`RectShape`: add control over where the stoke goes (#5647)

Adds `RectShape::stroke_kind` so you can select if the stroke goes
inside, outside, or is centered on the rectangle.

Also adds `RectShape::round_to_pixels` so you can override
`TessellationOptions::round_rects_to_pixels`.
This commit is contained in:
Emil Ernerfeldt 2025-01-29 12:46:12 +01:00 committed by GitHub
parent 83649f2e29
commit 6be17136f2
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5 changed files with 76 additions and 21 deletions

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@ -423,7 +423,10 @@ impl Frame {
let fill_rect = self.fill_rect(content_rect);
let widget_rect = self.widget_rect(content_rect);
let frame_shape = Shape::Rect(epaint::RectShape::new(fill_rect, rounding, fill, stroke));
let frame_shape = Shape::Rect(
epaint::RectShape::new(fill_rect, rounding, fill, stroke)
.with_stroke_kind(epaint::StrokeKind::Outside),
);
if shadow == Default::default() {
frame_shape

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@ -63,6 +63,8 @@ pub fn adjust_colors(
rounding: _,
fill,
stroke,
stroke_kind: _,
round_to_pixels: _,
blur_width: _,
brush: _,
}) => {

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@ -22,6 +22,18 @@ pub struct RectShape {
/// This means the [`Self::visual_bounding_rect`] is `rect.size() + 2.0 * stroke.width`.
pub stroke: Stroke,
/// Is the stroke on the inside, outside, or centered on the rectangle?
pub stroke_kind: StrokeKind,
/// Snap the rectangle to pixels?
///
/// Rounding produces sharper rectangles.
/// It is the outside of the fill (=inside of the stroke)
/// that will be rounded to the physical pixel grid.
///
/// If `None`, [`crate::TessellationOptions::round_rects_to_pixels`] will be used.
pub round_to_pixels: Option<bool>,
/// If larger than zero, the edges of the rectangle
/// (for both fill and stroke) will be blurred.
///
@ -63,6 +75,8 @@ impl RectShape {
rounding: rounding.into(),
fill: fill_color.into(),
stroke: stroke.into(),
stroke_kind: StrokeKind::Outside,
round_to_pixels: None,
blur_width: 0.0,
brush: Default::default(),
}
@ -84,6 +98,26 @@ impl RectShape {
Self::new(rect, rounding, fill, stroke)
}
/// Set if the stroke is on the inside, outside, or centered on the rectangle.
#[inline]
pub fn with_stroke_kind(mut self, stroke_kind: StrokeKind) -> Self {
self.stroke_kind = stroke_kind;
self
}
/// Snap the rectangle to pixels?
///
/// Rounding produces sharper rectangles.
/// It is the outside of the fill (=inside of the stroke)
/// that will be rounded to the physical pixel grid.
///
/// If `None`, [`crate::TessellationOptions::round_rects_to_pixels`] will be used.
#[inline]
pub fn with_round_to_pixels(mut self, round_to_pixels: bool) -> Self {
self.round_to_pixels = Some(round_to_pixels);
self
}
/// If larger than zero, the edges of the rectangle
/// (for both fill and stroke) will be blurred.
///

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@ -56,17 +56,17 @@ impl std::hash::Hash for Stroke {
}
/// Describes how the stroke of a shape should be painted.
#[derive(Clone, Debug, PartialEq, Eq)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum StrokeKind {
/// The stroke should be painted entirely outside of the shape
Outside,
/// The stroke should be painted entirely inside of the shape
Inside,
/// The stroke should be painted right on the edge of the shape, half inside and half outside.
Middle,
/// The stroke should be painted entirely outside of the shape
Outside,
}
impl Default for StrokeKind {

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@ -5,14 +5,14 @@
#![allow(clippy::identity_op)]
use crate::texture_atlas::PreparedDisc;
use crate::{
color, emath, stroke, CircleShape, ClippedPrimitive, ClippedShape, Color32, CubicBezierShape,
EllipseShape, Mesh, PathShape, Primitive, QuadraticBezierShape, RectShape, Rounding, Shape,
Stroke, TextShape, TextureId, Vertex, WHITE_UV,
};
use emath::{pos2, remap, vec2, GuiRounding as _, NumExt, Pos2, Rect, Rot2, Vec2};
use crate::{
color, emath, stroke, texture_atlas::PreparedDisc, CircleShape, ClippedPrimitive, ClippedShape,
Color32, CubicBezierShape, EllipseShape, Mesh, PathShape, Primitive, QuadraticBezierShape,
RectShape, Rounding, Shape, Stroke, StrokeKind, TextShape, TextureId, Vertex, WHITE_UV,
};
use self::color::ColorMode;
use self::stroke::PathStroke;
@ -686,6 +686,8 @@ pub struct TessellationOptions {
///
/// This makes the rectangle strokes more crisp,
/// and makes filled rectangles tile perfectly (without feathering).
///
/// You can override this with [`crate::RectShape::round_to_pixels`].
pub round_rects_to_pixels: bool,
/// Output the clip rectangles to be painted.
@ -1669,27 +1671,41 @@ impl Tessellator {
///
/// * `rect`: the rectangle to tessellate.
/// * `out`: triangles are appended to this.
pub fn tessellate_rect(&mut self, rect: &RectShape, out: &mut Mesh) {
let brush = rect.brush.as_ref();
pub fn tessellate_rect(&mut self, rect_shape: &RectShape, out: &mut Mesh) {
let brush = rect_shape.brush.as_ref();
let RectShape {
mut rect,
mut rounding,
fill,
stroke,
stroke_kind,
round_to_pixels,
mut blur_width,
..
} = *rect;
brush: _, // brush is extracted on its own, because it is not Copy
} = *rect_shape;
let round_to_pixels = round_to_pixels.unwrap_or(self.options.round_rects_to_pixels);
// Modify `rect` so that it represents the filled region, with the stroke on the outside:
match stroke_kind {
StrokeKind::Inside => {
rect = rect.shrink(stroke.width);
}
StrokeKind::Middle => {
rect = rect.shrink(stroke.width / 2.0);
}
StrokeKind::Outside => {
// Already good
}
}
if self.options.coarse_tessellation_culling
&& !rect.expand(stroke.width).intersects(self.clip_rect)
{
return;
}
if rect.is_negative() {
return;
}
if self.options.round_rects_to_pixels {
if round_to_pixels {
// Since the stroke extends outside of the rectangle,
// we can round the rectangle sides to the physical pixel edges,
// and the filled rect will appear crisp, as will the inside of the stroke.
@ -1736,7 +1752,7 @@ impl Tessellator {
if rect.width() < 0.5 * self.feathering {
// Very thin - approximate by a vertical line-segment:
let line = [rect.center_top(), rect.center_bottom()];
if fill != Color32::TRANSPARENT {
if 0.0 < rect.width() && fill != Color32::TRANSPARENT {
self.tessellate_line_segment(line, Stroke::new(rect.width(), fill), out);
}
if !stroke.is_empty() {
@ -1746,7 +1762,7 @@ impl Tessellator {
} else if rect.height() < 0.5 * self.feathering {
// Very thin - approximate by a horizontal line-segment:
let line = [rect.left_center(), rect.right_center()];
if fill != Color32::TRANSPARENT {
if 0.0 < rect.height() && fill != Color32::TRANSPARENT {
self.tessellate_line_segment(line, Stroke::new(rect.height(), fill), out);
}
if !stroke.is_empty() {