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_width,
border_color, 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; let physical_bounds = (*bounds + translation) * scale_factor;
if !clip_bounds.intersects(&physical_bounds) { if !clip_bounds.intersects(&physical_bounds) {
@ -206,8 +205,9 @@ impl Backend {
clip_mask, clip_mask,
); );
// border path is offset by half the border width if border_width > 0.0 {
let path_bounds = Rectangle { // Border path is offset by half the border width
let border_bounds = Rectangle {
x: bounds.x + border_width / 2.0, x: bounds.x + border_width / 2.0,
y: bounds.y + border_width / 2.0, y: bounds.y + border_width / 2.0,
width: bounds.width - border_width, width: bounds.width - border_width,
@ -216,33 +216,33 @@ impl Backend {
// Make sure the border radius is correct // Make sure the border radius is correct
let mut border_radius = *border_radius; let mut border_radius = *border_radius;
let mut border_radius_gt_half_border_width = let mut is_simple_border = true;
[true, true, true, true];
for (i, radius) in &mut border_radius.iter_mut().enumerate() { for radius in &mut border_radius {
*radius = if *radius == 0.0 { *radius = if *radius == 0.0 {
// Path should handle this fine // Path should handle this fine
0.0 0.0
} else if *radius > border_width / 2.0 { } else if *radius > border_width / 2.0 {
*radius - border_width / 2.0 *radius - border_width / 2.0
} else { } else {
border_radius_gt_half_border_width[i] = false; is_simple_border = false;
0.0 0.0
} }
.min(path_bounds.width / 2.0) .min(border_bounds.width / 2.0)
.min(path_bounds.height / 2.0); .min(border_bounds.height / 2.0);
} }
// Stroking a path works well in this case. // Stroking a path works well in this case
if border_radius_gt_half_border_width.iter().all(|b| *b) { if is_simple_border {
let border_radius_path = let border_path =
rounded_rectangle(path_bounds, border_radius); rounded_rectangle(border_bounds, border_radius);
pixels.stroke_path( pixels.stroke_path(
&border_radius_path, &border_path,
&tiny_skia::Paint { &tiny_skia::Paint {
shader: tiny_skia::Shader::SolidColor(into_color( shader: tiny_skia::Shader::SolidColor(
*border_color, into_color(*border_color),
)), ),
anti_alias: true, anti_alias: true,
..tiny_skia::Paint::default() ..tiny_skia::Paint::default()
}, },
@ -254,15 +254,18 @@ impl Backend {
clip_mask, clip_mask,
); );
} else { } else {
// Draw corners that have to small border radii as having no border radius, // 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. // but mask them with the rounded rectangle with the correct border radius.
let mut temp_pixmap = Pixmap::new(
let mut temp_pixmap = bounds.width as u32,
Pixmap::new(bounds.width as u32, bounds.height as u32) bounds.height as u32,
)
.unwrap(); .unwrap();
let mut quad_mask = let mut quad_mask = Mask::new(
Mask::new(bounds.width as u32, bounds.height as u32) bounds.width as u32,
bounds.height as u32,
)
.unwrap(); .unwrap();
let zero_bounds = Rectangle { let zero_bounds = Rectangle {
@ -293,9 +296,9 @@ impl Backend {
temp_pixmap.stroke_path( temp_pixmap.stroke_path(
&border_radius_path, &border_radius_path,
&tiny_skia::Paint { &tiny_skia::Paint {
shader: tiny_skia::Shader::SolidColor(into_color( shader: tiny_skia::Shader::SolidColor(
*border_color, into_color(*border_color),
)), ),
anti_alias: true, anti_alias: true,
..tiny_skia::Paint::default() ..tiny_skia::Paint::default()
}, },
@ -317,6 +320,7 @@ impl Backend {
); );
} }
} }
}
Primitive::Text { Primitive::Text {
content, content,
bounds, bounds,