use iced_core::alignment;
use iced_core::image;
use iced_core::svg;
use iced_core::{Background, Color, Font, Gradient, Rectangle, Size, Vector};
use bytemuck::{Pod, Zeroable};
use std::sync::Arc;
/// A rendering primitive.
#[derive(Debug, Clone, PartialEq)]
#[non_exhaustive]
pub enum Primitive {
/// A text primitive
Text {
/// The contents of the text
content: String,
/// The bounds of the text
bounds: Rectangle,
/// The color of the text
color: Color,
/// The size of the text
size: f32,
/// The font of the text
font: Font,
/// The horizontal alignment of the text
horizontal_alignment: alignment::Horizontal,
/// The vertical alignment of the text
vertical_alignment: alignment::Vertical,
},
/// A quad primitive
Quad {
/// The bounds of the quad
bounds: Rectangle,
/// The background of the quad
background: Background,
/// The border radius of the quad
border_radius: [f32; 4],
/// The border width of the quad
border_width: f32,
/// The border color of the quad
border_color: Color,
},
/// An image primitive
Image {
/// The handle of the image
handle: image::Handle,
/// The bounds of the image
bounds: Rectangle,
},
/// An SVG primitive
Svg {
/// The path of the SVG file
handle: svg::Handle,
/// The [`Color`] filter
color: Option<Color>,
/// The bounds of the viewport
bounds: Rectangle,
},
/// A low-level primitive to render a mesh of triangles with a solid color.
///
/// It can be used to render many kinds of geometry freely.
SolidMesh {
/// The vertices and indices of the mesh.
buffers: Mesh2D<ColoredVertex2D>,
/// The size of the drawable region of the mesh.
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
},
/// A low-level primitive to render a mesh of triangles with a gradient.
///
/// It can be used to render many kinds of geometry freely.
GradientMesh {
/// The vertices and indices of the mesh.
buffers: Mesh2D<Vertex2D>,
/// The size of the drawable region of the mesh.
///
/// Any geometry that falls out of this region will be clipped.
size: Size,
/// The [`Gradient`] to apply to the mesh.
gradient: Gradient,
},
#[cfg(feature = "tiny-skia")]
Fill {
path: tiny_skia::Path,
paint: tiny_skia::Paint<'static>,
rule: tiny_skia::FillRule,
transform: tiny_skia::Transform,
},
#[cfg(feature = "tiny-skia")]
Stroke {
path: tiny_skia::Path,
paint: tiny_skia::Paint<'static>,
stroke: tiny_skia::Stroke,
transform: tiny_skia::Transform,
},
/// A group of primitives
Group {
/// The primitives of the group
primitives: Vec<Primitive>,
},
/// A clip primitive
Clip {
/// The bounds of the clip
bounds: Rectangle,
/// The content of the clip
content: Box<Primitive>,
},
/// A primitive that applies a translation
Translate {
/// The translation vector
translation: Vector,
/// The primitive to translate
content: Box<Primitive>,
},
/// A cached primitive.
///
/// This can be useful if you are implementing a widget where primitive
/// generation is expensive.
Cache {
/// The cached primitive
content: Arc<Primitive>,
},
}
impl Primitive {
pub fn group(primitives: Vec<Self>) -> Self {
Self::Group { primitives }
}
pub fn clip(self, bounds: Rectangle) -> Self {
Self::Clip {
bounds,
content: Box::new(self),
}
}
pub fn translate(self, translation: Vector) -> Self {
Self::Translate {
translation,
content: Box::new(self),
}
}
pub fn bounds(&self) -> Rectangle {
match self {
Self::Text {
bounds,
horizontal_alignment,
vertical_alignment,
..
} => {
let mut bounds = *bounds;
bounds.x = match horizontal_alignment {
alignment::Horizontal::Left => bounds.x,
alignment::Horizontal::Center => {
bounds.x - bounds.width / 2.0
}
alignment::Horizontal::Right => bounds.x - bounds.width,
};
bounds.y = match vertical_alignment {
alignment::Vertical::Top => bounds.y,
alignment::Vertical::Center => {
bounds.y - bounds.height / 2.0
}
alignment::Vertical::Bottom => bounds.y - bounds.height,
};
bounds.expand(1.0)
}
Self::Quad { bounds, .. }
| Self::Image { bounds, .. }
| Self::Svg { bounds, .. } => bounds.expand(1.0),
Self::Clip { bounds, .. } => *bounds,
Self::SolidMesh { size, .. } | Self::GradientMesh { size, .. } => {
Rectangle::with_size(*size)
}
#[cfg(feature = "tiny-skia")]
Self::Fill { path, .. } | Self::Stroke { path, .. } => {
let bounds = path.bounds();
Rectangle {
x: bounds.x(),
y: bounds.y(),
width: bounds.width(),
height: bounds.height(),
}
.expand(1.0)
}
Self::Group { primitives } => primitives
.iter()
.map(Self::bounds)
.fold(Rectangle::with_size(Size::ZERO), |a, b| {
Rectangle::union(&a, &b)
}),
Self::Translate {
translation,
content,
} => content.bounds() + *translation,
Self::Cache { content } => content.bounds(),
}
}
pub fn damage(&self, other: &Self) -> Vec<Rectangle> {
match (self, other) {
(
Primitive::Group {
primitives: primitives_a,
},
Primitive::Group {
primitives: primitives_b,
},
) => return Self::damage_list(primitives_a, primitives_b),
(
Primitive::Clip {
bounds: bounds_a,
content: content_a,
},
Primitive::Clip {
bounds: bounds_b,
content: content_b,
},
) => {
if bounds_a == bounds_b {
return content_a
.damage(content_b)
.into_iter()
.filter_map(|r| r.intersection(bounds_a))
.collect();
} else {
return vec![*bounds_a, *bounds_b];
}
}
(
Primitive::Translate {
translation: translation_a,
content: content_a,
},
Primitive::Translate {
translation: translation_b,
content: content_b,
},
) => {
if translation_a == translation_b {
return content_a
.damage(content_b)
.into_iter()
.map(|r| r + *translation_a)
.collect();
}
}
(
Primitive::Cache { content: content_a },
Primitive::Cache { content: content_b },
) => {
if Arc::ptr_eq(content_a, content_b) {
return vec![];
}
}
_ if self == other => return vec![],
_ => {}
}
let bounds_a = self.bounds();
let bounds_b = other.bounds();
if bounds_a == bounds_b {
vec![bounds_a]
} else {
vec![bounds_a, bounds_b]
}
}
pub fn damage_list(previous: &[Self], current: &[Self]) -> Vec<Rectangle> {
let damage =
previous.iter().zip(current).flat_map(|(a, b)| a.damage(b));
if previous.len() == current.len() {
damage.collect()
} else {
let (smaller, bigger) = if previous.len() < current.len() {
(previous, current)
} else {
(current, previous)
};
// Extend damage by the added/removed primitives
damage
.chain(bigger[smaller.len()..].iter().map(Primitive::bounds))
.collect()
}
}
}
/// A set of [`Vertex2D`] and indices representing a list of triangles.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct Mesh2D<T> {
/// The vertices of the mesh
pub vertices: Vec<T>,
/// The list of vertex indices that defines the triangles of the mesh.
///
/// Therefore, this list should always have a length that is a multiple of 3.
pub indices: Vec<u32>,
}
/// A two-dimensional vertex.
#[derive(Copy, Clone, Debug, PartialEq, Zeroable, Pod)]
#[repr(C)]
pub struct Vertex2D {
/// The vertex position in 2D space.
pub position: [f32; 2],
}
/// A two-dimensional vertex with a color.
#[derive(Copy, Clone, Debug, PartialEq, Zeroable, Pod)]
#[repr(C)]
pub struct ColoredVertex2D {
/// The vertex position in 2D space.
pub position: [f32; 2],
/// The color of the vertex in __linear__ RGBA.
pub color: [f32; 4],
}
impl From<()> for Primitive {
fn from(_: ()) -> Self {
Self::Group { primitives: vec![] }
}
}