Port `bezier_tool` example to use `Canvas`
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@ -69,7 +69,7 @@ cargo run --package styling
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## Extras
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A bunch of simpler examples exist:
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- [`bezier_tool`](bezier_tool), a Paint-like tool for drawing Bézier curves using [`lyon`].
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- [`bezier_tool`](bezier_tool), a Paint-like tool for drawing Bézier curves using the `Canvas` widget.
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- [`clock`](clock), an application that uses the `Canvas` widget to draw a clock and its hands to display the current time.
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- [`counter`](counter), the classic counter example explained in the [`README`](../README.md).
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- [`custom_widget`](custom_widget), a demonstration of how to build a custom widget that draws a circle.
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@ -6,7 +6,4 @@ edition = "2018"
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publish = false
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[dependencies]
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iced = { path = "../.." }
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iced_native = { path = "../../native" }
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iced_wgpu = { path = "../../wgpu" }
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lyon = "0.15"
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iced = { path = "../..", features = ["canvas"] }
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@ -1,6 +1,6 @@
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## Bézier tool
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A Paint-like tool for drawing Bézier curves using [`lyon`].
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A Paint-like tool for drawing Bézier curves using the `Canvas` widget.
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The __[`main`]__ file contains all the code of the example.
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@ -16,4 +16,3 @@ cargo run --package bezier_tool
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```
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[`main`]: src/main.rs
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[`lyon`]: https://github.com/nical/lyon
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@ -1,290 +1,4 @@
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//! This example showcases a simple native custom widget that renders arbitrary
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//! path with `lyon`.
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mod bezier {
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// For now, to implement a custom native widget you will need to add
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// `iced_native` and `iced_wgpu` to your dependencies.
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//
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// Then, you simply need to define your widget type and implement the
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// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
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//
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// Of course, you can choose to make the implementation renderer-agnostic,
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// if you wish to, by creating your own `Renderer` trait, which could be
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// implemented by `iced_wgpu` and other renderers.
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use iced_native::{
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input, layout, Clipboard, Color, Element, Event, Font, Hasher,
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HorizontalAlignment, Layout, Length, MouseCursor, Point, Rectangle,
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Size, Vector, VerticalAlignment, Widget,
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};
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use iced_wgpu::{
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triangle::{Mesh2D, Vertex2D},
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Defaults, Primitive, Renderer,
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};
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use lyon::tessellation::{
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basic_shapes, BuffersBuilder, StrokeAttributes, StrokeOptions,
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StrokeTessellator, VertexBuffers,
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};
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pub struct Bezier<'a, Message> {
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state: &'a mut State,
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curves: &'a [Curve],
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// [from, to, ctrl]
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on_click: Box<dyn Fn(Curve) -> Message>,
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Curve {
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from: Point,
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to: Point,
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control: Point,
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}
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#[derive(Default)]
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pub struct State {
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pending: Option<Pending>,
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}
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enum Pending {
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One { from: Point },
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Two { from: Point, to: Point },
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}
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impl<'a, Message> Bezier<'a, Message> {
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pub fn new<F>(
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state: &'a mut State,
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curves: &'a [Curve],
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on_click: F,
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) -> Self
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where
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F: 'static + Fn(Curve) -> Message,
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{
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Self {
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state,
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curves,
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on_click: Box::new(on_click),
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}
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}
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}
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impl<'a, Message> Widget<Message, Renderer> for Bezier<'a, Message> {
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fn width(&self) -> Length {
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Length::Fill
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}
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fn height(&self) -> Length {
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Length::Fill
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}
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fn layout(
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&self,
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_renderer: &Renderer,
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limits: &layout::Limits,
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) -> layout::Node {
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let size = limits
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.height(Length::Fill)
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.width(Length::Fill)
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.resolve(Size::ZERO);
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layout::Node::new(size)
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}
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fn draw(
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&self,
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_renderer: &mut Renderer,
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defaults: &Defaults,
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layout: Layout<'_>,
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cursor_position: Point,
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) -> (Primitive, MouseCursor) {
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let mut buffer: VertexBuffers<Vertex2D, u32> = VertexBuffers::new();
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let mut path_builder = lyon::path::Path::builder();
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let bounds = layout.bounds();
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// Draw rectangle border with lyon.
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basic_shapes::stroke_rectangle(
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&lyon::math::Rect::new(
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lyon::math::Point::new(0.5, 0.5),
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lyon::math::Size::new(
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bounds.width - 1.0,
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bounds.height - 1.0,
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),
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),
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&StrokeOptions::default().with_line_width(1.0),
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&mut BuffersBuilder::new(
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&mut buffer,
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|pos: lyon::math::Point, _: StrokeAttributes| Vertex2D {
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position: pos.to_array(),
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color: [0.0, 0.0, 0.0, 1.0],
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},
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),
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)
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.unwrap();
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for curve in self.curves {
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path_builder.move_to(lyon::math::Point::new(
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curve.from.x,
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curve.from.y,
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));
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path_builder.quadratic_bezier_to(
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lyon::math::Point::new(curve.control.x, curve.control.y),
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lyon::math::Point::new(curve.to.x, curve.to.y),
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);
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}
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match self.state.pending {
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None => {}
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Some(Pending::One { from }) => {
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path_builder
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.move_to(lyon::math::Point::new(from.x, from.y));
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path_builder.line_to(lyon::math::Point::new(
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cursor_position.x - bounds.x,
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cursor_position.y - bounds.y,
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));
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}
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Some(Pending::Two { from, to }) => {
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path_builder
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.move_to(lyon::math::Point::new(from.x, from.y));
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path_builder.quadratic_bezier_to(
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lyon::math::Point::new(
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cursor_position.x - bounds.x,
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cursor_position.y - bounds.y,
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),
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lyon::math::Point::new(to.x, to.y),
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);
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}
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}
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let mut tessellator = StrokeTessellator::new();
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// Draw strokes with lyon.
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tessellator
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.tessellate(
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&path_builder.build(),
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&StrokeOptions::default().with_line_width(3.0),
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&mut BuffersBuilder::new(
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&mut buffer,
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|pos: lyon::math::Point, _: StrokeAttributes| {
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Vertex2D {
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position: pos.to_array(),
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color: [0.0, 0.0, 0.0, 1.0],
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}
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},
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),
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)
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.unwrap();
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let mesh = Primitive::Translate {
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translation: Vector::new(bounds.x, bounds.y),
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content: Box::new(Primitive::Mesh2D {
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buffers: Mesh2D {
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vertices: buffer.vertices,
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indices: buffer.indices,
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},
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}),
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};
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(
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Primitive::Clip {
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bounds,
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offset: Vector::new(0, 0),
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content: Box::new(
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if self.curves.is_empty()
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&& self.state.pending.is_none()
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{
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let instructions = Primitive::Text {
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bounds: Rectangle {
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x: bounds.center_x(),
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y: bounds.center_y(),
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..bounds
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},
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color: Color {
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a: defaults.text.color.a * 0.7,
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..defaults.text.color
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},
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content: String::from(
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"Click to create bezier curves!",
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),
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font: Font::Default,
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size: 30.0,
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horizontal_alignment:
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HorizontalAlignment::Center,
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vertical_alignment: VerticalAlignment::Center,
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};
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Primitive::Group {
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primitives: vec![mesh, instructions],
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}
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} else {
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mesh
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},
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),
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},
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MouseCursor::OutOfBounds,
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)
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}
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fn hash_layout(&self, _state: &mut Hasher) {}
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fn on_event(
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&mut self,
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event: Event,
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layout: Layout<'_>,
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cursor_position: Point,
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messages: &mut Vec<Message>,
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_renderer: &Renderer,
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_clipboard: Option<&dyn Clipboard>,
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) {
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let bounds = layout.bounds();
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if bounds.contains(cursor_position) {
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match event {
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Event::Mouse(input::mouse::Event::Input {
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state: input::ButtonState::Pressed,
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..
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}) => {
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let new_point = Point::new(
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cursor_position.x - bounds.x,
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cursor_position.y - bounds.y,
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);
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match self.state.pending {
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None => {
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self.state.pending =
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Some(Pending::One { from: new_point });
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}
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Some(Pending::One { from }) => {
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self.state.pending = Some(Pending::Two {
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from,
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to: new_point,
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});
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}
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Some(Pending::Two { from, to }) => {
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self.state.pending = None;
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messages.push((self.on_click)(Curve {
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from,
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to,
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control: new_point,
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}));
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}
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}
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}
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_ => {}
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}
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}
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}
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}
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impl<'a, Message> Into<Element<'a, Message, Renderer>> for Bezier<'a, Message>
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where
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Message: 'static,
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{
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fn into(self) -> Element<'a, Message, Renderer> {
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Element::new(self)
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}
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}
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}
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use bezier::Bezier;
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//! This example showcases an interactive `Canvas` for drawing Bézier curves.
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use iced::{
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button, Align, Button, Column, Container, Element, Length, Sandbox,
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Settings, Text,
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match message {
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Message::AddCurve(curve) => {
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self.curves.push(curve);
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self.bezier.request_redraw();
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}
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Message::Clear => {
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self.bezier = bezier::State::default();
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.width(Length::Shrink)
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.size(50),
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)
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.push(Bezier::new(
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&mut self.bezier,
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self.curves.as_slice(),
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Message::AddCurve,
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))
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.push(self.bezier.view(&self.curves).map(Message::AddCurve))
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.push(
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Button::new(&mut self.button_state, Text::new("Clear"))
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.padding(8)
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@ -362,3 +73,147 @@ impl Sandbox for Example {
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.into()
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}
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}
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mod bezier {
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use iced::{
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canvas::{
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self, Canvas, Drawable, Event, Frame, Geometry, Path, Stroke,
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},
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mouse, ButtonState, Element, Length, Point, Size,
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};
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#[derive(Default)]
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pub struct State {
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pending: Option<Pending>,
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cursor_position: Point,
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cache: canvas::Cache,
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}
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impl State {
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pub fn view<'a>(
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&'a mut self,
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curves: &'a [Curve],
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) -> Element<'a, Curve> {
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Canvas::new(Bezier {
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state: self,
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curves,
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})
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.width(Length::Fill)
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.height(Length::Fill)
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.into()
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}
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pub fn request_redraw(&mut self) {
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self.cache.clear()
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}
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}
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struct Bezier<'a> {
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state: &'a mut State,
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curves: &'a [Curve],
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}
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impl<'a> canvas::State<Curve> for Bezier<'a> {
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fn update(&mut self, event: Event, _bounds: Size) -> Option<Curve> {
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match event {
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Event::Mouse(mouse_event) => match mouse_event {
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mouse::Event::CursorMoved { x, y } => {
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self.state.cursor_position = Point::new(x, y);
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None
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}
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mouse::Event::Input {
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button: mouse::Button::Left,
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state: ButtonState::Pressed,
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} => match self.state.pending {
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None => {
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self.state.pending = Some(Pending::One {
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from: self.state.cursor_position,
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});
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None
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}
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Some(Pending::One { from }) => {
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self.state.pending = Some(Pending::Two {
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from,
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to: self.state.cursor_position,
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});
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None
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}
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Some(Pending::Two { from, to }) => {
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self.state.pending = None;
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Some(Curve {
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from,
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to,
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control: self.state.cursor_position,
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})
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}
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},
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_ => None,
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},
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}
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}
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fn draw(&self, bounds: Size) -> Vec<Geometry> {
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let curves = self.state.cache.draw(bounds, &self.curves);
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if let Some(pending) = &self.state.pending {
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let pending_curve =
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pending.draw(bounds, self.state.cursor_position);
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vec![curves, pending_curve]
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} else {
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vec![curves]
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}
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}
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Curve {
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from: Point,
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to: Point,
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control: Point,
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}
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impl Drawable for Curve {
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fn draw(&self, frame: &mut Frame) {
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let curve = Path::new(|p| {
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p.move_to(self.from);
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p.quadratic_curve_to(self.control, self.to);
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});
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frame.stroke(&curve, Stroke::default().with_width(2.0));
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}
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}
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#[derive(Debug, Clone, Copy)]
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enum Pending {
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One { from: Point },
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Two { from: Point, to: Point },
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}
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impl Pending {
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fn draw(&self, bounds: Size, cursor_position: Point) -> Geometry {
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let mut frame = Frame::new(bounds);
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match *self {
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Pending::One { from } => {
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let line = Path::line(from, cursor_position);
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frame.stroke(&line, Stroke::default().with_width(2.0));
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}
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Pending::Two { from, to } => {
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let curve = Curve {
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from,
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to,
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control: cursor_position,
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};
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curve.draw(&mut frame);
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}
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};
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frame.into_geometry()
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}
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}
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}
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