Refactor some image traits a bit
- Use `Size<u32>` were applicable. - Rename `TextureStore` to `image::Storage`. - Rename `TextureStoreEntry` to `image::storage::Entry`. - Wire up `viewport_dimensions` to `iced_glow` for `Svg`.
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20 changed files with 164 additions and 127 deletions
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@ -10,7 +10,8 @@ use crate::Transformation;
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use atlas::Atlas;
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use iced_graphics::layer;
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use iced_native::Rectangle;
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use iced_native::{Rectangle, Size};
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use std::cell::RefCell;
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use std::mem;
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@ -262,7 +263,7 @@ impl Pipeline {
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}
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#[cfg(feature = "image_rs")]
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pub fn dimensions(&self, handle: &image::Handle) -> (u32, u32) {
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pub fn dimensions(&self, handle: &image::Handle) -> Size<u32> {
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let mut cache = self.raster_cache.borrow_mut();
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let memory = cache.load(handle);
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@ -270,7 +271,7 @@ impl Pipeline {
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}
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#[cfg(feature = "svg")]
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pub fn viewport_dimensions(&self, handle: &svg::Handle) -> (u32, u32) {
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pub fn viewport_dimensions(&self, handle: &svg::Handle) -> Size<u32> {
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let mut cache = self.vector_cache.borrow_mut();
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let svg = cache.load(handle);
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@ -515,15 +516,18 @@ fn add_instances(
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add_instance(image_position, image_size, allocation, instances);
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}
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atlas::Entry::Fragmented { fragments, size } => {
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let scaling_x = image_size[0] / size.0 as f32;
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let scaling_y = image_size[1] / size.1 as f32;
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let scaling_x = image_size[0] / size.width as f32;
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let scaling_y = image_size[1] / size.height as f32;
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for fragment in fragments {
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let allocation = &fragment.allocation;
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let [x, y] = image_position;
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let (fragment_x, fragment_y) = fragment.position;
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let (fragment_width, fragment_height) = allocation.size();
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let Size {
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width: fragment_width,
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height: fragment_height,
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} = allocation.size();
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let position = [
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x + fragment_x as f32 * scaling_x,
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@ -549,7 +553,7 @@ fn add_instance(
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instances: &mut Vec<Instance>,
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) {
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let (x, y) = allocation.position();
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let (width, height) = allocation.size();
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let Size { width, height } = allocation.size();
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let layer = allocation.layer();
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let instance = Instance {
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