Merge pull request #201 from hecrj/fix/clip-primitive-intersection
Fix `Clip` primitive intersection in `iced_wgpu`
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commit
e680fd27e7
@ -27,6 +27,34 @@ impl Rectangle<f32> {
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&& self.y <= point.y
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&& point.y <= self.y + self.height
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}
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/// Computes the intersection with the given [`Rectangle`].
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///
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/// [`Rectangle`]: struct.Rectangle.html
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pub fn intersection(
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&self,
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other: &Rectangle<f32>,
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) -> Option<Rectangle<f32>> {
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let x = self.x.max(other.x);
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let y = self.y.max(other.y);
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let lower_right_x = (self.x + self.width).min(other.x + other.width);
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let lower_right_y = (self.y + self.height).min(other.y + other.height);
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let width = lower_right_x - x;
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let height = lower_right_y - y;
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if width > 0.0 && height > 0.0 {
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Some(Rectangle {
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x,
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y,
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width,
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height,
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})
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} else {
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None
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}
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}
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}
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impl std::ops::Mul<f32> for Rectangle<u32> {
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@ -41,3 +69,25 @@ impl std::ops::Mul<f32> for Rectangle<u32> {
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}
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}
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}
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impl From<Rectangle<u32>> for Rectangle<f32> {
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fn from(rectangle: Rectangle<u32>) -> Rectangle<f32> {
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Rectangle {
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x: rectangle.x as f32,
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y: rectangle.y as f32,
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width: rectangle.width as f32,
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height: rectangle.height as f32,
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}
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}
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}
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impl From<Rectangle<f32>> for Rectangle<u32> {
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fn from(rectangle: Rectangle<f32>) -> Rectangle<u32> {
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Rectangle {
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x: rectangle.x as u32,
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y: rectangle.y as u32,
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width: rectangle.width.ceil() as u32,
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height: rectangle.height.ceil() as u32,
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}
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}
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}
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@ -240,25 +240,18 @@ impl Renderer {
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offset,
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content,
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} => {
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let x = bounds.x - layer.offset.x as f32;
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let y = bounds.y - layer.offset.y as f32;
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let width = (bounds.width + x).min(bounds.width);
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let height = (bounds.height + y).min(bounds.height);
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let layer_bounds: Rectangle<f32> = layer.bounds.into();
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// Only draw visible content on-screen
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// TODO: Also, check for parent layer bounds to avoid further
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// drawing in some circumstances.
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if width > 0.0 && height > 0.0 {
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let clip_layer = Layer::new(
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Rectangle {
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x: x.max(0.0).floor() as u32,
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y: y.max(0.0).floor() as u32,
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width: width.ceil() as u32,
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height: height.ceil() as u32,
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},
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layer.offset + *offset,
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);
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let clip = Rectangle {
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x: bounds.x - layer.offset.x as f32,
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y: bounds.y - layer.offset.y as f32,
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..*bounds
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};
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// Only draw visible content
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if let Some(clip_bounds) = layer_bounds.intersection(&clip) {
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let clip_layer =
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Layer::new(clip_bounds.into(), layer.offset + *offset);
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let new_layer = Layer::new(layer.bounds, layer.offset);
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layers.push(clip_layer);
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