Make shadow optional in renderer::Quad
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83902921a3
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b7b457a575
8 changed files with 57 additions and 46 deletions
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@ -5,7 +5,7 @@ mod null;
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#[cfg(debug_assertions)]
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pub use null::Null;
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use crate::{Background, BorderRadius, Color, Rectangle, Shadow, Vector};
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use crate::{Background, BorderRadius, Color, Rectangle, Shadow, Size, Vector};
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/// A component that can be used by widgets to draw themselves on a screen.
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pub trait Renderer: Sized {
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@ -47,7 +47,19 @@ pub struct Quad {
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pub border_color: Color,
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/// The shadow of the [`Quad`].
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pub shadow: Shadow,
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pub shadow: Option<Shadow>,
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}
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impl Default for Quad {
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fn default() -> Self {
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Self {
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bounds: Rectangle::with_size(Size::ZERO),
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border_radius: 0.0.into(),
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border_width: 0.0,
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border_color: Color::TRANSPARENT,
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shadow: None,
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}
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}
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}
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/// The styling attributes of a [`Renderer`].
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@ -2,7 +2,7 @@
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use crate::{Color, Vector};
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/// A shadow
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#[derive(Debug, Clone, Copy, PartialEq, Default)]
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct Shadow {
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/// The color of the shadow
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pub color: Color,
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@ -10,6 +10,6 @@ pub struct Shadow {
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/// The offset of the shadow
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pub offset: Vector,
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/// The blur_radius of the shadow
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/// The blur radius of the shadow
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pub blur_radius: f32,
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}
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@ -65,7 +65,7 @@ mod quad {
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border_radius: self.radius.into(),
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border_width: self.border_width,
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border_color: Color::from_rgb(1.0, 0.0, 0.0),
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shadow: self.shadow,
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shadow: Some(self.shadow),
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},
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Color::BLACK,
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);
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@ -80,26 +80,25 @@ impl<T: Damage> Damage for Primitive<T> {
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}
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Self::Quad {
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bounds,
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shadow_offset,
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shadow_blur_radius,
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shadow: Some(shadow),
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..
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} => {
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let bounds_with_shadow = Rectangle {
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x: bounds.x + shadow_offset.x.min(0.0) - shadow_blur_radius,
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y: bounds.y + shadow_offset.y.min(0.0) - shadow_blur_radius,
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x: bounds.x + shadow.offset.x.min(0.0) - shadow.blur_radius,
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y: bounds.y + shadow.offset.y.min(0.0) - shadow.blur_radius,
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width: bounds.width
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+ shadow_offset.x.abs()
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+ shadow_blur_radius * 2.0,
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+ shadow.offset.x.abs()
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+ shadow.blur_radius * 2.0,
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height: bounds.height
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+ shadow_offset.y.abs()
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+ shadow_blur_radius * 2.0,
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+ shadow.offset.y.abs()
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+ shadow.blur_radius * 2.0,
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};
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bounds_with_shadow.expand(1.0)
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}
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Self::Image { bounds, .. } | Self::Svg { bounds, .. } => {
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bounds.expand(1.0)
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}
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Self::Quad { bounds, .. }
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| Self::Image { bounds, .. }
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| Self::Svg { bounds, .. } => bounds.expand(1.0),
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Self::Clip { bounds, .. } => bounds.expand(1.0),
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Self::Group { primitives } => primitives
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.iter()
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@ -3,7 +3,9 @@ use crate::core::alignment;
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use crate::core::image;
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use crate::core::svg;
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use crate::core::text;
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use crate::core::{Background, Color, Font, Pixels, Point, Rectangle, Vector};
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use crate::core::{
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Background, Color, Font, Pixels, Point, Rectangle, Shadow, Vector,
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};
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use crate::text::editor;
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use crate::text::paragraph;
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@ -71,12 +73,8 @@ pub enum Primitive<T> {
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border_width: f32,
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/// The border color of the quad
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border_color: Color,
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/// The shadow color of the quad
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shadow_color: Color,
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/// The shadow offset of the quad
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shadow_offset: Vector,
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/// The shadow blur radius of the quad
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shadow_blur_radius: f32,
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/// The [`Shadow`] of the quad
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shadow: Option<Shadow>,
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},
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/// An image primitive
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Image {
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@ -127,9 +127,7 @@ impl<B: Backend, T> iced_core::Renderer for Renderer<B, T> {
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border_radius: quad.border_radius.into(),
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border_width: quad.border_width,
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border_color: quad.border_color,
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shadow_color: quad.shadow.color,
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shadow_offset: quad.shadow.offset,
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shadow_blur_radius: quad.shadow.blur_radius,
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shadow: quad.shadow,
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});
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}
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@ -155,9 +155,7 @@ impl Backend {
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border_radius,
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border_width,
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border_color,
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shadow_color,
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shadow_offset,
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shadow_blur_radius,
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shadow,
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} => {
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let physical_bounds = (*bounds + translation) * scale_factor;
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@ -187,7 +185,7 @@ impl Backend {
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}
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let path = rounded_rectangle(*bounds, fill_border_radius);
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if shadow_color.a > 0.0 {
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if let Some(shadow) = shadow {
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fn smoothstep(a: f32, b: f32, x: f32) -> f32 {
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let x = ((x - a) / (b - a)).clamp(0.0, 1.0);
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@ -216,10 +214,10 @@ impl Backend {
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}
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let shadow_bounds = (Rectangle {
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x: bounds.x + shadow_offset.x - shadow_blur_radius,
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y: bounds.y + shadow_offset.y - shadow_blur_radius,
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width: bounds.width + shadow_blur_radius * 2.0,
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height: bounds.height + shadow_blur_radius * 2.0,
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x: bounds.x + shadow.offset.x - shadow.blur_radius,
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y: bounds.y + shadow.offset.y - shadow.blur_radius,
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width: bounds.width + shadow.blur_radius * 2.0,
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height: bounds.height + shadow.blur_radius * 2.0,
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} + translation)
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* scale_factor;
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@ -245,10 +243,10 @@ impl Backend {
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let shadow_distance = rounded_box_sdf(
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Vector::new(
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x - physical_bounds.position().x
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- (shadow_offset.x * scale_factor)
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- (shadow.offset.x * scale_factor)
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- half_width,
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y - physical_bounds.position().y
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- (shadow_offset.y * scale_factor)
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- (shadow.offset.y * scale_factor)
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- half_height,
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),
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size,
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@ -256,12 +254,12 @@ impl Backend {
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);
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let shadow_alpha = 1.0
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- smoothstep(
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-shadow_blur_radius * scale_factor,
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*shadow_blur_radius * scale_factor,
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-shadow.blur_radius * scale_factor,
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shadow.blur_radius * scale_factor,
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shadow_distance,
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);
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let mut color = into_color(*shadow_color);
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let mut color = into_color(shadow.color);
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color.apply_opacity(shadow_alpha);
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color.to_color_u8().premultiply()
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@ -12,7 +12,9 @@ pub use text::Text;
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use crate::core;
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use crate::core::alignment;
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use crate::core::{Color, Font, Pixels, Point, Rectangle, Size, Vector};
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use crate::core::{
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Color, Font, Pixels, Point, Rectangle, Shadow, Size, Vector,
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};
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use crate::graphics;
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use crate::graphics::color;
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use crate::graphics::Viewport;
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@ -198,12 +200,16 @@ impl<'a> Layer<'a> {
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border_radius,
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border_width,
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border_color,
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shadow_color,
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shadow_offset,
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shadow_blur_radius,
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shadow,
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} => {
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let layer = &mut layers[current_layer];
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let shadow = shadow.unwrap_or_else(|| Shadow {
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color: Color::TRANSPARENT,
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offset: Vector::ZERO,
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blur_radius: 0.0,
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});
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let quad = Quad {
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position: [
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bounds.x + translation.x,
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@ -213,9 +219,9 @@ impl<'a> Layer<'a> {
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border_color: color::pack(*border_color),
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border_radius: *border_radius,
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border_width: *border_width,
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shadow_color: shadow_color.into_linear(),
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shadow_offset: (*shadow_offset).into(),
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shadow_blur_radius: *shadow_blur_radius,
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shadow_color: shadow.color.into_linear(),
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shadow_offset: shadow.offset.into(),
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shadow_blur_radius: shadow.blur_radius,
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};
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layer.quads.add(quad, background);
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