Draw border path for quad only if it has a border in iced_tiny_skia

This commit is contained in:
Héctor Ramón Jiménez 2023-06-27 22:05:49 +02:00
parent 102c78abd8
commit bf7d636ebf
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GPG key ID: 140CC052C94F138E

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@ -159,7 +159,6 @@ impl Backend {
border_width,
border_color,
} => {
// XXX border seems to be contained by the bounds of the primitive in wgpu and for damage regions, so we do the same here
let physical_bounds = (*bounds + translation) * scale_factor;
if !clip_bounds.intersects(&physical_bounds) {
@ -206,115 +205,120 @@ impl Backend {
clip_mask,
);
// border path is offset by half the border width
let path_bounds = Rectangle {
x: bounds.x + border_width / 2.0,
y: bounds.y + border_width / 2.0,
width: bounds.width - border_width,
height: bounds.height - border_width,
};
// Make sure the border radius is correct
let mut border_radius = *border_radius;
let mut border_radius_gt_half_border_width =
[true, true, true, true];
for (i, radius) in &mut border_radius.iter_mut().enumerate() {
*radius = if *radius == 0.0 {
// Path should handle this fine
0.0
} else if *radius > border_width / 2.0 {
*radius - border_width / 2.0
} else {
border_radius_gt_half_border_width[i] = false;
0.0
}
.min(path_bounds.width / 2.0)
.min(path_bounds.height / 2.0);
}
// Stroking a path works well in this case.
if border_radius_gt_half_border_width.iter().all(|b| *b) {
let border_radius_path =
rounded_rectangle(path_bounds, border_radius);
pixels.stroke_path(
&border_radius_path,
&tiny_skia::Paint {
shader: tiny_skia::Shader::SolidColor(into_color(
*border_color,
)),
anti_alias: true,
..tiny_skia::Paint::default()
},
&tiny_skia::Stroke {
width: border_width,
..tiny_skia::Stroke::default()
},
transform,
clip_mask,
);
} else {
// Draw corners that have to small border radii as having no border radius,
// but mask them with the rounded rectangle with the correct border radius.
let mut temp_pixmap =
Pixmap::new(bounds.width as u32, bounds.height as u32)
.unwrap();
let mut quad_mask =
Mask::new(bounds.width as u32, bounds.height as u32)
.unwrap();
let zero_bounds = Rectangle {
x: 0.0,
y: 0.0,
width: bounds.width,
height: bounds.height,
};
let path =
rounded_rectangle(zero_bounds, fill_border_radius);
quad_mask.fill_path(
&path,
tiny_skia::FillRule::EvenOdd,
true,
transform,
);
let path_bounds = Rectangle {
x: border_width / 2.0,
y: border_width / 2.0,
if border_width > 0.0 {
// Border path is offset by half the border width
let border_bounds = Rectangle {
x: bounds.x + border_width / 2.0,
y: bounds.y + border_width / 2.0,
width: bounds.width - border_width,
height: bounds.height - border_width,
};
let border_radius_path =
rounded_rectangle(path_bounds, border_radius);
// Make sure the border radius is correct
let mut border_radius = *border_radius;
let mut is_simple_border = true;
temp_pixmap.stroke_path(
&border_radius_path,
&tiny_skia::Paint {
shader: tiny_skia::Shader::SolidColor(into_color(
*border_color,
)),
anti_alias: true,
..tiny_skia::Paint::default()
},
&tiny_skia::Stroke {
width: border_width,
..tiny_skia::Stroke::default()
},
transform,
Some(&quad_mask),
);
for radius in &mut border_radius {
*radius = if *radius == 0.0 {
// Path should handle this fine
0.0
} else if *radius > border_width / 2.0 {
*radius - border_width / 2.0
} else {
is_simple_border = false;
0.0
}
.min(border_bounds.width / 2.0)
.min(border_bounds.height / 2.0);
}
pixels.draw_pixmap(
bounds.x as i32,
bounds.y as i32,
temp_pixmap.as_ref(),
&PixmapPaint::default(),
transform,
clip_mask,
);
// Stroking a path works well in this case
if is_simple_border {
let border_path =
rounded_rectangle(border_bounds, border_radius);
pixels.stroke_path(
&border_path,
&tiny_skia::Paint {
shader: tiny_skia::Shader::SolidColor(
into_color(*border_color),
),
anti_alias: true,
..tiny_skia::Paint::default()
},
&tiny_skia::Stroke {
width: border_width,
..tiny_skia::Stroke::default()
},
transform,
clip_mask,
);
} else {
// Draw corners that have too small border radii as having no border radius,
// but mask them with the rounded rectangle with the correct border radius.
let mut temp_pixmap = Pixmap::new(
bounds.width as u32,
bounds.height as u32,
)
.unwrap();
let mut quad_mask = Mask::new(
bounds.width as u32,
bounds.height as u32,
)
.unwrap();
let zero_bounds = Rectangle {
x: 0.0,
y: 0.0,
width: bounds.width,
height: bounds.height,
};
let path =
rounded_rectangle(zero_bounds, fill_border_radius);
quad_mask.fill_path(
&path,
tiny_skia::FillRule::EvenOdd,
true,
transform,
);
let path_bounds = Rectangle {
x: border_width / 2.0,
y: border_width / 2.0,
width: bounds.width - border_width,
height: bounds.height - border_width,
};
let border_radius_path =
rounded_rectangle(path_bounds, border_radius);
temp_pixmap.stroke_path(
&border_radius_path,
&tiny_skia::Paint {
shader: tiny_skia::Shader::SolidColor(
into_color(*border_color),
),
anti_alias: true,
..tiny_skia::Paint::default()
},
&tiny_skia::Stroke {
width: border_width,
..tiny_skia::Stroke::default()
},
transform,
Some(&quad_mask),
);
pixels.draw_pixmap(
bounds.x as i32,
bounds.y as i32,
temp_pixmap.as_ref(),
&PixmapPaint::default(),
transform,
clip_mask,
);
}
}
}
Primitive::Text {