1use crate::core::{self, Background, Color, Point, Rectangle, Svg, Transformation, renderer};
2use crate::graphics;
3use crate::graphics::Mesh;
4use crate::graphics::color;
5use crate::graphics::layer;
6use crate::graphics::mesh;
7use crate::graphics::text::{Editor, Paragraph};
8use crate::image::{self, Image};
9use crate::primitive::{self, Primitive};
10use crate::quad::{self, Quad};
11use crate::text::{self, Text};
12use crate::triangle;
13
14pub type Stack = layer::Stack<Layer>;
15
16#[derive(Debug)]
17pub struct Layer {
18 pub bounds: Rectangle,
19 pub quads: quad::Batch,
20 pub triangles: triangle::Batch,
21 pub primitives: primitive::Batch,
22 pub images: image::Batch,
23 pub text: text::Batch,
24 pending_meshes: Vec<Mesh>,
25 pending_text: Vec<Text>,
26}
27
28impl Layer {
29 pub fn is_empty(&self) -> bool {
30 self.quads.is_empty()
31 && self.triangles.is_empty()
32 && self.primitives.is_empty()
33 && self.images.is_empty()
34 && self.text.is_empty()
35 && self.pending_meshes.is_empty()
36 && self.pending_text.is_empty()
37 }
38
39 pub fn draw_quad(
40 &mut self,
41 quad: renderer::Quad,
42 background: Background,
43 transformation: Transformation,
44 ) {
45 let bounds = quad.bounds * transformation;
46
47 let quad = Quad {
48 position: [bounds.x, bounds.y],
49 size: [bounds.width, bounds.height],
50 border_color: color::pack(quad.border.color),
51 border_radius: (quad.border.radius * transformation.scale_factor()).into(),
52 border_width: quad.border.width * transformation.scale_factor(),
53 shadow_color: color::pack(quad.shadow.color),
54 shadow_offset: (quad.shadow.offset * transformation.scale_factor()).into(),
55 shadow_blur_radius: quad.shadow.blur_radius * transformation.scale_factor(),
56 snap: quad.snap as u32,
57 };
58
59 self.quads.add(quad, &background);
60 }
61
62 pub fn draw_paragraph(
63 &mut self,
64 paragraph: &Paragraph,
65 position: Point,
66 color: Color,
67 clip_bounds: Rectangle,
68 transformation: Transformation,
69 ) {
70 let paragraph = Text::Paragraph {
71 paragraph: paragraph.downgrade(),
72 position,
73 color,
74 clip_bounds,
75 transformation,
76 };
77
78 self.pending_text.push(paragraph);
79 }
80
81 pub fn draw_editor(
82 &mut self,
83 editor: &Editor,
84 position: Point,
85 color: Color,
86 clip_bounds: Rectangle,
87 transformation: Transformation,
88 ) {
89 let editor = Text::Editor {
90 editor: editor.downgrade(),
91 position,
92 color,
93 clip_bounds,
94 transformation,
95 };
96
97 self.pending_text.push(editor);
98 }
99
100 pub fn draw_text(
101 &mut self,
102 text: crate::core::Text,
103 position: Point,
104 color: Color,
105 clip_bounds: Rectangle,
106 transformation: Transformation,
107 ) {
108 let text = Text::Cached {
109 content: text.content,
110 bounds: Rectangle::new(position, text.bounds) * transformation,
111 color,
112 size: text.size * transformation.scale_factor(),
113 line_height: text.line_height.to_absolute(text.size) * transformation.scale_factor(),
114 font: text.font,
115 align_x: text.align_x,
116 align_y: text.align_y,
117 shaping: text.shaping,
118 clip_bounds: clip_bounds * transformation,
119 };
120
121 self.pending_text.push(text);
122 }
123
124 pub fn draw_text_raw(&mut self, raw: graphics::text::Raw, transformation: Transformation) {
125 let raw = Text::Raw {
126 raw,
127 transformation,
128 };
129
130 self.pending_text.push(raw);
131 }
132
133 pub fn draw_image(&mut self, image: Image, transformation: Transformation) {
134 match image {
135 Image::Raster {
136 image,
137 bounds,
138 clip_bounds,
139 } => {
140 self.draw_raster(image, bounds, clip_bounds, transformation);
141 }
142 Image::Vector {
143 svg,
144 bounds,
145 clip_bounds,
146 } => {
147 self.draw_svg(svg, bounds, clip_bounds, transformation);
148 }
149 }
150 }
151
152 pub fn draw_raster(
153 &mut self,
154 image: core::Image,
155 bounds: Rectangle,
156 clip_bounds: Rectangle,
157 transformation: Transformation,
158 ) {
159 let image = Image::Raster {
160 image: core::Image {
161 border_radius: image.border_radius * transformation.scale_factor(),
162 ..image
163 },
164 bounds: bounds * transformation,
165 clip_bounds: clip_bounds * transformation,
166 };
167
168 self.images.push(image);
169 }
170
171 pub fn draw_svg(
172 &mut self,
173 svg: Svg,
174 bounds: Rectangle,
175 clip_bounds: Rectangle,
176 transformation: Transformation,
177 ) {
178 let svg = Image::Vector {
179 svg,
180 bounds: bounds * transformation,
181 clip_bounds: clip_bounds * transformation,
182 };
183
184 self.images.push(svg);
185 }
186
187 pub fn draw_mesh(&mut self, mut mesh: Mesh, transformation: Transformation) {
188 match &mut mesh {
189 Mesh::Solid {
190 transformation: local_transformation,
191 ..
192 }
193 | Mesh::Gradient {
194 transformation: local_transformation,
195 ..
196 } => {
197 *local_transformation = *local_transformation * transformation;
198 }
199 }
200
201 self.pending_meshes.push(mesh);
202 }
203
204 pub fn draw_mesh_group(&mut self, meshes: Vec<Mesh>, transformation: Transformation) {
205 self.flush_meshes();
206
207 self.triangles.push(triangle::Item::Group {
208 meshes,
209 transformation,
210 });
211 }
212
213 pub fn draw_mesh_cache(&mut self, cache: mesh::Cache, transformation: Transformation) {
214 self.flush_meshes();
215
216 self.triangles.push(triangle::Item::Cached {
217 cache,
218 transformation,
219 });
220 }
221
222 pub fn draw_text_group(&mut self, text: Vec<Text>, transformation: Transformation) {
223 self.flush_text();
224
225 self.text.push(text::Item::Group {
226 text,
227 transformation,
228 });
229 }
230
231 pub fn draw_text_cache(&mut self, cache: text::Cache, transformation: Transformation) {
232 self.flush_text();
233
234 self.text.push(text::Item::Cached {
235 cache,
236 transformation,
237 });
238 }
239
240 pub fn draw_primitive(
241 &mut self,
242 bounds: Rectangle,
243 primitive: impl Primitive,
244 transformation: Transformation,
245 ) {
246 let bounds = bounds * transformation;
247
248 self.primitives
249 .push(primitive::Instance::new(bounds, primitive));
250 }
251
252 fn flush_meshes(&mut self) {
253 if !self.pending_meshes.is_empty() {
254 self.triangles.push(triangle::Item::Group {
255 transformation: Transformation::IDENTITY,
256 meshes: self.pending_meshes.drain(..).collect(),
257 });
258 }
259 }
260
261 fn flush_text(&mut self) {
262 if !self.pending_text.is_empty() {
263 self.text.push(text::Item::Group {
264 transformation: Transformation::IDENTITY,
265 text: self.pending_text.drain(..).collect(),
266 });
267 }
268 }
269}
270
271impl graphics::Layer for Layer {
272 fn with_bounds(bounds: Rectangle) -> Self {
273 Self {
274 bounds,
275 ..Self::default()
276 }
277 }
278
279 fn bounds(&self) -> Rectangle {
280 self.bounds
281 }
282
283 fn flush(&mut self) {
284 self.flush_meshes();
285 self.flush_text();
286 }
287
288 fn resize(&mut self, bounds: Rectangle) {
289 self.bounds = bounds;
290 }
291
292 fn reset(&mut self) {
293 self.bounds = Rectangle::INFINITE;
294
295 self.quads.clear();
296 self.triangles.clear();
297 self.primitives.clear();
298 self.text.clear();
299 self.images.clear();
300 self.pending_meshes.clear();
301 self.pending_text.clear();
302 }
303
304 fn start(&self) -> usize {
305 if !self.quads.is_empty() {
306 return 1;
307 }
308
309 if !self.triangles.is_empty() {
310 return 2;
311 }
312
313 if !self.primitives.is_empty() {
314 return 3;
315 }
316
317 if !self.images.is_empty() {
318 return 4;
319 }
320
321 if !self.text.is_empty() {
322 return 5;
323 }
324
325 usize::MAX
326 }
327
328 fn end(&self) -> usize {
329 if !self.text.is_empty() {
330 return 5;
331 }
332
333 if !self.images.is_empty() {
334 return 4;
335 }
336
337 if !self.primitives.is_empty() {
338 return 3;
339 }
340
341 if !self.triangles.is_empty() {
342 return 2;
343 }
344
345 if !self.quads.is_empty() {
346 return 1;
347 }
348
349 0
350 }
351
352 fn merge(&mut self, layer: &mut Self) {
353 self.quads.append(&mut layer.quads);
354 self.triangles.append(&mut layer.triangles);
355 self.primitives.append(&mut layer.primitives);
356 self.images.append(&mut layer.images);
357 self.text.append(&mut layer.text);
358 }
359}
360
361impl Default for Layer {
362 fn default() -> Self {
363 Self {
364 bounds: Rectangle::INFINITE,
365 quads: quad::Batch::default(),
366 triangles: triangle::Batch::default(),
367 primitives: primitive::Batch::default(),
368 text: text::Batch::default(),
369 images: image::Batch::default(),
370 pending_meshes: Vec::new(),
371 pending_text: Vec::new(),
372 }
373 }
374}