Merge pull request #214 from artursapek/artur/canvas-text

Implement text support in canvas widget
This commit is contained in:
Héctor Ramón 2020-03-09 00:48:51 +01:00 committed by GitHub
commit 5a91b52ef4
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12 changed files with 218 additions and 85 deletions

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@ -46,3 +46,14 @@ impl std::ops::Add<Vector> for Point {
} }
} }
} }
impl std::ops::Sub<Vector> for Point {
type Output = Self;
fn sub(self, vector: Vector) -> Self {
Self {
x: self.x - vector.x,
y: self.y - vector.y,
}
}
}

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@ -32,6 +32,17 @@ where
} }
} }
impl<T> std::ops::Sub for Vector<T>
where
T: std::ops::Sub<Output = T>,
{
type Output = Self;
fn sub(self, b: Self) -> Self {
Self::new(self.x - b.x, self.y - b.y)
}
}
impl<T> Default for Vector<T> impl<T> Default for Vector<T>
where where
T: Default, T: Default,

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@ -23,7 +23,6 @@ mod bezier {
basic_shapes, BuffersBuilder, StrokeAttributes, StrokeOptions, basic_shapes, BuffersBuilder, StrokeAttributes, StrokeOptions,
StrokeTessellator, VertexBuffers, StrokeTessellator, VertexBuffers,
}; };
use std::sync::Arc;
pub struct Bezier<'a, Message> { pub struct Bezier<'a, Message> {
state: &'a mut State, state: &'a mut State,
@ -175,10 +174,10 @@ mod bezier {
let mesh = Primitive::Mesh2D { let mesh = Primitive::Mesh2D {
origin: Point::new(bounds.x, bounds.y), origin: Point::new(bounds.x, bounds.y),
buffers: Arc::new(Mesh2D { buffers: Mesh2D {
vertices: buffer.vertices, vertices: buffer.vertices,
indices: buffer.indices, indices: buffer.indices,
}), },
}; };
( (

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@ -87,7 +87,7 @@ mod rainbow {
( (
Primitive::Mesh2D { Primitive::Mesh2D {
origin: Point::new(b.x, b.y), origin: Point::new(b.x, b.y),
buffers: std::sync::Arc::new(Mesh2D { buffers: Mesh2D {
vertices: vec![ vertices: vec![
Vertex2D { Vertex2D {
position: posn_center, position: posn_center,
@ -136,7 +136,7 @@ mod rainbow {
0, 7, 8, // BL 0, 7, 8, // BL
0, 8, 1, // L 0, 8, 1, // L
], ],
}), },
}, },
MouseCursor::OutOfBounds, MouseCursor::OutOfBounds,
) )

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@ -78,7 +78,18 @@ pub enum Primitive {
origin: Point, origin: Point,
/// The vertex and index buffers of the mesh /// The vertex and index buffers of the mesh
buffers: Arc<triangle::Mesh2D>, buffers: triangle::Mesh2D,
},
/// A cached primitive.
///
/// This can be useful if you are implementing a widget where primitive
/// generation is expensive.
Cached {
/// The origin of the coordinate system of the cached primitives
origin: Point,
/// The cached primitive
cache: Arc<Primitive>,
}, },
} }

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@ -10,7 +10,6 @@ use iced_native::{
layout, Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, layout, Background, Color, Layout, MouseCursor, Point, Rectangle, Vector,
Widget, Widget,
}; };
use std::sync::Arc;
mod widget; mod widget;
@ -29,9 +28,8 @@ pub struct Renderer {
struct Layer<'a> { struct Layer<'a> {
bounds: Rectangle<u32>, bounds: Rectangle<u32>,
offset: Vector<u32>,
quads: Vec<Quad>, quads: Vec<Quad>,
meshes: Vec<(Point, Arc<triangle::Mesh2D>)>, meshes: Vec<(Point, &'a triangle::Mesh2D)>,
text: Vec<wgpu_glyph::Section<'a>>, text: Vec<wgpu_glyph::Section<'a>>,
#[cfg(any(feature = "image", feature = "svg"))] #[cfg(any(feature = "image", feature = "svg"))]
@ -39,10 +37,9 @@ struct Layer<'a> {
} }
impl<'a> Layer<'a> { impl<'a> Layer<'a> {
pub fn new(bounds: Rectangle<u32>, offset: Vector<u32>) -> Self { pub fn new(bounds: Rectangle<u32>) -> Self {
Self { Self {
bounds, bounds,
offset,
quads: Vec::new(), quads: Vec::new(),
text: Vec::new(), text: Vec::new(),
meshes: Vec::new(), meshes: Vec::new(),
@ -103,17 +100,14 @@ impl Renderer {
let mut layers = Vec::new(); let mut layers = Vec::new();
layers.push(Layer::new( layers.push(Layer::new(Rectangle {
Rectangle { x: 0,
x: 0, y: 0,
y: 0, width: u32::from(width),
width: u32::from(width), height: u32::from(height),
height: u32::from(height), }));
},
Vector::new(0, 0),
));
self.draw_primitive(primitive, &mut layers); self.draw_primitive(Vector::new(0.0, 0.0), primitive, &mut layers);
self.draw_overlay(overlay, &mut layers); self.draw_overlay(overlay, &mut layers);
for layer in layers { for layer in layers {
@ -137,17 +131,16 @@ impl Renderer {
fn draw_primitive<'a>( fn draw_primitive<'a>(
&mut self, &mut self,
translation: Vector,
primitive: &'a Primitive, primitive: &'a Primitive,
layers: &mut Vec<Layer<'a>>, layers: &mut Vec<Layer<'a>>,
) { ) {
let layer = layers.last_mut().unwrap();
match primitive { match primitive {
Primitive::None => {} Primitive::None => {}
Primitive::Group { primitives } => { Primitive::Group { primitives } => {
// TODO: Inspect a bit and regroup (?) // TODO: Inspect a bit and regroup (?)
for primitive in primitives { for primitive in primitives {
self.draw_primitive(primitive, layers) self.draw_primitive(translation, primitive, layers)
} }
} }
Primitive::Text { Primitive::Text {
@ -179,12 +172,11 @@ impl Renderer {
} }
}; };
let layer = layers.last_mut().unwrap();
layer.text.push(wgpu_glyph::Section { layer.text.push(wgpu_glyph::Section {
text: &content, text: &content,
screen_position: ( screen_position: (x + translation.x, y + translation.y),
x - layer.offset.x as f32,
y - layer.offset.y as f32,
),
bounds: (bounds.width, bounds.height), bounds: (bounds.width, bounds.height),
scale: wgpu_glyph::Scale { x: *size, y: *size }, scale: wgpu_glyph::Scale { x: *size, y: *size },
color: color.into_linear(), color: color.into_linear(),
@ -222,11 +214,13 @@ impl Renderer {
border_width, border_width,
border_color, border_color,
} => { } => {
// TODO: Move some of this computations to the GPU (?) let layer = layers.last_mut().unwrap();
// TODO: Move some of these computations to the GPU (?)
layer.quads.push(Quad { layer.quads.push(Quad {
position: [ position: [
bounds.x - layer.offset.x as f32, bounds.x + translation.x,
bounds.y - layer.offset.y as f32, bounds.y + translation.y,
], ],
scale: [bounds.width, bounds.height], scale: [bounds.width, bounds.height],
color: match background { color: match background {
@ -238,38 +232,59 @@ impl Renderer {
}); });
} }
Primitive::Mesh2D { origin, buffers } => { Primitive::Mesh2D { origin, buffers } => {
layer.meshes.push((*origin, buffers.clone())); let layer = layers.last_mut().unwrap();
layer.meshes.push((*origin + translation, buffers));
} }
Primitive::Clip { Primitive::Clip {
bounds, bounds,
offset, offset,
content, content,
} => { } => {
let layer = layers.last_mut().unwrap();
let layer_bounds: Rectangle<f32> = layer.bounds.into(); let layer_bounds: Rectangle<f32> = layer.bounds.into();
let clip = Rectangle { let clip = Rectangle {
x: bounds.x - layer.offset.x as f32, x: bounds.x + translation.x,
y: bounds.y - layer.offset.y as f32, y: bounds.y + translation.y,
..*bounds ..*bounds
}; };
// Only draw visible content // Only draw visible content
if let Some(clip_bounds) = layer_bounds.intersection(&clip) { if let Some(clip_bounds) = layer_bounds.intersection(&clip) {
let clip_layer = let clip_layer = Layer::new(clip_bounds.into());
Layer::new(clip_bounds.into(), layer.offset + *offset); let new_layer = Layer::new(layer.bounds);
let new_layer = Layer::new(layer.bounds, layer.offset);
layers.push(clip_layer); layers.push(clip_layer);
self.draw_primitive(content, layers); self.draw_primitive(
translation
- Vector::new(offset.x as f32, offset.y as f32),
content,
layers,
);
layers.push(new_layer); layers.push(new_layer);
} }
} }
Primitive::Cached { origin, cache } => {
self.draw_primitive(
translation + Vector::new(origin.x, origin.y),
&cache,
layers,
);
}
#[cfg(feature = "image")] #[cfg(feature = "image")]
Primitive::Image { handle, bounds } => { Primitive::Image { handle, bounds } => {
let layer = layers.last_mut().unwrap();
layer.images.push(Image { layer.images.push(Image {
handle: image::Handle::Raster(handle.clone()), handle: image::Handle::Raster(handle.clone()),
position: [bounds.x, bounds.y], position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height], size: [bounds.width, bounds.height],
}); });
} }
@ -278,9 +293,14 @@ impl Renderer {
#[cfg(feature = "svg")] #[cfg(feature = "svg")]
Primitive::Svg { handle, bounds } => { Primitive::Svg { handle, bounds } => {
let layer = layers.last_mut().unwrap();
layer.images.push(Image { layer.images.push(Image {
handle: image::Handle::Vector(handle.clone()), handle: image::Handle::Vector(handle.clone()),
position: [bounds.x, bounds.y], position: [
bounds.x + translation.x,
bounds.y + translation.y,
],
size: [bounds.width, bounds.height], size: [bounds.width, bounds.height],
}); });
} }
@ -295,7 +315,7 @@ impl Renderer {
layers: &mut Vec<Layer<'a>>, layers: &mut Vec<Layer<'a>>,
) { ) {
let first = layers.first().unwrap(); let first = layers.first().unwrap();
let mut overlay = Layer::new(first.bounds, Vector::new(0, 0)); let mut overlay = Layer::new(first.bounds);
let font_id = self.text_pipeline.overlay_font(); let font_id = self.text_pipeline.overlay_font();
let scale = wgpu_glyph::Scale { x: 20.0, y: 20.0 }; let scale = wgpu_glyph::Scale { x: 20.0, y: 20.0 };
@ -337,12 +357,8 @@ impl Renderer {
let bounds = layer.bounds * scale_factor; let bounds = layer.bounds * scale_factor;
if layer.meshes.len() > 0 { if layer.meshes.len() > 0 {
let translated = transformation let scaled = transformation
* Transformation::scale(scale_factor, scale_factor) * Transformation::scale(scale_factor, scale_factor);
* Transformation::translate(
-(layer.offset.x as f32),
-(layer.offset.y as f32),
);
self.triangle_pipeline.draw( self.triangle_pipeline.draw(
device, device,
@ -350,7 +366,7 @@ impl Renderer {
target, target,
target_width, target_width,
target_height, target_height,
translated, scaled,
&layer.meshes, &layer.meshes,
bounds, bounds,
); );
@ -371,18 +387,14 @@ impl Renderer {
#[cfg(any(feature = "image", feature = "svg"))] #[cfg(any(feature = "image", feature = "svg"))]
{ {
if layer.images.len() > 0 { if layer.images.len() > 0 {
let translated_and_scaled = transformation let scaled = transformation
* Transformation::scale(scale_factor, scale_factor) * Transformation::scale(scale_factor, scale_factor);
* Transformation::translate(
-(layer.offset.x as f32),
-(layer.offset.y as f32),
);
self.image_pipeline.draw( self.image_pipeline.draw(
device, device,
encoder, encoder,
&layer.images, &layer.images,
translated_and_scaled, scaled,
bounds, bounds,
target, target,
scale_factor, scale_factor,

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@ -1,7 +1,7 @@
//! Draw meshes of triangles. //! Draw meshes of triangles.
use crate::{settings, Transformation}; use crate::{settings, Transformation};
use iced_native::{Point, Rectangle}; use iced_native::{Point, Rectangle};
use std::{mem, sync::Arc}; use std::mem;
mod msaa; mod msaa;
@ -194,7 +194,7 @@ impl Pipeline {
target_width: u32, target_width: u32,
target_height: u32, target_height: u32,
transformation: Transformation, transformation: Transformation,
meshes: &Vec<(Point, Arc<Mesh2D>)>, meshes: &[(Point, &Mesh2D)],
bounds: Rectangle<u32>, bounds: Rectangle<u32>,
) { ) {
// This looks a bit crazy, but we are just counting how many vertices // This looks a bit crazy, but we are just counting how many vertices

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@ -20,6 +20,7 @@ mod drawable;
mod fill; mod fill;
mod frame; mod frame;
mod stroke; mod stroke;
mod text;
pub use drawable::Drawable; pub use drawable::Drawable;
pub use fill::Fill; pub use fill::Fill;
@ -27,6 +28,7 @@ pub use frame::Frame;
pub use layer::Layer; pub use layer::Layer;
pub use path::Path; pub use path::Path;
pub use stroke::{LineCap, LineJoin, Stroke}; pub use stroke::{LineCap, LineJoin, Stroke};
pub use text::Text;
/// A widget capable of drawing 2D graphics. /// A widget capable of drawing 2D graphics.
/// ///
@ -121,9 +123,9 @@ impl<'a, Message> Widget<Message, Renderer> for Canvas<'a> {
primitives: self primitives: self
.layers .layers
.iter() .iter()
.map(|layer| Primitive::Mesh2D { .map(|layer| Primitive::Cached {
origin, origin,
buffers: layer.draw(size), cache: layer.draw(size),
}) })
.collect(), .collect(),
}, },

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@ -1,8 +1,8 @@
use iced_native::{Point, Size, Vector}; use iced_native::{Point, Rectangle, Size, Vector};
use crate::{ use crate::{
canvas::{Fill, Path, Stroke}, canvas::{Fill, Path, Stroke, Text},
triangle, triangle, Primitive,
}; };
/// The frame of a [`Canvas`]. /// The frame of a [`Canvas`].
@ -13,6 +13,7 @@ pub struct Frame {
width: f32, width: f32,
height: f32, height: f32,
buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u32>, buffers: lyon::tessellation::VertexBuffers<triangle::Vertex2D, u32>,
primitives: Vec<Primitive>,
transforms: Transforms, transforms: Transforms,
} }
@ -40,6 +41,7 @@ impl Frame {
width, width,
height, height,
buffers: lyon::tessellation::VertexBuffers::new(), buffers: lyon::tessellation::VertexBuffers::new(),
primitives: Vec::new(),
transforms: Transforms { transforms: Transforms {
previous: Vec::new(), previous: Vec::new(),
current: Transform { current: Transform {
@ -154,6 +156,52 @@ impl Frame {
let _ = result.expect("Stroke path"); let _ = result.expect("Stroke path");
} }
/// Draws the characters of the given [`Text`] on the [`Frame`], filling
/// them with the given color.
///
/// __Warning:__ Text currently does not work well with rotations and scale
/// transforms! The position will be correctly transformed, but the
/// resulting glyphs will not be rotated or scaled properly.
///
/// Additionally, all text will be rendered on top of all the layers of
/// a [`Canvas`]. Therefore, it is currently only meant to be used for
/// overlays, which is the most common use case.
///
/// Support for vectorial text is planned, and should address all these
/// limitations.
///
/// [`Text`]: struct.Text.html
/// [`Frame`]: struct.Frame.html
pub fn fill_text(&mut self, text: Text) {
use std::f32;
let position = if self.transforms.current.is_identity {
text.position
} else {
let transformed = self.transforms.current.raw.transform_point(
lyon::math::Point::new(text.position.x, text.position.y),
);
Point::new(transformed.x, transformed.y)
};
// TODO: Use vectorial text instead of primitive
self.primitives.push(Primitive::Text {
content: text.content,
bounds: Rectangle {
x: position.x,
y: position.y,
width: f32::INFINITY,
height: f32::INFINITY,
},
color: text.color,
size: text.size,
font: text.font,
horizontal_alignment: text.horizontal_alignment,
vertical_alignment: text.vertical_alignment,
});
}
/// Stores the current transform of the [`Frame`] and executes the given /// Stores the current transform of the [`Frame`] and executes the given
/// drawing operations, restoring the transform afterwards. /// drawing operations, restoring the transform afterwards.
/// ///
@ -209,13 +257,20 @@ impl Frame {
self.transforms.current.is_identity = false; self.transforms.current.is_identity = false;
} }
/// Produces the geometry that has been drawn on the [`Frame`]. /// Produces the primitive representing everything drawn on the [`Frame`].
/// ///
/// [`Frame`]: struct.Frame.html /// [`Frame`]: struct.Frame.html
pub fn into_mesh(self) -> triangle::Mesh2D { pub fn into_primitive(mut self) -> Primitive {
triangle::Mesh2D { self.primitives.push(Primitive::Mesh2D {
vertices: self.buffers.vertices, origin: Point::ORIGIN,
indices: self.buffers.indices, buffers: triangle::Mesh2D {
vertices: self.buffers.vertices,
indices: self.buffers.indices,
},
});
Primitive::Group {
primitives: self.primitives,
} }
} }
} }

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@ -3,23 +3,23 @@ mod cache;
pub use cache::Cache; pub use cache::Cache;
use crate::triangle; use crate::Primitive;
use iced_native::Size; use iced_native::Size;
use std::sync::Arc; use std::sync::Arc;
/// A layer that can be presented at a [`Canvas`]. /// A layer that can be presented at a [`Canvas`].
/// ///
/// [`Canvas`]: ../struct.Canvas.html /// [`Canvas`]: ../struct.Canvas.html
pub trait Layer: std::fmt::Debug { pub trait Layer: std::fmt::Debug {
/// Draws the [`Layer`] in the given bounds and produces [`Mesh2D`] as a /// Draws the [`Layer`] in the given bounds and produces a [`Primitive`] as
/// result. /// a result.
/// ///
/// The [`Layer`] may choose to store the produced [`Mesh2D`] locally and /// The [`Layer`] may choose to store the produced [`Primitive`] locally and
/// only recompute it when the bounds change, its contents change, or is /// only recompute it when the bounds change, its contents change, or is
/// otherwise explicitly cleared by other means. /// otherwise explicitly cleared by other means.
/// ///
/// [`Layer`]: trait.Layer.html /// [`Layer`]: trait.Layer.html
/// [`Mesh2D`]: ../../../triangle/struct.Mesh2D.html /// [`Primitive`]: ../../../enum.Primitive.html
fn draw(&self, bounds: Size) -> Arc<triangle::Mesh2D>; fn draw(&self, bounds: Size) -> Arc<Primitive>;
} }

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@ -1,12 +1,10 @@
use crate::{ use crate::{
canvas::{Drawable, Frame, Layer}, canvas::{Drawable, Frame, Layer},
triangle, Primitive,
}; };
use iced_native::Size; use iced_native::Size;
use std::cell::RefCell; use std::{cell::RefCell, marker::PhantomData, sync::Arc};
use std::marker::PhantomData;
use std::sync::Arc;
/// A simple cache that stores generated geometry to avoid recomputation. /// A simple cache that stores generated geometry to avoid recomputation.
/// ///
@ -25,8 +23,8 @@ pub struct Cache<T: Drawable> {
enum State { enum State {
Empty, Empty,
Filled { Filled {
mesh: Arc<triangle::Mesh2D>,
bounds: Size, bounds: Size,
primitive: Arc<Primitive>,
}, },
} }
@ -75,27 +73,27 @@ impl<'a, T> Layer for Bind<'a, T>
where where
T: Drawable + std::fmt::Debug, T: Drawable + std::fmt::Debug,
{ {
fn draw(&self, current_bounds: Size) -> Arc<triangle::Mesh2D> { fn draw(&self, current_bounds: Size) -> Arc<Primitive> {
use std::ops::Deref; use std::ops::Deref;
if let State::Filled { mesh, bounds } = if let State::Filled { bounds, primitive } =
self.cache.state.borrow().deref() self.cache.state.borrow().deref()
{ {
if *bounds == current_bounds { if *bounds == current_bounds {
return mesh.clone(); return primitive.clone();
} }
} }
let mut frame = Frame::new(current_bounds.width, current_bounds.height); let mut frame = Frame::new(current_bounds.width, current_bounds.height);
self.input.draw(&mut frame); self.input.draw(&mut frame);
let mesh = Arc::new(frame.into_mesh()); let primitive = Arc::new(frame.into_primitive());
*self.cache.state.borrow_mut() = State::Filled { *self.cache.state.borrow_mut() = State::Filled {
mesh: mesh.clone(),
bounds: current_bounds, bounds: current_bounds,
primitive: primitive.clone(),
}; };
mesh primitive
} }
} }

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@ -0,0 +1,34 @@
use iced_native::{Color, Font, HorizontalAlignment, Point, VerticalAlignment};
/// A bunch of text that can be drawn to a canvas
#[derive(Debug, Clone)]
pub struct Text {
/// The contents of the text
pub content: String,
/// The position where to begin drawing the text (top-left corner coordinates)
pub position: Point,
/// The color of the text
pub color: Color,
/// The size of the text
pub size: f32,
/// The font of the text
pub font: Font,
/// The horizontal alignment of the text
pub horizontal_alignment: HorizontalAlignment,
/// The vertical alignment of the text
pub vertical_alignment: VerticalAlignment,
}
impl Default for Text {
fn default() -> Text {
Text {
content: String::new(),
position: Point::ORIGIN,
color: Color::BLACK,
size: 16.0,
font: Font::Default,
horizontal_alignment: HorizontalAlignment::Left,
vertical_alignment: VerticalAlignment::Top,
}
}
}