use iced_native::Point;
use crate::{
canvas::{Fill, Path, Stroke},
triangle,
};
#[derive(Debug)]
pub struct Frame {
width: f32,
height: f32,
buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u16>,
}
impl Frame {
pub fn new(width: f32, height: f32) -> Frame {
Frame {
width,
height,
buffers: lyon::tessellation::VertexBuffers::new(),
}
}
pub fn width(&self) -> f32 {
self.width
}
pub fn height(&self) -> f32 {
self.height
}
pub fn center(&self) -> Point {
Point::new(self.width / 2.0, self.height / 2.0)
}
pub fn fill(&mut self, path: &Path, fill: Fill) {
use lyon::tessellation::{
BuffersBuilder, FillOptions, FillTessellator,
};
let mut buffers = BuffersBuilder::new(
&mut self.buffers,
FillVertex(match fill {
Fill::Color(color) => color.into_linear(),
}),
);
let mut tessellator = FillTessellator::new();
let _ = tessellator
.tessellate_path(path.raw(), &FillOptions::default(), &mut buffers)
.expect("Tessellate path");
}
pub fn stroke(&mut self, path: &Path, stroke: Stroke) {
use lyon::tessellation::{
BuffersBuilder, StrokeOptions, StrokeTessellator,
};
let mut buffers = BuffersBuilder::new(
&mut self.buffers,
StrokeVertex(stroke.color.into_linear()),
);
let mut tessellator = StrokeTessellator::new();
let mut options = StrokeOptions::default();
options.line_width = stroke.width;
options.start_cap = stroke.line_cap.into();
options.end_cap = stroke.line_cap.into();
options.line_join = stroke.line_join.into();
let _ = tessellator
.tessellate_path(path.raw(), &options, &mut buffers)
.expect("Stroke path");
}
pub fn into_mesh(self) -> triangle::Mesh2D {
triangle::Mesh2D {
vertices: self.buffers.vertices,
indices: self.buffers.indices,
}
}
}
struct FillVertex([f32; 4]);
impl lyon::tessellation::FillVertexConstructor<triangle::Vertex2D>
for FillVertex
{
fn new_vertex(
&mut self,
position: lyon::math::Point,
_attributes: lyon::tessellation::FillAttributes<'_>,
) -> triangle::Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}
struct StrokeVertex([f32; 4]);
impl lyon::tessellation::StrokeVertexConstructor<triangle::Vertex2D>
for StrokeVertex
{
fn new_vertex(
&mut self,
position: lyon::math::Point,
_attributes: lyon::tessellation::StrokeAttributes<'_, '_>,
) -> triangle::Vertex2D {
triangle::Vertex2D {
position: [position.x, position.y],
color: self.0,
}
}
}