abstreet/ezgui/src/drawing.rs

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7.0 KiB
Rust
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use crate::{
text, Canvas, Color, Drawable, HorizontalAlignment, Prerender, ScreenPt, Text,
VerticalAlignment,
};
use geom::{Bounds, Circle, Distance, Line, Polygon, Pt2D};
use glium::{uniform, Surface};
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type Uniforms<'a> = glium::uniforms::UniformsStorage<
'a,
[f32; 2],
glium::uniforms::UniformsStorage<'a, [f32; 3], glium::uniforms::EmptyUniforms>,
>;
pub struct GfxCtx<'a> {
target: &'a mut glium::Frame,
program: &'a glium::Program,
uniforms: Uniforms<'a>,
params: glium::DrawParameters<'a>,
// TODO Don't be pub. Delegate everything.
pub canvas: &'a Canvas,
pub prerender: &'a Prerender<'a>,
pub num_draw_calls: usize,
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}
impl<'a> GfxCtx<'a> {
pub(crate) fn new(
canvas: &'a Canvas,
prerender: &'a Prerender<'a>,
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target: &'a mut glium::Frame,
program: &'a glium::Program,
) -> GfxCtx<'a> {
let params = glium::DrawParameters {
blend: glium::Blend::alpha_blending(),
..Default::default()
};
let uniforms = uniform! {
transform: [canvas.cam_x as f32, canvas.cam_y as f32, canvas.cam_zoom as f32],
window: [canvas.window_width as f32, canvas.window_height as f32],
};
GfxCtx {
canvas,
prerender,
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target,
program,
uniforms,
params,
num_draw_calls: 0,
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}
}
// Up to the caller to call unfork()!
// TODO Canvas doesn't understand this change, so things like text drawing that use
// map_to_screen will just be confusing.
pub fn fork(&mut self, top_left_map: Pt2D, top_left_screen: ScreenPt, zoom: f64) {
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// map_to_screen of top_left_map should be top_left_screen
let cam_x = (top_left_map.x() * zoom) - top_left_screen.x;
let cam_y = (top_left_map.y() * zoom) - top_left_screen.y;
self.uniforms = uniform! {
transform: [cam_x as f32, cam_y as f32, zoom as f32],
window: [self.canvas.window_width as f32, self.canvas.window_height as f32],
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};
}
pub fn fork_screenspace(&mut self) {
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self.uniforms = uniform! {
transform: [0.0, 0.0, 1.0],
window: [self.canvas.window_width as f32, self.canvas.window_height as f32],
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};
}
pub fn unfork(&mut self) {
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self.uniforms = uniform! {
transform: [self.canvas.cam_x as f32, self.canvas.cam_y as f32, self.canvas.cam_zoom as f32],
window: [self.canvas.window_width as f32, self.canvas.window_height as f32],
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};
}
pub fn clear(&mut self, color: Color) {
// Without this, SRGB gets enabled and post-processes the color from the fragment shader.
self.target
.clear_color_srgb(color.0[0], color.0[1], color.0[2], color.0[3]);
}
pub fn draw_line(&mut self, color: Color, thickness: Distance, line: &Line) {
self.draw_polygon(color, &line.make_polygons(thickness));
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}
pub fn draw_rounded_line(&mut self, color: Color, thickness: Distance, line: &Line) {
self.draw_polygons(
color,
&vec![
line.make_polygons(thickness),
Circle::new(line.pt1(), thickness / 2.0).to_polygon(),
Circle::new(line.pt2(), thickness / 2.0).to_polygon(),
],
);
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}
pub fn draw_arrow(&mut self, color: Color, thickness: Distance, line: &Line) {
self.draw_polygons(color, &line.make_arrow(thickness).unwrap());
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}
pub fn draw_circle(&mut self, color: Color, circle: &Circle) {
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self.draw_polygon(color, &circle.to_polygon());
}
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pub fn draw_polygon(&mut self, color: Color, poly: &Polygon) {
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let obj = self.prerender.upload_temporary(vec![(color, poly)]);
self.redraw(&obj);
}
pub fn draw_polygons(&mut self, color: Color, polygons: &Vec<Polygon>) {
self.draw_polygon_batch(polygons.iter().map(|p| (color, p)).collect())
}
pub fn draw_polygon_batch(&mut self, list: Vec<(Color, &Polygon)>) {
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let obj = self.prerender.upload_temporary(list);
self.redraw(&obj);
}
pub fn redraw(&mut self, obj: &Drawable) {
self.target
.draw(
&obj.vertex_buffer,
&obj.index_buffer,
&self.program,
&self.uniforms,
&self.params,
)
.unwrap();
self.num_draw_calls += 1;
}
// Canvas stuff.
// The text box covers up what's beneath and eats the cursor (for get_cursor_in_map_space).
pub fn draw_blocking_text(
&mut self,
txt: Text,
(horiz, vert): (HorizontalAlignment, VerticalAlignment),
) {
if txt.is_empty() {
return;
}
let (width, height) = self.text_dims(&txt);
let x1 = match horiz {
HorizontalAlignment::Left => 0.0,
HorizontalAlignment::Center => (self.canvas.window_width - width) / 2.0,
HorizontalAlignment::Right => self.canvas.window_width - width,
};
let y1 = match vert {
VerticalAlignment::Top => 0.0,
VerticalAlignment::BelowTopMenu => self.canvas.line_height,
VerticalAlignment::Center => (self.canvas.window_height - height) / 2.0,
VerticalAlignment::Bottom => self.canvas.window_height - height,
};
self.canvas
.covered_areas
.borrow_mut()
.push(text::draw_text_bubble(
self,
ScreenPt::new(x1, y1),
txt,
(width, height),
));
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}
pub fn get_screen_bounds(&self) -> Bounds {
self.canvas.get_screen_bounds()
}
// TODO Rename these draw_nonblocking_text_*
pub fn draw_text_at(&mut self, txt: Text, map_pt: Pt2D) {
let (width, height) = self.text_dims(&txt);
let pt = self.canvas.map_to_screen(map_pt);
text::draw_text_bubble(
self,
ScreenPt::new(pt.x - (width / 2.0), pt.y - (height / 2.0)),
txt,
(width, height),
);
}
pub fn text_dims(&self, txt: &Text) -> (f64, f64) {
self.canvas.text_dims(txt)
}
pub fn draw_text_at_screenspace_topleft(&mut self, txt: Text, pt: ScreenPt) {
let dims = self.text_dims(&txt);
text::draw_text_bubble(self, pt, txt, dims);
}
pub fn draw_mouse_tooltip(&mut self, txt: Text) {
let (width, height) = self.text_dims(&txt);
let x1 = self.canvas.cursor_x - (width / 2.0);
let y1 = self.canvas.cursor_y - (height / 2.0);
// No need to cover the tooltip; this tooltip follows the mouse anyway.
text::draw_text_bubble(self, ScreenPt::new(x1, y1), txt, (width, height));
}
pub fn screen_to_map(&self, pt: ScreenPt) -> Pt2D {
self.canvas.screen_to_map(pt)
}
pub fn get_cursor_in_map_space(&self) -> Option<Pt2D> {
self.canvas.get_cursor_in_map_space()
}
pub fn get_num_uploads(&self) -> usize {
self.prerender.num_uploads.get()
}
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}