Draft new iced_graphics crate 🎉
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d4743183d4
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100 changed files with 861 additions and 1755 deletions
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@ -1,507 +0,0 @@
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use crate::{
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quad, text, triangle, Defaults, Primitive, Quad, Settings, Target,
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Transformation,
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};
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#[cfg(any(feature = "image", feature = "svg"))]
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use crate::image::{self, Image};
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use iced_native::{
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layout, mouse, Background, Color, Layout, Point, Rectangle, Vector, Widget,
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};
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mod widget;
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/// A [`wgpu`] renderer.
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///
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/// [`wgpu`]: https://github.com/gfx-rs/wgpu-rs
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#[derive(Debug)]
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pub struct Renderer {
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quad_pipeline: quad::Pipeline,
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text_pipeline: text::Pipeline,
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triangle_pipeline: triangle::Pipeline,
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#[cfg(any(feature = "image", feature = "svg"))]
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image_pipeline: image::Pipeline,
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}
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struct Layer<'a> {
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bounds: Rectangle<u32>,
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quads: Vec<Quad>,
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meshes: Vec<(Vector, Rectangle<u32>, &'a triangle::Mesh2D)>,
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text: Vec<wgpu_glyph::Section<'a>>,
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#[cfg(any(feature = "image", feature = "svg"))]
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images: Vec<Image>,
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}
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impl<'a> Layer<'a> {
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pub fn new(bounds: Rectangle<u32>) -> Self {
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Self {
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bounds,
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quads: Vec::new(),
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text: Vec::new(),
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meshes: Vec::new(),
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#[cfg(any(feature = "image", feature = "svg"))]
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images: Vec::new(),
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}
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}
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pub fn intersection(&self, rectangle: Rectangle) -> Option<Rectangle<u32>> {
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let layer_bounds: Rectangle<f32> = self.bounds.into();
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layer_bounds.intersection(&rectangle).map(Into::into)
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}
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}
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impl Renderer {
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/// Creates a new [`Renderer`].
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///
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/// [`Renderer`]: struct.Renderer.html
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pub fn new(device: &wgpu::Device, settings: Settings) -> Self {
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let text_pipeline =
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text::Pipeline::new(device, settings.format, settings.default_font);
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let quad_pipeline = quad::Pipeline::new(device, settings.format);
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let triangle_pipeline = triangle::Pipeline::new(
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device,
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settings.format,
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settings.antialiasing,
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);
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#[cfg(any(feature = "image", feature = "svg"))]
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let image_pipeline = image::Pipeline::new(device, settings.format);
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Self {
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quad_pipeline,
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text_pipeline,
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triangle_pipeline,
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#[cfg(any(feature = "image", feature = "svg"))]
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image_pipeline,
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}
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}
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/// Draws the provided primitives in the given [`Target`].
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///
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/// The text provided as overlay will be renderer on top of the primitives.
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/// This is useful for rendering debug information.
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///
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/// [`Target`]: struct.Target.html
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pub fn draw<T: AsRef<str>>(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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target: Target<'_>,
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(primitive, mouse_interaction): &(Primitive, mouse::Interaction),
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scale_factor: f64,
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overlay: &[T],
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) -> mouse::Interaction {
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log::debug!("Drawing");
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let (width, height) = target.viewport.dimensions();
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let scale_factor = scale_factor as f32;
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let transformation = target.viewport.transformation();
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let mut layers = Vec::new();
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layers.push(Layer::new(Rectangle {
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x: 0,
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y: 0,
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width,
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height,
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}));
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self.draw_primitive(Vector::new(0.0, 0.0), primitive, &mut layers);
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self.draw_overlay(overlay, &mut layers);
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for layer in layers {
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self.flush(
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device,
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scale_factor,
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transformation,
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&layer,
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encoder,
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target.texture,
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width,
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height,
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);
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}
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#[cfg(any(feature = "image", feature = "svg"))]
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self.image_pipeline.trim_cache();
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*mouse_interaction
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}
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fn draw_primitive<'a>(
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&mut self,
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translation: Vector,
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primitive: &'a Primitive,
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layers: &mut Vec<Layer<'a>>,
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) {
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match primitive {
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Primitive::None => {}
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Primitive::Group { primitives } => {
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// TODO: Inspect a bit and regroup (?)
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for primitive in primitives {
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self.draw_primitive(translation, primitive, layers)
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}
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}
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Primitive::Text {
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content,
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bounds,
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size,
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color,
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font,
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horizontal_alignment,
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vertical_alignment,
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} => {
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let layer = layers.last_mut().unwrap();
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layer.text.push(wgpu_glyph::Section {
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text: &content,
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screen_position: (
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bounds.x + translation.x,
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bounds.y + translation.y,
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),
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bounds: (bounds.width, bounds.height),
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scale: wgpu_glyph::Scale { x: *size, y: *size },
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color: color.into_linear(),
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font_id: self.text_pipeline.find_font(*font),
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layout: wgpu_glyph::Layout::default()
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.h_align(match horizontal_alignment {
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iced_native::HorizontalAlignment::Left => {
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wgpu_glyph::HorizontalAlign::Left
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}
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iced_native::HorizontalAlignment::Center => {
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wgpu_glyph::HorizontalAlign::Center
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}
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iced_native::HorizontalAlignment::Right => {
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wgpu_glyph::HorizontalAlign::Right
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}
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})
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.v_align(match vertical_alignment {
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iced_native::VerticalAlignment::Top => {
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wgpu_glyph::VerticalAlign::Top
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}
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iced_native::VerticalAlignment::Center => {
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wgpu_glyph::VerticalAlign::Center
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}
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iced_native::VerticalAlignment::Bottom => {
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wgpu_glyph::VerticalAlign::Bottom
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}
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}),
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..Default::default()
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})
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}
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Primitive::Quad {
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bounds,
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background,
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border_radius,
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border_width,
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border_color,
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} => {
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let layer = layers.last_mut().unwrap();
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// TODO: Move some of these computations to the GPU (?)
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layer.quads.push(Quad {
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position: [
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bounds.x + translation.x,
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bounds.y + translation.y,
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],
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scale: [bounds.width, bounds.height],
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color: match background {
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Background::Color(color) => color.into_linear(),
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},
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border_radius: *border_radius as f32,
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border_width: *border_width as f32,
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border_color: border_color.into_linear(),
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});
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}
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Primitive::Mesh2D { size, buffers } => {
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let layer = layers.last_mut().unwrap();
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// Only draw visible content
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if let Some(clip_bounds) = layer.intersection(Rectangle::new(
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Point::new(translation.x, translation.y),
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*size,
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)) {
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layer.meshes.push((
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translation,
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clip_bounds.into(),
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buffers,
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));
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}
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}
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Primitive::Clip {
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bounds,
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offset,
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content,
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} => {
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let layer = layers.last_mut().unwrap();
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// Only draw visible content
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if let Some(clip_bounds) =
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layer.intersection(*bounds + translation)
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{
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let clip_layer = Layer::new(clip_bounds.into());
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let new_layer = Layer::new(layer.bounds);
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layers.push(clip_layer);
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self.draw_primitive(
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translation
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- Vector::new(offset.x as f32, offset.y as f32),
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content,
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layers,
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);
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layers.push(new_layer);
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}
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}
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Primitive::Translate {
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translation: new_translation,
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content,
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} => {
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self.draw_primitive(
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translation + *new_translation,
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&content,
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layers,
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);
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}
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Primitive::Cached { cache } => {
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self.draw_primitive(translation, &cache, layers);
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}
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#[cfg(feature = "image")]
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Primitive::Image { handle, bounds } => {
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let layer = layers.last_mut().unwrap();
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layer.images.push(Image {
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handle: image::Handle::Raster(handle.clone()),
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position: [
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bounds.x + translation.x,
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bounds.y + translation.y,
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],
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size: [bounds.width, bounds.height],
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});
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}
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#[cfg(not(feature = "image"))]
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Primitive::Image { .. } => {}
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#[cfg(feature = "svg")]
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Primitive::Svg { handle, bounds } => {
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let layer = layers.last_mut().unwrap();
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layer.images.push(Image {
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handle: image::Handle::Vector(handle.clone()),
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position: [
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bounds.x + translation.x,
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bounds.y + translation.y,
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],
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size: [bounds.width, bounds.height],
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});
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}
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#[cfg(not(feature = "svg"))]
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Primitive::Svg { .. } => {}
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}
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}
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fn draw_overlay<'a, T: AsRef<str>>(
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&mut self,
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lines: &'a [T],
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layers: &mut Vec<Layer<'a>>,
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) {
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let first = layers.first().unwrap();
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let mut overlay = Layer::new(first.bounds);
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let font_id = self.text_pipeline.overlay_font();
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let scale = wgpu_glyph::Scale { x: 20.0, y: 20.0 };
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for (i, line) in lines.iter().enumerate() {
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overlay.text.push(wgpu_glyph::Section {
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text: line.as_ref(),
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screen_position: (11.0, 11.0 + 25.0 * i as f32),
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color: [0.9, 0.9, 0.9, 1.0],
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scale,
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font_id,
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..wgpu_glyph::Section::default()
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});
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overlay.text.push(wgpu_glyph::Section {
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text: line.as_ref(),
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screen_position: (10.0, 10.0 + 25.0 * i as f32),
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color: [0.0, 0.0, 0.0, 1.0],
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scale,
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font_id,
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..wgpu_glyph::Section::default()
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});
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}
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layers.push(overlay);
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}
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fn flush(
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&mut self,
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device: &wgpu::Device,
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scale_factor: f32,
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transformation: Transformation,
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layer: &Layer<'_>,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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target_width: u32,
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target_height: u32,
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) {
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let bounds = layer.bounds * scale_factor;
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if !layer.quads.is_empty() {
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self.quad_pipeline.draw(
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device,
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encoder,
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&layer.quads,
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transformation,
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scale_factor,
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bounds,
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target,
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);
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}
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if !layer.meshes.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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self.triangle_pipeline.draw(
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device,
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encoder,
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target,
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target_width,
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target_height,
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scaled,
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scale_factor,
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&layer.meshes,
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);
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}
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#[cfg(any(feature = "image", feature = "svg"))]
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{
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if !layer.images.is_empty() {
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let scaled = transformation
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* Transformation::scale(scale_factor, scale_factor);
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self.image_pipeline.draw(
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device,
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encoder,
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&layer.images,
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scaled,
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bounds,
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target,
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scale_factor,
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);
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}
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}
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if !layer.text.is_empty() {
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for text in layer.text.iter() {
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// Target physical coordinates directly to avoid blurry text
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let text = wgpu_glyph::Section {
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// TODO: We `round` here to avoid rerasterizing text when
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// its position changes slightly. This can make text feel a
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// bit "jumpy". We may be able to do better once we improve
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// our text rendering/caching pipeline.
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screen_position: (
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(text.screen_position.0 * scale_factor).round(),
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(text.screen_position.1 * scale_factor).round(),
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),
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// TODO: Fix precision issues with some scale factors.
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//
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// The `ceil` here can cause some words to render on the
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// same line when they should not.
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//
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// Ideally, `wgpu_glyph` should be able to compute layout
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// using logical positions, and then apply the proper
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// scaling when rendering. This would ensure that both
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// measuring and rendering follow the same layout rules.
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bounds: (
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(text.bounds.0 * scale_factor).ceil(),
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(text.bounds.1 * scale_factor).ceil(),
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),
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scale: wgpu_glyph::Scale {
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x: text.scale.x * scale_factor,
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y: text.scale.y * scale_factor,
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},
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..*text
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};
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self.text_pipeline.queue(text);
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}
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self.text_pipeline.draw_queued(
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device,
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encoder,
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target,
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transformation,
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wgpu_glyph::Region {
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x: bounds.x,
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y: bounds.y,
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width: bounds.width,
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height: bounds.height,
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},
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);
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}
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}
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}
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impl iced_native::Renderer for Renderer {
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type Output = (Primitive, mouse::Interaction);
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type Defaults = Defaults;
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fn layout<'a, Message>(
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&mut self,
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element: &iced_native::Element<'a, Message, Self>,
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limits: &iced_native::layout::Limits,
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) -> iced_native::layout::Node {
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let node = element.layout(self, limits);
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self.text_pipeline.clear_measurement_cache();
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node
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}
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}
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impl layout::Debugger for Renderer {
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fn explain<Message>(
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&mut self,
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defaults: &Defaults,
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widget: &dyn Widget<Message, Self>,
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layout: Layout<'_>,
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cursor_position: Point,
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color: Color,
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) -> Self::Output {
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let mut primitives = Vec::new();
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let (primitive, cursor) =
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widget.draw(self, defaults, layout, cursor_position);
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explain_layout(layout, color, &mut primitives);
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primitives.push(primitive);
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(Primitive::Group { primitives }, cursor)
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}
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}
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fn explain_layout(
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layout: Layout<'_>,
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color: Color,
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primitives: &mut Vec<Primitive>,
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) {
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primitives.push(Primitive::Quad {
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bounds: layout.bounds(),
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background: Background::Color(Color::TRANSPARENT),
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border_radius: 0,
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border_width: 1,
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border_color: [0.6, 0.6, 0.6, 0.5].into(),
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});
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for child in layout.children() {
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explain_layout(child, color, primitives);
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}
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}
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