Shrink size of `Shadow` by using `i8/u8` instead of `f32` (#5568)
* Part of https://github.com/emilk/egui/issues/4019
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@ -76,7 +76,7 @@ pub struct Frame {
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#[test]
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fn frame_size() {
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assert_eq!(
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std::mem::size_of::<Frame>(), 44,
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std::mem::size_of::<Frame>(), 32,
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"Frame changed size! If it shrank - good! Update this test. If it grew - bad! Try to find a way to avoid it."
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);
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assert!(
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@ -1293,9 +1293,9 @@ impl Visuals {
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window_rounding: Rounding::same(6),
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window_shadow: Shadow {
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offset: vec2(10.0, 20.0),
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blur: 15.0,
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spread: 0.0,
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offset: [10, 20],
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blur: 15,
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spread: 0,
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color: Color32::from_black_alpha(96),
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},
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window_fill: Color32::from_gray(27),
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@ -1307,9 +1307,9 @@ impl Visuals {
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panel_fill: Color32::from_gray(27),
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popup_shadow: Shadow {
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offset: vec2(6.0, 10.0),
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blur: 8.0,
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spread: 0.0,
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offset: [6, 10],
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blur: 8,
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spread: 0,
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color: Color32::from_black_alpha(96),
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},
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@ -1349,9 +1349,9 @@ impl Visuals {
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error_fg_color: Color32::from_rgb(255, 0, 0), // red
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window_shadow: Shadow {
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offset: vec2(10.0, 20.0),
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blur: 15.0,
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spread: 0.0,
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offset: [10, 20],
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blur: 15,
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spread: 0,
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color: Color32::from_black_alpha(25),
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},
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window_fill: Color32::from_gray(248),
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@ -1360,9 +1360,9 @@ impl Visuals {
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panel_fill: Color32::from_gray(248),
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popup_shadow: Shadow {
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offset: vec2(6.0, 10.0),
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blur: 8.0,
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spread: 0.0,
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offset: [6, 10],
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blur: 8,
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spread: 0,
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color: Color32::from_black_alpha(25),
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},
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@ -2456,13 +2456,13 @@ impl Widget for &mut Shadow {
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ui.vertical(|ui| {
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crate::Grid::new("shadow_ui").show(ui, |ui| {
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ui.add(
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DragValue::new(&mut offset.x)
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DragValue::new(&mut offset[0])
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.speed(1.0)
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.range(-100.0..=100.0)
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.prefix("x: "),
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);
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ui.add(
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DragValue::new(&mut offset.y)
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DragValue::new(&mut offset[1])
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.speed(1.0)
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.range(-100.0..=100.0)
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.prefix("y: "),
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@ -12,9 +12,9 @@ impl Default for FrameDemo {
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outer_margin: 24.0.into(),
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rounding: 14.0.into(),
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shadow: egui::Shadow {
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offset: [8.0, 12.0].into(),
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blur: 16.0,
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spread: 0.0,
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offset: [8, 12],
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blur: 16,
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spread: 0,
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color: egui::Color32::from_black_alpha(180),
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},
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fill: egui::Color32::from_rgba_unmultiplied(97, 0, 255, 128),
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@ -5,33 +5,41 @@ use crate::{Color32, Marginf, Rect, RectShape, Rounding, Vec2};
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/// Can be used for a rectangular shadow with a soft penumbra.
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///
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/// Very similar to a box-shadow in CSS.
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct Shadow {
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/// Move the shadow by this much.
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///
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/// For instance, a value of `[1.0, 2.0]` will move the shadow 1 point to the right and 2 points down,
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/// causing a drop-shadow effect.
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pub offset: Vec2,
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pub offset: [i8; 2],
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/// The width of the blur, i.e. the width of the fuzzy penumbra.
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///
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/// A value of 0.0 means a sharp shadow.
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pub blur: f32,
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/// A value of 0 means a sharp shadow.
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pub blur: u8,
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/// Expand the shadow in all directions by this much.
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pub spread: f32,
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pub spread: u8,
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/// Color of the opaque center of the shadow.
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pub color: Color32,
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}
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#[test]
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fn shadow_size() {
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assert_eq!(
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std::mem::size_of::<Shadow>(), 8,
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"Shadow changed size! If it shrank - good! Update this test. If it grew - bad! Try to find a way to avoid it."
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);
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}
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impl Shadow {
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/// No shadow at all.
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pub const NONE: Self = Self {
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offset: Vec2::ZERO,
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blur: 0.0,
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spread: 0.0,
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offset: [0, 0],
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blur: 0,
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spread: 0,
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color: Color32::TRANSPARENT,
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};
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@ -45,11 +53,14 @@ impl Shadow {
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spread,
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color,
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} = *self;
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let [offset_x, offset_y] = offset;
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let rect = rect.translate(offset).expand(spread);
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let rounding = rounding.into() + Rounding::from(spread.abs());
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let rect = rect
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.translate(Vec2::new(offset_x as _, offset_y as _))
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.expand(spread as _);
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let rounding = rounding.into() + Rounding::from(spread);
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RectShape::filled(rect, rounding, color).with_blur_width(blur)
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RectShape::filled(rect, rounding, color).with_blur_width(blur as _)
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}
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/// How much larger than the parent rect are we in each direction?
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@ -60,11 +71,14 @@ impl Shadow {
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spread,
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color: _,
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} = *self;
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let spread = spread as f32;
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let blur = blur as f32;
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let [offset_x, offset_y] = offset;
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Marginf {
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left: spread + 0.5 * blur - offset.x,
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right: spread + 0.5 * blur + offset.x,
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top: spread + 0.5 * blur - offset.y,
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bottom: spread + 0.5 * blur + offset.y,
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left: spread + 0.5 * blur - offset_x as f32,
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right: spread + 0.5 * blur + offset_x as f32,
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top: spread + 0.5 * blur - offset_y as f32,
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bottom: spread + 0.5 * blur + offset_y as f32,
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}
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}
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}
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