Merge pull request #201 from hecrj/fix/clip-primitive-intersection

Fix `Clip` primitive intersection in `iced_wgpu`
This commit is contained in:
Héctor Ramón 2020-02-23 09:20:21 +01:00 committed by GitHub
commit e680fd27e7
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2 changed files with 60 additions and 17 deletions

View File

@ -27,6 +27,34 @@ impl Rectangle<f32> {
&& self.y <= point.y
&& point.y <= self.y + self.height
}
/// Computes the intersection with the given [`Rectangle`].
///
/// [`Rectangle`]: struct.Rectangle.html
pub fn intersection(
&self,
other: &Rectangle<f32>,
) -> Option<Rectangle<f32>> {
let x = self.x.max(other.x);
let y = self.y.max(other.y);
let lower_right_x = (self.x + self.width).min(other.x + other.width);
let lower_right_y = (self.y + self.height).min(other.y + other.height);
let width = lower_right_x - x;
let height = lower_right_y - y;
if width > 0.0 && height > 0.0 {
Some(Rectangle {
x,
y,
width,
height,
})
} else {
None
}
}
}
impl std::ops::Mul<f32> for Rectangle<u32> {
@ -41,3 +69,25 @@ impl std::ops::Mul<f32> for Rectangle<u32> {
}
}
}
impl From<Rectangle<u32>> for Rectangle<f32> {
fn from(rectangle: Rectangle<u32>) -> Rectangle<f32> {
Rectangle {
x: rectangle.x as f32,
y: rectangle.y as f32,
width: rectangle.width as f32,
height: rectangle.height as f32,
}
}
}
impl From<Rectangle<f32>> for Rectangle<u32> {
fn from(rectangle: Rectangle<f32>) -> Rectangle<u32> {
Rectangle {
x: rectangle.x as u32,
y: rectangle.y as u32,
width: rectangle.width.ceil() as u32,
height: rectangle.height.ceil() as u32,
}
}
}

View File

@ -240,25 +240,18 @@ impl Renderer {
offset,
content,
} => {
let x = bounds.x - layer.offset.x as f32;
let y = bounds.y - layer.offset.y as f32;
let width = (bounds.width + x).min(bounds.width);
let height = (bounds.height + y).min(bounds.height);
let layer_bounds: Rectangle<f32> = layer.bounds.into();
// Only draw visible content on-screen
// TODO: Also, check for parent layer bounds to avoid further
// drawing in some circumstances.
if width > 0.0 && height > 0.0 {
let clip_layer = Layer::new(
Rectangle {
x: x.max(0.0).floor() as u32,
y: y.max(0.0).floor() as u32,
width: width.ceil() as u32,
height: height.ceil() as u32,
},
layer.offset + *offset,
);
let clip = Rectangle {
x: bounds.x - layer.offset.x as f32,
y: bounds.y - layer.offset.y as f32,
..*bounds
};
// Only draw visible content
if let Some(clip_bounds) = layer_bounds.intersection(&clip) {
let clip_layer =
Layer::new(clip_bounds.into(), layer.offset + *offset);
let new_layer = Layer::new(layer.bounds, layer.offset);
layers.push(clip_layer);