Move Layer to iced_graphics
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e618091248
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720e7756f2
18 changed files with 433 additions and 616 deletions
266
graphics/src/layer.rs
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266
graphics/src/layer.rs
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@ -0,0 +1,266 @@
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use crate::image;
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use crate::svg;
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use crate::triangle;
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use crate::{
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Background, Font, HorizontalAlignment, Point, Primitive, Rectangle, Size,
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Vector, VerticalAlignment, Viewport,
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};
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pub struct Layer<'a> {
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pub bounds: Rectangle<u32>,
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pub quads: Vec<Quad>,
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pub meshes: Vec<Mesh<'a>>,
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pub text: Vec<Text<'a>>,
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pub 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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meshes: Vec::new(),
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text: Vec::new(),
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images: Vec::new(),
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}
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}
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pub fn overlay(lines: &'a [impl AsRef<str>], viewport: &Viewport) -> Self {
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let (width, height) = viewport.dimensions();
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let mut overlay = 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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for (i, line) in lines.iter().enumerate() {
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let text = Text {
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content: line.as_ref(),
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bounds: Rectangle::new(
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Point::new(11.0, 11.0 + 25.0 * i as f32),
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Size::INFINITY,
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),
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color: [0.9, 0.9, 0.9, 1.0],
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size: 20.0,
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font: Font::Default,
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horizontal_alignment: HorizontalAlignment::Left,
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vertical_alignment: VerticalAlignment::Top,
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};
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overlay.text.push(text);
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overlay.text.push(Text {
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bounds: text.bounds + Vector::new(-1.0, -1.0),
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color: [0.0, 0.0, 0.0, 1.0],
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..text
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});
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}
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overlay
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}
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pub(crate) fn intersection(
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&self,
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rectangle: Rectangle,
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) -> 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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pub fn generate(
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primitive: &'a Primitive,
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viewport: &Viewport,
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) -> Vec<Self> {
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let mut layers = Vec::new();
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let (width, height) = viewport.dimensions();
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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::process_primitive(&mut layers, Vector::new(0.0, 0.0), primitive);
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layers
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}
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fn process_primitive(
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layers: &mut Vec<Self>,
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translation: Vector,
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primitive: &'a Primitive,
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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::process_primitive(layers, translation, primitive)
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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(Text {
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content,
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bounds: *bounds + translation,
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size: *size,
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color: color.into_linear(),
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font: *font,
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horizontal_alignment: *horizontal_alignment,
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vertical_alignment: *vertical_alignment,
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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 { buffers, size } => {
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let layer = layers.last_mut().unwrap();
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let bounds = 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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// Only draw visible content
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if let Some(clip_bounds) = layer.intersection(bounds) {
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layer.meshes.push(Mesh {
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origin: Point::new(translation.x, translation.y),
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buffers,
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clip_bounds: clip_bounds.into(),
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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::process_primitive(
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layers,
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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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);
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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::process_primitive(
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layers,
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translation + *new_translation,
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&content,
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);
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}
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Primitive::Cached { cache } => {
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Self::process_primitive(layers, translation, &cache);
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}
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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::Raster {
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handle: handle.clone(),
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bounds: *bounds + translation,
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});
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}
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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::Vector {
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handle: handle.clone(),
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bounds: *bounds + translation,
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});
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}
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}
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}
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}
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#[derive(Debug, Clone, Copy)]
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#[repr(C)]
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pub struct Quad {
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pub position: [f32; 2],
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pub scale: [f32; 2],
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pub color: [f32; 4],
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pub border_color: [f32; 4],
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pub border_radius: f32,
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pub border_width: f32,
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Mesh<'a> {
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pub origin: Point,
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pub buffers: &'a triangle::Mesh2D,
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pub clip_bounds: Rectangle<u32>,
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Text<'a> {
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pub content: &'a str,
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pub bounds: Rectangle,
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pub color: [f32; 4],
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pub size: f32,
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pub font: Font,
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pub horizontal_alignment: HorizontalAlignment,
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pub vertical_alignment: VerticalAlignment,
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}
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#[derive(Debug, Clone)]
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pub enum Image {
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Raster {
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handle: image::Handle,
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bounds: Rectangle,
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},
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Vector {
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handle: svg::Handle,
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bounds: Rectangle,
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},
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}
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unsafe impl bytemuck::Zeroable for Quad {}
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unsafe impl bytemuck::Pod for Quad {}
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@ -8,6 +8,7 @@ mod widget;
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pub mod backend;
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pub mod font;
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pub mod layer;
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pub mod triangle;
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#[doc(no_inline)]
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@ -16,7 +17,13 @@ pub use widget::*;
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pub use antialiasing::Antialiasing;
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pub use backend::Backend;
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pub use defaults::Defaults;
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pub use layer::Layer;
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pub use primitive::Primitive;
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pub use renderer::Renderer;
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pub use transformation::Transformation;
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pub use viewport::Viewport;
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pub use iced_native::{
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Background, Font, HorizontalAlignment, Point, Rectangle, Size, Vector,
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VerticalAlignment,
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};
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@ -82,13 +82,13 @@ pub enum Primitive {
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///
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/// It can be used to render many kinds of geometry freely.
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Mesh2D {
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/// The vertex and index buffers of the mesh
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buffers: triangle::Mesh2D,
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/// The size of the drawable region of the mesh.
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///
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/// Any geometry that falls out of this region will be clipped.
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size: Size,
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/// The vertex and index buffers of the mesh
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buffers: triangle::Mesh2D,
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},
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/// A cached primitive.
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///
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@ -5,6 +5,7 @@
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pub struct Mesh2D {
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/// The vertices of the mesh
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pub vertices: Vec<Vertex2D>,
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/// The list of vertex indices that defines the triangles of the mesh.
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///
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/// Therefore, this list should always have a length that is a multiple of
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@ -10,18 +10,18 @@
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pub mod button;
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pub mod checkbox;
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pub mod container;
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pub mod image;
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pub mod pane_grid;
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pub mod progress_bar;
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pub mod radio;
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pub mod scrollable;
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pub mod slider;
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pub mod svg;
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pub mod text_input;
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mod column;
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mod image;
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mod row;
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mod space;
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mod svg;
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mod text;
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#[doc(no_inline)]
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@ -304,11 +304,11 @@ impl Frame {
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pub fn into_geometry(mut self) -> Geometry {
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if !self.buffers.indices.is_empty() {
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self.primitives.push(Primitive::Mesh2D {
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size: self.size,
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buffers: triangle::Mesh2D {
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vertices: self.buffers.vertices,
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indices: self.buffers.indices,
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},
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size: self.size,
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});
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}
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@ -4,7 +4,7 @@ use iced_native::image;
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use iced_native::mouse;
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use iced_native::Layout;
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pub use iced_native::Image;
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pub use iced_native::image::{Handle, Image};
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impl<B> image::Renderer for Renderer<B>
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where
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@ -2,7 +2,7 @@ use crate::backend::{self, Backend};
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use crate::{Primitive, Renderer};
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use iced_native::{mouse, svg, Layout};
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pub use iced_native::Svg;
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pub use iced_native::svg::{Handle, Svg};
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impl<B> svg::Renderer for Renderer<B>
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where
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