Implement vectorial text support for iced_tiny_skia
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3 changed files with 188 additions and 182 deletions
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@ -1,6 +1,8 @@
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use crate::core::alignment;
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use crate::core::text::{LineHeight, Shaping};
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use crate::core::{Color, Font, Pixels, Point};
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use crate::core::{Color, Font, Pixels, Point, Size, Vector};
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use crate::geometry::Path;
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use crate::text;
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/// A bunch of text that can be drawn to a canvas
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#[derive(Debug, Clone)]
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@ -32,6 +34,137 @@ pub struct Text {
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pub shaping: Shaping,
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}
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impl Text {
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/// Computes the [`Path`]s of the [`Text`] and draws them using
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/// the given closure.
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pub fn draw_with(&self, mut f: impl FnMut(Path, Color)) {
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let mut font_system =
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text::font_system().write().expect("Write font system");
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let mut buffer = cosmic_text::BufferLine::new(
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&self.content,
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cosmic_text::AttrsList::new(text::to_attributes(self.font)),
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text::to_shaping(self.shaping),
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);
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let layout = buffer.layout(
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font_system.raw(),
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self.size.0,
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f32::MAX,
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cosmic_text::Wrap::None,
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);
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let translation_x = match self.horizontal_alignment {
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alignment::Horizontal::Left => self.position.x,
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alignment::Horizontal::Center | alignment::Horizontal::Right => {
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let mut line_width = 0.0f32;
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for line in layout.iter() {
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line_width = line_width.max(line.w);
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}
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if self.horizontal_alignment == alignment::Horizontal::Center {
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self.position.x - line_width / 2.0
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} else {
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self.position.x - line_width
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}
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}
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};
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let translation_y = {
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let line_height = self.line_height.to_absolute(self.size);
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match self.vertical_alignment {
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alignment::Vertical::Top => self.position.y,
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alignment::Vertical::Center => {
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self.position.y - line_height.0 / 2.0
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}
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alignment::Vertical::Bottom => self.position.y - line_height.0,
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}
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};
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let mut swash_cache = cosmic_text::SwashCache::new();
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for run in layout.iter() {
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for glyph in run.glyphs.iter() {
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let physical_glyph = glyph.physical((0.0, 0.0), 1.0);
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let start_x = translation_x + glyph.x + glyph.x_offset;
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let start_y = translation_y + glyph.y_offset + self.size.0;
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let offset = Vector::new(start_x, start_y);
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if let Some(commands) = swash_cache.get_outline_commands(
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font_system.raw(),
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physical_glyph.cache_key,
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) {
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let glyph = Path::new(|path| {
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use cosmic_text::Command;
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for command in commands {
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match command {
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Command::MoveTo(p) => {
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path.move_to(
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Point::new(p.x, -p.y) + offset,
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);
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}
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Command::LineTo(p) => {
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path.line_to(
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Point::new(p.x, -p.y) + offset,
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);
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}
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Command::CurveTo(control_a, control_b, to) => {
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path.bezier_curve_to(
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Point::new(control_a.x, -control_a.y)
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+ offset,
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Point::new(control_b.x, -control_b.y)
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+ offset,
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Point::new(to.x, -to.y) + offset,
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);
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}
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Command::QuadTo(control, to) => {
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path.quadratic_curve_to(
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Point::new(control.x, -control.y)
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+ offset,
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Point::new(to.x, -to.y) + offset,
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);
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}
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Command::Close => {
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path.close();
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}
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}
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}
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});
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f(glyph, self.color);
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} else {
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// TODO: Raster image support for `Canvas`
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let [r, g, b, a] = self.color.into_rgba8();
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swash_cache.with_pixels(
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font_system.raw(),
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physical_glyph.cache_key,
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cosmic_text::Color::rgba(r, g, b, a),
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|x, y, color| {
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f(
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Path::rectangle(
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Point::new(x as f32, y as f32) + offset,
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Size::new(1.0, 1.0),
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),
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Color::from_rgba8(
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color.r(),
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color.g(),
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color.b(),
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color.a() as f32 / 255.0,
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),
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);
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},
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);
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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 Default for Text {
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fn default() -> Text {
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Text {
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