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

87 lines
2.5 KiB
Rust

use super::*;
/// The color and fuzziness of a fuzzy shape.
/// Can be used for a rectangular shadow with a soft penumbra.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Shadow {
/// The shadow extends this much outside the rect.
/// The size of the fuzzy penumbra.
pub extrusion: f32,
/// Color of the opaque center of the shadow.
pub color: Color32,
}
impl Shadow {
pub const NONE: Self = Self {
extrusion: 0.0,
color: Color32::TRANSPARENT,
};
/// Tooltips, menus, …, for dark mode.
pub fn small_dark() -> Self {
Self {
extrusion: 16.0,
color: Color32::from_black_alpha(96),
}
}
/// Tooltips, menus, …, for light mode.
pub fn small_light() -> Self {
Self {
extrusion: 16.0,
color: Color32::from_black_alpha(20),
}
}
/// Used for egui windows in dark mode.
pub fn big_dark() -> Self {
Self {
extrusion: 32.0,
color: Color32::from_black_alpha(96),
}
}
/// Used for egui windows in light mode.
pub fn big_light() -> Self {
Self {
extrusion: 32.0,
color: Color32::from_black_alpha(16),
}
}
pub fn tessellate(&self, rect: Rect, rounding: impl Into<Rounding>) -> Mesh {
// tessellator.clip_rect = clip_rect; // TODO(emilk): culling
let Self { extrusion, color } = *self;
let rounding: Rounding = rounding.into();
let half_ext = 0.5 * extrusion;
let ext_rounding = Rounding {
nw: rounding.nw + half_ext,
ne: rounding.ne + half_ext,
sw: rounding.sw + half_ext,
se: rounding.se + half_ext,
};
use crate::tessellator::*;
let rect = RectShape::filled(rect.expand(half_ext), ext_rounding, color);
let pixels_per_point = 1.0; // doesn't matter here
let font_tex_size = [1; 2]; // unused size we are not tessellating text.
let mut tessellator = Tessellator::new(
pixels_per_point,
TessellationOptions {
feathering: true,
feathering_size_in_pixels: extrusion * pixels_per_point,
..Default::default()
},
font_tex_size,
vec![],
);
let mut mesh = Mesh::default();
tessellator.tessellate_rect(&rect, &mut mesh);
mesh
}
}