use iced_native::{Point, Size, Vector}; use crate::{ canvas::{Fill, Path, Stroke}, triangle, }; /// The frame of a [`Canvas`]. /// /// [`Canvas`]: struct.Canvas.html #[derive(Debug)] pub struct Frame { width: f32, height: f32, buffers: lyon::tessellation::VertexBuffers, transforms: Transforms, } #[derive(Debug)] struct Transforms { previous: Vec, current: Transform, } #[derive(Debug, Clone, Copy)] struct Transform { raw: lyon::math::Transform, is_identity: bool, } impl Frame { /// Creates a new empty [`Frame`] with the given dimensions. /// /// The default coordinate system of a [`Frame`] has its origin at the /// top-left corner of its bounds. /// /// [`Frame`]: struct.Frame.html pub fn new(width: f32, height: f32) -> Frame { Frame { width, height, buffers: lyon::tessellation::VertexBuffers::new(), transforms: Transforms { previous: Vec::new(), current: Transform { raw: lyon::math::Transform::identity(), is_identity: true, }, }, } } /// Returns the width of the [`Frame`]. /// /// [`Frame`]: struct.Frame.html #[inline] pub fn width(&self) -> f32 { self.width } /// Returns the width of the [`Frame`]. /// /// [`Frame`]: struct.Frame.html #[inline] pub fn height(&self) -> f32 { self.height } /// Returns the dimensions of the [`Frame`]. /// /// [`Frame`]: struct.Frame.html #[inline] pub fn size(&self) -> Size { Size::new(self.width, self.height) } /// Returns the coordinate of the center of the [`Frame`]. /// /// [`Frame`]: struct.Frame.html #[inline] pub fn center(&self) -> Point { Point::new(self.width / 2.0, self.height / 2.0) } /// Draws the given [`Path`] on the [`Frame`] by filling it with the /// provided style. /// /// [`Path`]: path/struct.Path.html /// [`Frame`]: struct.Frame.html 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 result = if self.transforms.current.is_identity { tessellator.tessellate_path( path.raw(), &FillOptions::default(), &mut buffers, ) } else { let path = path.transformed(&self.transforms.current.raw); tessellator.tessellate_path( path.raw(), &FillOptions::default(), &mut buffers, ) }; let _ = result.expect("Tessellate path"); } /// Draws the stroke of the given [`Path`] on the [`Frame`] with the /// provided style. /// /// [`Path`]: path/struct.Path.html /// [`Frame`]: struct.Frame.html 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 result = if self.transforms.current.is_identity { tessellator.tessellate_path(path.raw(), &options, &mut buffers) } else { let path = path.transformed(&self.transforms.current.raw); tessellator.tessellate_path(path.raw(), &options, &mut buffers) }; let _ = result.expect("Stroke path"); } /// Stores the current transform of the [`Frame`] and executes the given /// drawing operations, restoring the transform afterwards. /// /// This method is useful to compose transforms and perform drawing /// operations in different coordinate systems. /// /// [`Frame`]: struct.Frame.html #[inline] pub fn with_save(&mut self, f: impl FnOnce(&mut Frame)) { self.transforms.previous.push(self.transforms.current); f(self); self.transforms.current = self.transforms.previous.pop().unwrap(); } /// Applies a translation to the current transform of the [`Frame`]. /// /// [`Frame`]: struct.Frame.html #[inline] pub fn translate(&mut self, translation: Vector) { self.transforms.current.raw = self .transforms .current .raw .pre_translate(lyon::math::Vector::new( translation.x, translation.y, )); self.transforms.current.is_identity = false; } /// Applies a rotation to the current transform of the [`Frame`]. /// /// [`Frame`]: struct.Frame.html #[inline] pub fn rotate(&mut self, angle: f32) { self.transforms.current.raw = self .transforms .current .raw .pre_rotate(lyon::math::Angle::radians(-angle)); self.transforms.current.is_identity = false; } /// Applies a scaling to the current transform of the [`Frame`]. /// /// [`Frame`]: struct.Frame.html #[inline] pub fn scale(&mut self, scale: f32) { self.transforms.current.raw = self.transforms.current.raw.pre_scale(scale, scale); self.transforms.current.is_identity = false; } /// Produces the geometry that has been drawn on the [`Frame`]. /// /// [`Frame`]: struct.Frame.html 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 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 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, } } }