Refactor: put each shape into its own file (#5564)

Much easier to navigate the code
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Emil Ernerfeldt 2025-01-02 14:55:49 +01:00 committed by GitHub
parent 249f8bcb93
commit cf7150c6a3
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14 changed files with 1136 additions and 1112 deletions

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@ -32,7 +32,7 @@ For small things, just go ahead an open a PR. For bigger things, please file an
Browse through [`ARCHITECTURE.md`](ARCHITECTURE.md) to get a sense of how all pieces connects.
You can test your code locally by running `./scripts/check.sh`.
There are snapshots test that might need to be updated.
There are snapshots test that might need to be updated.
Run the tests with `UPDATE_SNAPSHOTS=true cargo test --workspace --all-features` to update all of them.
For more info about the tests see [egui_kittest](./crates/egui_kittest/README.md).
@ -102,6 +102,7 @@ While using an immediate mode gui is simple, implementing one is a lot more tric
* Avoid double negatives
* Flip `if !condition {} else {}`
* Sets of things should be lexicographically sorted (e.g. crate dependencies in `Cargo.toml`)
* Put each type in their own file, unless they are trivial (e.g. a `struct` with no `impl`)
* Break the above rules when it makes sense

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@ -266,11 +266,10 @@ use_self = "warn"
useless_transmute = "warn"
verbose_file_reads = "warn"
wildcard_dependencies = "warn"
wildcard_imports = "warn"
zero_sized_map_values = "warn"
# TODO(emilk): enable more of these lints:
# TODO(emilk): maybe enable more of these lints?
iter_over_hash_type = "allow"
missing_assert_message = "allow"
should_panic_without_expect = "allow"
@ -284,3 +283,4 @@ let_underscore_untyped = "allow"
manual_range_contains = "allow" # this one is just worse imho
self_named_module_files = "allow" # Disabled waiting on https://github.com/rust-lang/rust-clippy/issues/9602
significant_drop_tightening = "allow" # Too many false positives
wildcard_imports = "allow" # `use crate::*` is useful to avoid merge conflicts when adding/removing imports

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@ -23,7 +23,6 @@
#![allow(clippy::float_cmp)]
#![allow(clippy::manual_range_contains)]
mod bezier;
pub mod color;
pub mod image;
mod margin;
@ -32,8 +31,8 @@ pub mod mutex;
mod rounding;
mod roundingf;
mod shadow;
mod shape;
pub mod shape_transform;
mod shapes;
pub mod stats;
mod stroke;
pub mod tessellator;
@ -42,9 +41,9 @@ mod texture_atlas;
mod texture_handle;
pub mod textures;
pub mod util;
mod viewport;
pub use self::{
bezier::{CubicBezierShape, QuadraticBezierShape},
color::ColorMode,
image::{ColorImage, FontImage, ImageData, ImageDelta},
margin::Margin,
@ -52,9 +51,9 @@ pub use self::{
rounding::Rounding,
roundingf::Roundingf,
shadow::Shadow,
shape::{
CircleShape, EllipseShape, PaintCallback, PaintCallbackInfo, PathShape, RectShape, Shape,
TextShape,
shapes::{
CircleShape, CubicBezierShape, EllipseShape, PaintCallback, PaintCallbackInfo, PathShape,
QuadraticBezierShape, RectShape, Shape, TextShape,
},
stats::PaintStats,
stroke::{PathStroke, Stroke, StrokeKind},
@ -63,6 +62,7 @@ pub use self::{
texture_atlas::TextureAtlas,
texture_handle::TextureHandle,
textures::TextureManager,
viewport::ViewportInPixels,
};
#[allow(deprecated)]

File diff suppressed because it is too large Load Diff

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@ -3,7 +3,7 @@
use std::ops::Range;
use crate::{shape::Shape, Color32, PathShape, PathStroke};
use crate::{Color32, PathShape, PathStroke, Shape};
use emath::{Pos2, Rect, RectTransform};
// ----------------------------------------------------------------------------

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@ -0,0 +1,52 @@
use crate::{Color32, Pos2, Rect, Shape, Stroke, Vec2};
/// How to paint a circle.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct CircleShape {
pub center: Pos2,
pub radius: f32,
pub fill: Color32,
pub stroke: Stroke,
}
impl CircleShape {
#[inline]
pub fn filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
Self {
center,
radius,
fill: fill_color.into(),
stroke: Default::default(),
}
}
#[inline]
pub fn stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
Self {
center,
radius,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// The visual bounding rectangle (includes stroke width)
pub fn visual_bounding_rect(&self) -> Rect {
if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
Rect::NOTHING
} else {
Rect::from_center_size(
self.center,
Vec2::splat(self.radius * 2.0 + self.stroke.width),
)
}
}
}
impl From<CircleShape> for Shape {
#[inline(always)]
fn from(shape: CircleShape) -> Self {
Self::Circle(shape)
}
}

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@ -0,0 +1,54 @@
use crate::*;
/// How to paint an ellipse.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct EllipseShape {
pub center: Pos2,
/// Radius is the vector (a, b) where the width of the Ellipse is 2a and the height is 2b
pub radius: Vec2,
pub fill: Color32,
pub stroke: Stroke,
}
impl EllipseShape {
#[inline]
pub fn filled(center: Pos2, radius: Vec2, fill_color: impl Into<Color32>) -> Self {
Self {
center,
radius,
fill: fill_color.into(),
stroke: Default::default(),
}
}
#[inline]
pub fn stroke(center: Pos2, radius: Vec2, stroke: impl Into<Stroke>) -> Self {
Self {
center,
radius,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// The visual bounding rectangle (includes stroke width)
pub fn visual_bounding_rect(&self) -> Rect {
if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
Rect::NOTHING
} else {
Rect::from_center_size(
self.center,
self.radius * 2.0 + Vec2::splat(self.stroke.width),
)
}
}
}
impl From<EllipseShape> for Shape {
#[inline(always)]
fn from(shape: EllipseShape) -> Self {
Self::Ellipse(shape)
}
}

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@ -0,0 +1,19 @@
mod bezier_shape;
mod circle_shape;
mod ellipse_shape;
mod paint_callback;
mod path_shape;
mod rect_shape;
mod shape;
mod text_shape;
pub use self::{
bezier_shape::{CubicBezierShape, QuadraticBezierShape},
circle_shape::CircleShape,
ellipse_shape::EllipseShape,
paint_callback::{PaintCallback, PaintCallbackInfo},
path_shape::PathShape,
rect_shape::RectShape,
shape::Shape,
text_shape::TextShape,
};

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@ -0,0 +1,103 @@
use std::{any::Any, sync::Arc};
use crate::*;
/// Information passed along with [`PaintCallback`] ([`Shape::Callback`]).
pub struct PaintCallbackInfo {
/// Viewport in points.
///
/// This specifies where on the screen to paint, and the borders of this
/// Rect is the [-1, +1] of the Normalized Device Coordinates.
///
/// Note than only a portion of this may be visible due to [`Self::clip_rect`].
///
/// This comes from [`PaintCallback::rect`].
pub viewport: Rect,
/// Clip rectangle in points.
pub clip_rect: Rect,
/// Pixels per point.
pub pixels_per_point: f32,
/// Full size of the screen, in pixels.
pub screen_size_px: [u32; 2],
}
#[test]
fn test_viewport_rounding() {
for i in 0..=10_000 {
// Two adjacent viewports should never overlap:
let x = i as f32 / 97.0;
let left = Rect::from_min_max(pos2(0.0, 0.0), pos2(100.0, 100.0)).with_max_x(x);
let right = Rect::from_min_max(pos2(0.0, 0.0), pos2(100.0, 100.0)).with_min_x(x);
for pixels_per_point in [0.618, 1.0, std::f32::consts::PI] {
let left = ViewportInPixels::from_points(&left, pixels_per_point, [100, 100]);
let right = ViewportInPixels::from_points(&right, pixels_per_point, [100, 100]);
assert_eq!(left.left_px + left.width_px, right.left_px);
}
}
}
impl PaintCallbackInfo {
/// The viewport rectangle. This is what you would use in e.g. `glViewport`.
pub fn viewport_in_pixels(&self) -> ViewportInPixels {
ViewportInPixels::from_points(&self.viewport, self.pixels_per_point, self.screen_size_px)
}
/// The "scissor" or "clip" rectangle. This is what you would use in e.g. `glScissor`.
pub fn clip_rect_in_pixels(&self) -> ViewportInPixels {
ViewportInPixels::from_points(&self.clip_rect, self.pixels_per_point, self.screen_size_px)
}
}
/// If you want to paint some 3D shapes inside an egui region, you can use this.
///
/// This is advanced usage, and is backend specific.
#[derive(Clone)]
pub struct PaintCallback {
/// Where to paint.
///
/// This will become [`PaintCallbackInfo::viewport`].
pub rect: Rect,
/// Paint something custom (e.g. 3D stuff).
///
/// The concrete value of `callback` depends on the rendering backend used. For instance, the
/// `glow` backend requires that callback be an `egui_glow::CallbackFn` while the `wgpu`
/// backend requires a `egui_wgpu::Callback`.
///
/// If the type cannot be downcast to the type expected by the current backend the callback
/// will not be drawn.
///
/// The rendering backend is responsible for first setting the active viewport to
/// [`Self::rect`].
///
/// The rendering backend is also responsible for restoring any state, such as the bound shader
/// program, vertex array, etc.
///
/// Shape has to be clone, therefore this has to be an `Arc` instead of a `Box`.
pub callback: Arc<dyn Any + Send + Sync>,
}
impl std::fmt::Debug for PaintCallback {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("CustomShape")
.field("rect", &self.rect)
.finish_non_exhaustive()
}
}
impl std::cmp::PartialEq for PaintCallback {
fn eq(&self, other: &Self) -> bool {
self.rect.eq(&other.rect) && Arc::ptr_eq(&self.callback, &other.callback)
}
}
impl From<PaintCallback> for Shape {
#[inline(always)]
fn from(shape: PaintCallback) -> Self {
Self::Callback(shape)
}
}

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@ -0,0 +1,81 @@
use crate::*;
/// A path which can be stroked and/or filled (if closed).
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct PathShape {
/// Filled paths should prefer clockwise order.
pub points: Vec<Pos2>,
/// If true, connect the first and last of the points together.
/// This is required if `fill != TRANSPARENT`.
pub closed: bool,
/// Fill is only supported for convex polygons.
pub fill: Color32,
/// Color and thickness of the line.
pub stroke: PathStroke,
// TODO(emilk): Add texture support either by supplying uv for each point,
// or by some transform from points to uv (e.g. a callback or a linear transform matrix).
}
impl PathShape {
/// A line through many points.
///
/// Use [`Shape::line_segment`] instead if your line only connects two points.
#[inline]
pub fn line(points: Vec<Pos2>, stroke: impl Into<PathStroke>) -> Self {
Self {
points,
closed: false,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// A line that closes back to the start point again.
#[inline]
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<PathStroke>) -> Self {
Self {
points,
closed: true,
fill: Default::default(),
stroke: stroke.into(),
}
}
/// A convex polygon with a fill and optional stroke.
///
/// The most performant winding order is clockwise.
#[inline]
pub fn convex_polygon(
points: Vec<Pos2>,
fill: impl Into<Color32>,
stroke: impl Into<PathStroke>,
) -> Self {
Self {
points,
closed: true,
fill: fill.into(),
stroke: stroke.into(),
}
}
/// The visual bounding rectangle (includes stroke width)
#[inline]
pub fn visual_bounding_rect(&self) -> Rect {
if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
Rect::NOTHING
} else {
Rect::from_points(&self.points).expand(self.stroke.width / 2.0)
}
}
}
impl From<PathShape> for Shape {
#[inline(always)]
fn from(shape: PathShape) -> Self {
Self::Path(shape)
}
}

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@ -0,0 +1,125 @@
use crate::*;
/// How to paint a rectangle.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct RectShape {
pub rect: Rect,
/// How rounded the corners are. Use `Rounding::ZERO` for no rounding.
pub rounding: Rounding,
/// How to fill the rectangle.
pub fill: Color32,
/// The thickness and color of the outline.
///
/// The stroke extends _outside_ the edge of [`Self::rect`],
/// i.e. using [`crate::StrokeKind::Outside`].
///
/// This means the [`Self::visual_bounding_rect`] is `rect.size() + 2.0 * stroke.width`.
pub stroke: Stroke,
/// If larger than zero, the edges of the rectangle
/// (for both fill and stroke) will be blurred.
///
/// This can be used to produce shadows and glow effects.
///
/// The blur is currently implemented using a simple linear blur in sRGBA gamma space.
pub blur_width: f32,
/// If the rect should be filled with a texture, which one?
///
/// The texture is multiplied with [`Self::fill`].
pub fill_texture_id: TextureId,
/// What UV coordinates to use for the texture?
///
/// To display a texture, set [`Self::fill_texture_id`],
/// and set this to `Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0))`.
///
/// Use [`Rect::ZERO`] to turn off texturing.
pub uv: Rect,
}
impl RectShape {
/// The stroke extends _outside_ the [`Rect`].
#[inline]
pub fn new(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>,
stroke: impl Into<Stroke>,
) -> Self {
Self {
rect,
rounding: rounding.into(),
fill: fill_color.into(),
stroke: stroke.into(),
blur_width: 0.0,
fill_texture_id: Default::default(),
uv: Rect::ZERO,
}
}
#[inline]
pub fn filled(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>,
) -> Self {
Self {
rect,
rounding: rounding.into(),
fill: fill_color.into(),
stroke: Default::default(),
blur_width: 0.0,
fill_texture_id: Default::default(),
uv: Rect::ZERO,
}
}
/// The stroke extends _outside_ the [`Rect`].
#[inline]
pub fn stroke(rect: Rect, rounding: impl Into<Rounding>, stroke: impl Into<Stroke>) -> Self {
Self {
rect,
rounding: rounding.into(),
fill: Default::default(),
stroke: stroke.into(),
blur_width: 0.0,
fill_texture_id: Default::default(),
uv: Rect::ZERO,
}
}
/// If larger than zero, the edges of the rectangle
/// (for both fill and stroke) will be blurred.
///
/// This can be used to produce shadows and glow effects.
///
/// The blur is currently implemented using a simple linear blur in `sRGBA` gamma space.
#[inline]
pub fn with_blur_width(mut self, blur_width: f32) -> Self {
self.blur_width = blur_width;
self
}
/// The visual bounding rectangle (includes stroke width)
#[inline]
pub fn visual_bounding_rect(&self) -> Rect {
if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
Rect::NOTHING
} else {
let Stroke { width, .. } = self.stroke; // Make sure we remember to update this if we change `stroke` to `PathStroke`
self.rect.expand(width + self.blur_width / 2.0)
}
}
}
impl From<RectShape> for Shape {
#[inline(always)]
fn from(shape: RectShape) -> Self {
Self::Rect(shape)
}
}

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@ -0,0 +1,540 @@
//! The different shapes that can be painted.
use std::sync::Arc;
use emath::{pos2, Align2, Pos2, Rangef, Rect, TSTransform, Vec2};
use crate::{
stroke::PathStroke,
text::{FontId, Fonts, Galley},
Color32, Mesh, Rounding, Stroke, TextureId,
};
use super::{
CircleShape, CubicBezierShape, EllipseShape, PaintCallback, PathShape, QuadraticBezierShape,
RectShape, TextShape,
};
/// A paint primitive such as a circle or a piece of text.
/// Coordinates are all screen space points (not physical pixels).
///
/// You should generally recreate your [`Shape`]s each frame,
/// but storing them should also be fine with one exception:
/// [`Shape::Text`] depends on the current `pixels_per_point` (dpi scale)
/// and so must be recreated every time `pixels_per_point` changes.
#[must_use = "Add a Shape to a Painter"]
#[derive(Clone, Debug, PartialEq)]
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 with optional outline and fill.
Circle(CircleShape),
/// Ellipse with optional outline and fill.
Ellipse(EllipseShape),
/// A line between two points.
LineSegment { points: [Pos2; 2], stroke: Stroke },
/// A series of lines between points.
/// The path can have a stroke and/or fill (if closed).
Path(PathShape),
/// Rectangle with optional outline and fill.
Rect(RectShape),
/// Text.
///
/// This needs to be recreated if `pixels_per_point` (dpi scale) changes.
Text(TextShape),
/// A general triangle mesh.
///
/// Can be used to display images.
Mesh(Mesh),
/// A quadratic [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
QuadraticBezier(QuadraticBezierShape),
/// A cubic [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
CubicBezier(CubicBezierShape),
/// Backend-specific painting.
Callback(PaintCallback),
}
#[test]
fn shape_impl_send_sync() {
fn assert_send_sync<T: Send + Sync>() {}
assert_send_sync::<Shape>();
}
impl From<Vec<Self>> for Shape {
#[inline(always)]
fn from(shapes: Vec<Self>) -> Self {
Self::Vec(shapes)
}
}
impl From<Mesh> for Shape {
#[inline(always)]
fn from(mesh: Mesh) -> Self {
Self::Mesh(mesh)
}
}
/// ## Constructors
impl Shape {
/// A line between two points.
/// More efficient than calling [`Self::line`].
#[inline]
pub fn line_segment(points: [Pos2; 2], stroke: impl Into<Stroke>) -> Self {
Self::LineSegment {
points,
stroke: stroke.into(),
}
}
/// A horizontal line.
pub fn hline(x: impl Into<Rangef>, y: f32, stroke: impl Into<Stroke>) -> Self {
let x = x.into();
Self::LineSegment {
points: [pos2(x.min, y), pos2(x.max, y)],
stroke: stroke.into(),
}
}
/// A vertical line.
pub fn vline(x: f32, y: impl Into<Rangef>, stroke: impl Into<Stroke>) -> Self {
let y = y.into();
Self::LineSegment {
points: [pos2(x, y.min), pos2(x, y.max)],
stroke: stroke.into(),
}
}
/// A line through many points.
///
/// Use [`Self::line_segment`] instead if your line only connects two points.
#[inline]
pub fn line(points: Vec<Pos2>, stroke: impl Into<PathStroke>) -> Self {
Self::Path(PathShape::line(points, stroke))
}
/// A line that closes back to the start point again.
#[inline]
pub fn closed_line(points: Vec<Pos2>, stroke: impl Into<PathStroke>) -> Self {
Self::Path(PathShape::closed_line(points, stroke))
}
/// Turn a line into equally spaced dots.
pub fn dotted_line(
path: &[Pos2],
color: impl Into<Color32>,
spacing: f32,
radius: f32,
) -> Vec<Self> {
let mut shapes = Vec::new();
points_from_line(path, spacing, radius, color.into(), &mut shapes);
shapes
}
/// Turn a line into dashes.
pub fn dashed_line(
path: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32,
) -> Vec<Self> {
let mut shapes = Vec::new();
dashes_from_line(
path,
stroke.into(),
&[dash_length],
&[gap_length],
&mut shapes,
0.,
);
shapes
}
/// Turn a line into dashes with different dash/gap lengths and a start offset.
pub fn dashed_line_with_offset(
path: &[Pos2],
stroke: impl Into<Stroke>,
dash_lengths: &[f32],
gap_lengths: &[f32],
dash_offset: f32,
) -> Vec<Self> {
let mut shapes = Vec::new();
dashes_from_line(
path,
stroke.into(),
dash_lengths,
gap_lengths,
&mut shapes,
dash_offset,
);
shapes
}
/// Turn a line into dashes. If you need to create many dashed lines use this instead of
/// [`Self::dashed_line`].
pub fn dashed_line_many(
points: &[Pos2],
stroke: impl Into<Stroke>,
dash_length: f32,
gap_length: f32,
shapes: &mut Vec<Self>,
) {
dashes_from_line(
points,
stroke.into(),
&[dash_length],
&[gap_length],
shapes,
0.,
);
}
/// Turn a line into dashes with different dash/gap lengths and a start offset. If you need to
/// create many dashed lines use this instead of [`Self::dashed_line_with_offset`].
pub fn dashed_line_many_with_offset(
points: &[Pos2],
stroke: impl Into<Stroke>,
dash_lengths: &[f32],
gap_lengths: &[f32],
dash_offset: f32,
shapes: &mut Vec<Self>,
) {
dashes_from_line(
points,
stroke.into(),
dash_lengths,
gap_lengths,
shapes,
dash_offset,
);
}
/// A convex polygon with a fill and optional stroke.
///
/// The most performant winding order is clockwise.
#[inline]
pub fn convex_polygon(
points: Vec<Pos2>,
fill: impl Into<Color32>,
stroke: impl Into<PathStroke>,
) -> Self {
Self::Path(PathShape::convex_polygon(points, fill, stroke))
}
#[inline]
pub fn circle_filled(center: Pos2, radius: f32, fill_color: impl Into<Color32>) -> Self {
Self::Circle(CircleShape::filled(center, radius, fill_color))
}
#[inline]
pub fn circle_stroke(center: Pos2, radius: f32, stroke: impl Into<Stroke>) -> Self {
Self::Circle(CircleShape::stroke(center, radius, stroke))
}
#[inline]
pub fn ellipse_filled(center: Pos2, radius: Vec2, fill_color: impl Into<Color32>) -> Self {
Self::Ellipse(EllipseShape::filled(center, radius, fill_color))
}
#[inline]
pub fn ellipse_stroke(center: Pos2, radius: Vec2, stroke: impl Into<Stroke>) -> Self {
Self::Ellipse(EllipseShape::stroke(center, radius, stroke))
}
#[inline]
pub fn rect_filled(
rect: Rect,
rounding: impl Into<Rounding>,
fill_color: impl Into<Color32>,
) -> Self {
Self::Rect(RectShape::filled(rect, rounding, fill_color))
}
/// The stroke extends _outside_ the [`Rect`].
#[inline]
pub fn rect_stroke(
rect: Rect,
rounding: impl Into<Rounding>,
stroke: impl Into<Stroke>,
) -> Self {
Self::Rect(RectShape::stroke(rect, rounding, stroke))
}
#[allow(clippy::needless_pass_by_value)]
pub fn text(
fonts: &Fonts,
pos: Pos2,
anchor: Align2,
text: impl ToString,
font_id: FontId,
color: Color32,
) -> Self {
let galley = fonts.layout_no_wrap(text.to_string(), font_id, color);
let rect = anchor.anchor_size(pos, galley.size());
Self::galley(rect.min, galley, color)
}
/// Any uncolored parts of the [`Galley`] (using [`Color32::PLACEHOLDER`]) will be replaced with the given color.
///
/// Any non-placeholder color in the galley takes precedence over this fallback color.
#[inline]
pub fn galley(pos: Pos2, galley: Arc<Galley>, fallback_color: Color32) -> Self {
TextShape::new(pos, galley, fallback_color).into()
}
/// All text color in the [`Galley`] will be replaced with the given color.
#[inline]
pub fn galley_with_override_text_color(
pos: Pos2,
galley: Arc<Galley>,
text_color: Color32,
) -> Self {
TextShape::new(pos, galley, text_color)
.with_override_text_color(text_color)
.into()
}
#[inline]
#[deprecated = "Use `Shape::galley` or `Shape::galley_with_override_text_color` instead"]
pub fn galley_with_color(pos: Pos2, galley: Arc<Galley>, text_color: Color32) -> Self {
Self::galley_with_override_text_color(pos, galley, text_color)
}
#[inline]
pub fn mesh(mesh: Mesh) -> Self {
debug_assert!(mesh.is_valid());
Self::Mesh(mesh)
}
/// An image at the given position.
///
/// `uv` should normally be `Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0))`
/// unless you want to crop or flip the image.
///
/// `tint` is a color multiplier. Use [`Color32::WHITE`] if you don't want to tint the image.
pub fn image(texture_id: TextureId, rect: Rect, uv: Rect, tint: Color32) -> Self {
let mut mesh = Mesh::with_texture(texture_id);
mesh.add_rect_with_uv(rect, uv, tint);
Self::mesh(mesh)
}
/// The visual bounding rectangle (includes stroke widths)
pub fn visual_bounding_rect(&self) -> Rect {
match self {
Self::Noop => Rect::NOTHING,
Self::Vec(shapes) => {
let mut rect = Rect::NOTHING;
for shape in shapes {
rect = rect.union(shape.visual_bounding_rect());
}
rect
}
Self::Circle(circle_shape) => circle_shape.visual_bounding_rect(),
Self::Ellipse(ellipse_shape) => ellipse_shape.visual_bounding_rect(),
Self::LineSegment { points, stroke } => {
if stroke.is_empty() {
Rect::NOTHING
} else {
Rect::from_two_pos(points[0], points[1]).expand(stroke.width / 2.0)
}
}
Self::Path(path_shape) => path_shape.visual_bounding_rect(),
Self::Rect(rect_shape) => rect_shape.visual_bounding_rect(),
Self::Text(text_shape) => text_shape.visual_bounding_rect(),
Self::Mesh(mesh) => mesh.calc_bounds(),
Self::QuadraticBezier(bezier) => bezier.visual_bounding_rect(),
Self::CubicBezier(bezier) => bezier.visual_bounding_rect(),
Self::Callback(custom) => custom.rect,
}
}
}
/// ## Inspection and transforms
impl Shape {
#[inline(always)]
pub fn texture_id(&self) -> crate::TextureId {
if let Self::Mesh(mesh) = self {
mesh.texture_id
} else if let Self::Rect(rect_shape) = self {
rect_shape.fill_texture_id
} else {
crate::TextureId::default()
}
}
/// Scale the shape by `factor`, in-place.
///
/// A wrapper around [`Self::transform`].
#[inline(always)]
pub fn scale(&mut self, factor: f32) {
self.transform(TSTransform::from_scaling(factor));
}
/// Move the shape by `delta`, in-place.
///
/// A wrapper around [`Self::transform`].
#[inline(always)]
pub fn translate(&mut self, delta: Vec2) {
self.transform(TSTransform::from_translation(delta));
}
/// Move the shape by this many points, in-place.
///
/// If using a [`PaintCallback`], note that only the rect is scaled as opposed
/// to other shapes where the stroke is also scaled.
pub fn transform(&mut self, transform: TSTransform) {
match self {
Self::Noop => {}
Self::Vec(shapes) => {
for shape in shapes {
shape.transform(transform);
}
}
Self::Circle(circle_shape) => {
circle_shape.center = transform * circle_shape.center;
circle_shape.radius *= transform.scaling;
circle_shape.stroke.width *= transform.scaling;
}
Self::Ellipse(ellipse_shape) => {
ellipse_shape.center = transform * ellipse_shape.center;
ellipse_shape.radius *= transform.scaling;
ellipse_shape.stroke.width *= transform.scaling;
}
Self::LineSegment { points, stroke } => {
for p in points {
*p = transform * *p;
}
stroke.width *= transform.scaling;
}
Self::Path(path_shape) => {
for p in &mut path_shape.points {
*p = transform * *p;
}
path_shape.stroke.width *= transform.scaling;
}
Self::Rect(rect_shape) => {
rect_shape.rect = transform * rect_shape.rect;
rect_shape.stroke.width *= transform.scaling;
rect_shape.rounding *= transform.scaling;
}
Self::Text(text_shape) => {
text_shape.pos = transform * text_shape.pos;
// Scale text:
let galley = Arc::make_mut(&mut text_shape.galley);
for row in &mut galley.rows {
row.visuals.mesh_bounds = transform.scaling * row.visuals.mesh_bounds;
for v in &mut row.visuals.mesh.vertices {
v.pos = Pos2::new(transform.scaling * v.pos.x, transform.scaling * v.pos.y);
}
}
galley.mesh_bounds = transform.scaling * galley.mesh_bounds;
galley.rect = transform.scaling * galley.rect;
}
Self::Mesh(mesh) => {
mesh.transform(transform);
}
Self::QuadraticBezier(bezier_shape) => {
bezier_shape.points[0] = transform * bezier_shape.points[0];
bezier_shape.points[1] = transform * bezier_shape.points[1];
bezier_shape.points[2] = transform * bezier_shape.points[2];
bezier_shape.stroke.width *= transform.scaling;
}
Self::CubicBezier(cubic_curve) => {
for p in &mut cubic_curve.points {
*p = transform * *p;
}
cubic_curve.stroke.width *= transform.scaling;
}
Self::Callback(shape) => {
shape.rect = transform * shape.rect;
}
}
}
}
// ----------------------------------------------------------------------------
/// Creates equally spaced filled circles from a line.
fn points_from_line(
path: &[Pos2],
spacing: f32,
radius: f32,
color: Color32,
shapes: &mut Vec<Shape>,
) {
let mut position_on_segment = 0.0;
path.windows(2).for_each(|window| {
let (start, end) = (window[0], window[1]);
let vector = end - start;
let segment_length = vector.length();
while position_on_segment < segment_length {
let new_point = start + vector * (position_on_segment / segment_length);
shapes.push(Shape::circle_filled(new_point, radius, color));
position_on_segment += spacing;
}
position_on_segment -= segment_length;
});
}
/// Creates dashes from a line.
fn dashes_from_line(
path: &[Pos2],
stroke: Stroke,
dash_lengths: &[f32],
gap_lengths: &[f32],
shapes: &mut Vec<Shape>,
dash_offset: f32,
) {
assert_eq!(dash_lengths.len(), gap_lengths.len());
let mut position_on_segment = dash_offset;
let mut drawing_dash = false;
let mut step = 0;
let steps = dash_lengths.len();
path.windows(2).for_each(|window| {
let (start, end) = (window[0], window[1]);
let vector = end - start;
let segment_length = vector.length();
let mut start_point = start;
while position_on_segment < segment_length {
let new_point = start + vector * (position_on_segment / segment_length);
if drawing_dash {
// This is the end point.
shapes.push(Shape::line_segment([start_point, new_point], stroke));
position_on_segment += gap_lengths[step];
// Increment step counter
step += 1;
if step >= steps {
step = 0;
}
} else {
// Start a new dash.
start_point = new_point;
position_on_segment += dash_lengths[step];
}
drawing_dash = !drawing_dash;
}
// If the segment ends and the dash is not finished, add the segment's end point.
if drawing_dash {
shapes.push(Shape::line_segment([start_point, end], stroke));
}
position_on_segment -= segment_length;
});
}

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use std::sync::Arc;
use crate::*;
/// How to paint some text on screen.
///
/// This needs to be recreated if `pixels_per_point` (dpi scale) changes.
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct TextShape {
/// Top left corner of the first character.
pub pos: Pos2,
/// The laid out text, from [`Fonts::layout_job`].
pub galley: Arc<Galley>,
/// Add this underline to the whole text.
/// You can also set an underline when creating the galley.
pub underline: Stroke,
/// Any [`Color32::PLACEHOLDER`] in the galley will be replaced by the given color.
/// Affects everything: backgrounds, glyphs, strikethrough, underline, etc.
pub fallback_color: Color32,
/// If set, the text color in the galley will be ignored and replaced
/// with the given color.
///
/// This only affects the glyphs and will NOT replace background color nor strikethrough/underline color.
pub override_text_color: Option<Color32>,
/// If set, the text will be rendered with the given opacity in gamma space
/// Affects everything: backgrounds, glyphs, strikethrough, underline, etc.
pub opacity_factor: f32,
/// Rotate text by this many radians clockwise.
/// The pivot is `pos` (the upper left corner of the text).
pub angle: f32,
}
impl TextShape {
/// The given fallback color will be used for any uncolored part of the galley (using [`Color32::PLACEHOLDER`]).
///
/// Any non-placeholder color in the galley takes precedence over this fallback color.
#[inline]
pub fn new(pos: Pos2, galley: Arc<Galley>, fallback_color: Color32) -> Self {
Self {
pos,
galley,
underline: Stroke::NONE,
fallback_color,
override_text_color: None,
opacity_factor: 1.0,
angle: 0.0,
}
}
/// The visual bounding rectangle
#[inline]
pub fn visual_bounding_rect(&self) -> Rect {
self.galley.mesh_bounds.translate(self.pos.to_vec2())
}
#[inline]
pub fn with_underline(mut self, underline: Stroke) -> Self {
self.underline = underline;
self
}
/// Use the given color for the text, regardless of what color is already in the galley.
#[inline]
pub fn with_override_text_color(mut self, override_text_color: Color32) -> Self {
self.override_text_color = Some(override_text_color);
self
}
/// Rotate text by this many radians clockwise.
/// The pivot is `pos` (the upper left corner of the text).
#[inline]
pub fn with_angle(mut self, angle: f32) -> Self {
self.angle = angle;
self
}
/// Render text with this opacity in gamma space
#[inline]
pub fn with_opacity_factor(mut self, opacity_factor: f32) -> Self {
self.opacity_factor = opacity_factor;
self
}
}
impl From<TextShape> for Shape {
#[inline(always)]
fn from(shape: TextShape) -> Self {
Self::Text(shape)
}
}

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use crate::Rect;
/// Size of the viewport in whole, physical pixels.
pub struct ViewportInPixels {
/// Physical pixel offset for left side of the viewport.
pub left_px: i32,
/// Physical pixel offset for top side of the viewport.
pub top_px: i32,
/// Physical pixel offset for bottom side of the viewport.
///
/// This is what `glViewport`, `glScissor` etc expects for the y axis.
pub from_bottom_px: i32,
/// Viewport width in physical pixels.
pub width_px: i32,
/// Viewport height in physical pixels.
pub height_px: i32,
}
impl ViewportInPixels {
/// Convert from ui points.
pub fn from_points(rect: &Rect, pixels_per_point: f32, screen_size_px: [u32; 2]) -> Self {
// Fractional pixel values for viewports are generally valid, but may cause sampling issues
// and rounding errors might cause us to get out of bounds.
// Round:
let left_px = (pixels_per_point * rect.min.x).round() as i32; // inclusive
let top_px = (pixels_per_point * rect.min.y).round() as i32; // inclusive
let right_px = (pixels_per_point * rect.max.x).round() as i32; // exclusive
let bottom_px = (pixels_per_point * rect.max.y).round() as i32; // exclusive
// Clamp to screen:
let screen_width = screen_size_px[0] as i32;
let screen_height = screen_size_px[1] as i32;
let left_px = left_px.clamp(0, screen_width);
let right_px = right_px.clamp(left_px, screen_width);
let top_px = top_px.clamp(0, screen_height);
let bottom_px = bottom_px.clamp(top_px, screen_height);
let width_px = right_px - left_px;
let height_px = bottom_px - top_px;
Self {
left_px,
top_px,
from_bottom_px: screen_height - height_px - top_px,
width_px,
height_px,
}
}
}