neveko/nevmes-gui/crates/epaint/src/lib.rs
2023-04-30 11:55:41 -04:00

160 lines
4.5 KiB
Rust

//! A simple 2D graphics library for turning simple 2D shapes and text into textured triangles.
//!
//! Made for [`egui`](https://github.com/emilk/egui/).
//!
//! Create some [`Shape`]:s and pass them to [`tessellate_shapes`] to generate [`Mesh`]:es
//! that you can then paint using some graphics API of your choice (e.g. OpenGL).
//!
//! ## Feature flags
#![cfg_attr(feature = "document-features", doc = document_features::document_features!())]
//!
#![allow(clippy::float_cmp)]
#![allow(clippy::manual_range_contains)]
mod bezier;
pub mod image;
mod mesh;
pub mod mutex;
mod shadow;
mod shape;
pub mod shape_transform;
pub mod stats;
mod stroke;
pub mod tessellator;
pub mod text;
mod texture_atlas;
mod texture_handle;
pub mod textures;
pub mod util;
pub use {
bezier::{CubicBezierShape, QuadraticBezierShape},
image::{ColorImage, FontImage, ImageData, ImageDelta},
mesh::{Mesh, Mesh16, Vertex},
shadow::Shadow,
shape::{
CircleShape, PaintCallback, PaintCallbackInfo, PathShape, RectShape, Rounding, Shape,
TextShape,
},
stats::PaintStats,
stroke::Stroke,
tessellator::{tessellate_shapes, TessellationOptions, Tessellator},
text::{FontFamily, FontId, Fonts, Galley},
texture_atlas::TextureAtlas,
texture_handle::TextureHandle,
textures::TextureManager,
};
pub use ecolor::{Color32, Hsva, HsvaGamma, Rgba};
pub use emath::{pos2, vec2, Pos2, Rect, Vec2};
pub use ahash;
pub use ecolor;
pub use emath;
#[cfg(feature = "color-hex")]
pub use ecolor::hex_color;
/// The UV coordinate of a white region of the texture mesh.
/// The default egui texture has the top-left corner pixel fully white.
/// You need need use a clamping texture sampler for this to work
/// (so it doesn't do bilinear blending with bottom right corner).
pub const WHITE_UV: emath::Pos2 = emath::pos2(0.0, 0.0);
/// What texture to use in a [`Mesh`] mesh.
///
/// If you don't want to use a texture, use `TextureId::Epaint(0)` and the [`WHITE_UV`] for uv-coord.
#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum TextureId {
/// Textures allocated using [`TextureManager`].
///
/// The first texture (`TextureId::Epaint(0)`) is used for the font data.
Managed(u64),
/// Your own texture, defined in any which way you want.
/// The backend renderer will presumably use this to look up what texture to use.
User(u64),
}
impl Default for TextureId {
/// The epaint font texture.
fn default() -> Self {
Self::Managed(0)
}
}
/// A [`Shape`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug, PartialEq)]
pub struct ClippedShape(
/// Clip / scissor rectangle.
/// Only show the part of the [`Shape`] that falls within this.
pub emath::Rect,
/// The shape
pub Shape,
);
/// A [`Mesh`] or [`PaintCallback`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug)]
pub struct ClippedPrimitive {
/// Clip / scissor rectangle.
/// Only show the part of the [`Mesh`] that falls within this.
pub clip_rect: emath::Rect,
/// What to paint - either a [`Mesh`] or a [`PaintCallback`].
pub primitive: Primitive,
}
/// A rendering primitive - either a [`Mesh`] or a [`PaintCallback`].
#[derive(Clone, Debug)]
pub enum Primitive {
Mesh(Mesh),
Callback(PaintCallback),
}
// ----------------------------------------------------------------------------
/// An assert that is only active when `epaint` is compiled with the `extra_asserts` feature
/// or with the `extra_debug_asserts` feature in debug builds.
#[macro_export]
macro_rules! epaint_assert {
($($arg: tt)*) => {
if cfg!(any(
feature = "extra_asserts",
all(feature = "extra_debug_asserts", debug_assertions),
)) {
assert!($($arg)*);
}
}
}
// ----------------------------------------------------------------------------
#[inline(always)]
pub(crate) fn f32_hash<H: std::hash::Hasher>(state: &mut H, f: f32) {
if f == 0.0 {
state.write_u8(0);
} else if f.is_nan() {
state.write_u8(1);
} else {
use std::hash::Hash;
f.to_bits().hash(state);
}
}
#[inline(always)]
pub(crate) fn f64_hash<H: std::hash::Hasher>(state: &mut H, f: f64) {
if f == 0.0 {
state.write_u8(0);
} else if f.is_nan() {
state.write_u8(1);
} else {
use std::hash::Hash;
f.to_bits().hash(state);
}
}