Self, BacktraceError<WindowCreationError>> { let window_impl = WindowImpl::new(title, options)?; let renderer = GLRenderer::new_with_gl_backend( window_impl.get_inner_size_pixels(), window_impl.gl_backend().clone() ) .map_err(|err| { BacktraceError::new_with_cause( WindowCreationError::RendererCreationFailed, err ) })?; Ok(Window { window_impl, renderer }) } /// Creates a [window::UserEventSender], which can be used to post custom /// events to this event loop from another thread. /// /// If calling this, specify the type of the event data using /// `Window::<YourTypeHere>::new_with_user_events()`. /// /// See [UserEventSender::send_event], [WindowHandler::on_user_event]. pub fn create_user_event_sender(&self) -> UserEventSender<UserEventType> { self.window_impl.create_user_event_sender() } /// Run the window event loop, with the specified callback handler. /// /// Once the event loop finishes running, the entire app will terminate, /// even if other threads are still running. See /// [WindowHelper::terminate_loop()]. pub fn run_loop<H>(self, handler: H) -> ! where H: WindowHandler<UserEventType> + 'static { let handler = DrawingWindowHandler::new( handler, self.renderer, WindowHelper::new(self.window_impl.helper().clone()) ); self.window_impl.run_loop(handler); } }