Rename Painter::debug_arrow to Painter::arrow
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36c15c4e41
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@ -506,21 +506,23 @@ impl Layout {
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let align;
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let align;
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let l = 64.0;
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match self.main_dir {
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match self.main_dir {
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Direction::LeftToRight => {
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Direction::LeftToRight => {
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painter.debug_arrow(cursor, vec2(1.0, 0.0), stroke);
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painter.arrow(cursor, vec2(l, 0.0), stroke);
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align = (Align::Min, Align::Min);
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align = (Align::Min, Align::Min);
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}
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}
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Direction::RightToLeft => {
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Direction::RightToLeft => {
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painter.debug_arrow(cursor, vec2(-1.0, 0.0), stroke);
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painter.arrow(cursor, vec2(-l, 0.0), stroke);
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align = (Align::Max, Align::Min);
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align = (Align::Max, Align::Min);
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}
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}
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Direction::TopDown => {
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Direction::TopDown => {
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painter.debug_arrow(cursor, vec2(0.0, 1.0), stroke);
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painter.arrow(cursor, vec2(0.0, l), stroke);
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align = (Align::Min, Align::Min);
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align = (Align::Min, Align::Min);
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}
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}
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Direction::BottomUp => {
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Direction::BottomUp => {
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painter.debug_arrow(cursor, vec2(0.0, -1.0), stroke);
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painter.arrow(cursor, vec2(0.0, -l), stroke);
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align = (Align::Min, Align::Max);
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align = (Align::Min, Align::Max);
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}
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}
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}
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}
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@ -152,18 +152,6 @@ impl Painter {
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self.galley(rect.min, galley, text_style, color::RED);
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self.galley(rect.min, galley, text_style, color::RED);
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frame_rect
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frame_rect
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}
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}
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pub fn debug_arrow(&self, origin: Pos2, dir: Vec2, stroke: Stroke) {
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use crate::math::*;
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let full_length = dir.length().at_least(64.0);
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let tip_length = full_length / 3.0;
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let dir = dir.normalized();
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let tip = origin + dir * full_length;
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let rot = Rot2::from_angle(TAU / 10.0);
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self.line_segment([origin, tip], stroke);
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self.line_segment([tip, tip - tip_length * (rot * dir)], stroke);
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self.line_segment([tip, tip - tip_length * (rot.inverse() * dir)], stroke);
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}
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}
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}
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/// # Paint different primitives
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/// # Paint different primitives
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@ -240,6 +228,18 @@ impl Painter {
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stroke: stroke.into(),
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stroke: stroke.into(),
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});
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});
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}
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}
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/// Show an arrow starting at `origin` and going in the direction of `vec`, with the length `vec.length()`.
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pub fn arrow(&self, origin: Pos2, vec: Vec2, stroke: Stroke) {
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use crate::math::*;
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let rot = Rot2::from_angle(TAU / 10.0);
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let tip_length = vec.length() / 4.0;
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let tip = origin + vec;
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let dir = vec.normalized();
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self.line_segment([origin, tip], stroke);
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self.line_segment([tip, tip - tip_length * (rot * dir)], stroke);
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self.line_segment([tip, tip - tip_length * (rot.inverse() * dir)], stroke);
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}
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}
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}
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/// ## Text
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/// ## Text
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