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https://github.com/griffi-gh/hUI.git
synced 2024-11-25 08:28:42 -06:00
add 9 patch rendering
This commit is contained in:
parent
c0af88fee8
commit
19ca54b1f3
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@ -14,5 +14,6 @@ glium = "0.34"
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winit = "0.29"
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glam = "0.27"
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log = "0.4"
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image = { version = "0.25", features = ["jpeg", "png"] }
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#created as a workaround for rust-analyzer dependency cycle (which should be allowed)
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BIN
hui-examples/assets/ninepatch_button.png
Normal file
BIN
hui-examples/assets/ninepatch_button.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 638 B |
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@ -1,10 +1,9 @@
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use std::time::Instant;
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use glam::vec2;
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use hui::{
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color, element::{
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container::Container,
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fill_rect::FillRect,
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UiElementExt
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}, frame_rect, layout::{Alignment, Direction}, size
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container::Container, fill_rect::FillRect, text::Text, UiElementExt
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}, frame::nine_patch::{NinePatchAsset, NinePatchFrame}, frame_rect, layout::{Alignment, Direction}, rect::Rect, size
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};
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#[path = "../boilerplate.rs"]
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@ -13,21 +12,50 @@ mod boilerplate;
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ui_main!(
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"hUI: 9-Patch demo",
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init: |_| {
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init: |ui| {
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NinePatchAsset {
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image: ui.add_image_file_path("./hui-examples/assets/ninepatch_button.png").unwrap(),
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size: (190, 49),
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scalable_region: Rect {
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position: vec2(8. / 190., 8. / 49.),
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size: vec2(1. - 16. / 190., 1. - 18. / 49.),
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},
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}
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},
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run: |ui, size, _| {
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run: |ui, size, asset| {
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Container::default()
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.with_size(size!(100%))
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.with_align(Alignment::Center)
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.with_gap(5.)
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.with_background(color::WHITE)
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.with_children(|ui| {
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FillRect::default()
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Container::default()
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.with_size(size!(300, 100))
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.with_frame(frame_rect! {
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color: color::RED
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.with_background(NinePatchFrame::from_asset(*asset).with_color(color::RED))
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.with_padding(10.)
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.with_children(|ui| {
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Text::new("Hello, world!\nThis is a 9-patch frame used as a background \nfor Container with a Text element.\nIt's scalable and looks great!\nBelow, there are two FillRects with the same \n9-patch frame used as the background.")
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.with_text_size(16)
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.add_child(ui);
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})
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.add_child(ui);
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FillRect::default()
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.with_size(size!(600, 75))
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.with_frame(NinePatchFrame::from_asset(*asset).with_color(color::GREEN))
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.add_child(ui);
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Text::new("This one's fancy:")
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.with_color(color::BLACK)
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.with_text_size(32)
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.add_child(ui);
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FillRect::default()
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.with_size(size!(800, 50))
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.with_frame(NinePatchFrame::from_asset(*asset).with_color((
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(1., 0., 1.),
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(0., 1., 1.),
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(1., 1., 0.),
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(0., 0., 1.),
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)))
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.add_child(ui);
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})
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.add_root(ui, size);
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}
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@ -35,6 +35,8 @@ pub enum UiDrawCommand {
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color: Corners<Vec4>,
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///Texture
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texture: Option<ImageHandle>,
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///Sub-UV coordinates for the texture
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texture_uv: Option<Corners<Vec2>>,
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///Rounded corners
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rounded_corners: Option<RoundedCorners>,
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},
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@ -161,10 +163,32 @@ impl UiDrawCall {
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v.position += center;
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}
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},
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UiDrawCommand::Rectangle { position, size, color, texture, rounded_corners } => {
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UiDrawCommand::Rectangle { position, size, color, texture, texture_uv, rounded_corners } => {
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let uvs = texture
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.map(|x| atlas.get_uv(x))
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.flatten()
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.map(|guv| {
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if let Some(texture_uv) = texture_uv {
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//XXX: this assumes that it's not rotated :p
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//hell will break loose if it is
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//seriously, i fvcking despise this code, and i hope to never touch this file ever again
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//FIXME: this is only valid if top_left is acutally the min (e.g. only for rectangular crops)
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//We currently only need rectangular crops so i don't give a fvck
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let uv_size = guv.bottom_right - guv.top_left;
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let mut uv_mapped = *texture_uv;
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uv_mapped.top_left *= uv_size;
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uv_mapped.top_right *= uv_size;
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uv_mapped.bottom_left *= uv_size;
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uv_mapped.bottom_right *= uv_size;
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uv_mapped.top_left += guv.top_left;
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uv_mapped.top_right += guv.top_left;
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uv_mapped.bottom_left += guv.top_left;
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uv_mapped.bottom_right += guv.top_left;
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uv_mapped
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} else {
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guv
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}
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})
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.unwrap_or(Corners::all(Vec2::ZERO));
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let vidx = draw_call.vertices.len() as u32;
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@ -79,6 +79,7 @@ impl UiElement for Image {
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size: ctx.measure.size,
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color: self.color.corners(),
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texture: Some(self.image),
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texture_uv: None,
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rounded_corners: (self.corner_radius.max_f32() > 0.).then_some({
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RoundedCorners::from_radius(self.corner_radius)
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}),
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@ -87,6 +87,7 @@ impl UiElement for ProgressBar {
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size: ctx.measure.size,
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color: self.background.corners(),
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texture: None,
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texture_uv: None,
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rounded_corners
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});
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}
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@ -96,6 +97,7 @@ impl UiElement for ProgressBar {
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size: ctx.measure.size * vec2(value, 1.0),
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color: self.foreground.corners(),
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texture: None,
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texture_uv: None,
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rounded_corners,
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});
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}
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@ -4,6 +4,7 @@ use crate::draw::UiDrawCommandList;
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pub mod point;
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mod rect;
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pub mod stack;
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pub mod nine_patch;
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mod impls;
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pub use rect::FrameRect;
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@ -13,6 +13,7 @@ impl Frame for ImageHandle {
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size: parent_size,
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color: color::WHITE.into(),
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texture: Some(*self),
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texture_uv: None,
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rounded_corners: None,
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})
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}
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@ -29,6 +30,7 @@ impl Frame for FillColor {
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size: parent_size,
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color: self.corners(),
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texture: None,
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texture_uv: None,
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rounded_corners: None,
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})
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}
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224
hui/src/frame/nine_patch.rs
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224
hui/src/frame/nine_patch.rs
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@ -0,0 +1,224 @@
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use glam::{vec2, UVec2, Vec2, Vec4};
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use crate::{color, draw::{ImageHandle, UiDrawCommand}, rect::{Corners, FillColor, Rect}};
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use super::Frame;
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#[derive(Clone, Copy, Debug)]
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pub struct NinePatchAsset {
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pub image: ImageHandle,
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//TODO: remove this
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pub size: (u32, u32),
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pub scalable_region: Rect,
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}
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//TODO allow scaling/moving corners
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#[derive(Clone, Copy, Debug)]
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pub struct NinePatchFrame {
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pub asset: NinePatchAsset,
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pub color: FillColor,
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}
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impl NinePatchFrame {
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pub fn from_asset(asset: NinePatchAsset) -> Self {
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Self { asset, ..Default::default() }
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}
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pub fn with_color(mut self, color: impl Into<FillColor>) -> Self {
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self.color = color.into();
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self
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}
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}
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impl Default for NinePatchFrame {
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fn default() -> Self {
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Self {
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//This is not supposed to be left out as the default, so just set it to whatever :p
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asset: NinePatchAsset { image: ImageHandle::default(), size: (0, 0), scalable_region: Rect::default() },
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color: color::WHITE.into(),
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}
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}
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}
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impl Frame for NinePatchFrame {
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fn draw(&self, draw: &mut crate::draw::UiDrawCommandList, position: glam::Vec2, parent_size: glam::Vec2) {
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// without this, shїt gets messed up when the position is not a whole number
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//XXX: should we round the size as well?
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let position = position.round();
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let img_sz = UVec2::from(self.asset.size).as_vec2();
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//Color stuff
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let interpolate_color_rect = |uvs: Corners<Vec2>| {
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Corners {
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top_left: self.color.interpolate(uvs.top_left),
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top_right: self.color.interpolate(uvs.top_right),
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bottom_left: self.color.interpolate(uvs.bottom_left),
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bottom_right: self.color.interpolate(uvs.bottom_right),
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}
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};
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// Inset coords, in UV space
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let region_uv = self.asset.scalable_region.corners();
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// Inset coords, in image (px) space
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let corners_image_px = Corners {
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top_left: img_sz * region_uv.top_left,
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top_right: img_sz * region_uv.top_right,
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bottom_left: img_sz * region_uv.bottom_left,
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bottom_right: img_sz * region_uv.bottom_right,
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};
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let size_h = (
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corners_image_px.top_left.x,
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parent_size.x - corners_image_px.top_left.x - (img_sz.x - corners_image_px.top_right.x),
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img_sz.x - corners_image_px.top_right.x,
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);
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let size_v = (
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corners_image_px.top_left.y,
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parent_size.y - corners_image_px.top_left.y - (img_sz.y - corners_image_px.bottom_left.y),
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img_sz.y - corners_image_px.bottom_left.y,
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);
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//Top-left patch
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let top_left_patch_uv = Corners {
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top_left: vec2(0., 0.),
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top_right: vec2(region_uv.top_left.x, 0.),
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bottom_left: vec2(0., region_uv.top_left.y),
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bottom_right: region_uv.top_left,
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};
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draw.add(UiDrawCommand::Rectangle {
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position,
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size: vec2(size_h.0, size_v.0),
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color: interpolate_color_rect(top_left_patch_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(top_left_patch_uv),
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rounded_corners: None
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});
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//Top patch
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let top_patch_uv = Corners {
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top_left: vec2(region_uv.top_left.x, 0.),
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top_right: vec2(region_uv.top_right.x, 0.),
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bottom_left: region_uv.top_left,
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bottom_right: region_uv.top_right,
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};
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draw.add(UiDrawCommand::Rectangle {
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position: position + vec2(size_h.0, 0.),
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size: vec2(size_h.1, size_v.0),
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color: interpolate_color_rect(top_patch_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(top_patch_uv),
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rounded_corners: None
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});
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//Top-right patch
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let top_right_patch_uv = Corners {
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top_left: vec2(region_uv.top_right.x, 0.),
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top_right: vec2(1., 0.),
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bottom_left: region_uv.top_right,
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bottom_right: vec2(1., region_uv.top_right.y),
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};
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draw.add(UiDrawCommand::Rectangle {
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position: position + vec2(size_h.0 + size_h.1, 0.),
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size: vec2(size_h.2, size_v.0),
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color: interpolate_color_rect(top_right_patch_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(top_right_patch_uv),
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rounded_corners: None
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});
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//Left patch
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let left_patch_uv = Corners {
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top_left: vec2(0., region_uv.top_left.y),
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top_right: region_uv.top_left,
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bottom_left: vec2(0., region_uv.bottom_left.y),
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bottom_right: region_uv.bottom_left,
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};
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draw.add(UiDrawCommand::Rectangle {
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position: position + vec2(0., size_v.0),
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size: vec2(size_h.0, size_v.1),
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color: interpolate_color_rect(left_patch_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(left_patch_uv),
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rounded_corners: None
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});
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// Center patch
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draw.add(UiDrawCommand::Rectangle {
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position: position + vec2(size_h.0, size_v.0),
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size: vec2(size_h.1, size_v.1),
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color: interpolate_color_rect(region_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(region_uv),
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rounded_corners: None
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});
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//Right patch
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let right_patch_uv = Corners {
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top_left: region_uv.top_right,
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top_right: vec2(1., region_uv.top_right.y),
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bottom_left: region_uv.bottom_right,
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bottom_right: vec2(1., region_uv.bottom_right.y),
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};
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draw.add(UiDrawCommand::Rectangle {
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position: position + vec2(size_h.0 + size_h.1, size_v.0),
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size: vec2(size_h.2, size_v.1),
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color: interpolate_color_rect(right_patch_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(right_patch_uv),
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rounded_corners: None
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});
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//Bottom-left patch
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let bottom_left_patch_uv = Corners {
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top_left: vec2(0., region_uv.bottom_left.y),
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top_right: region_uv.bottom_left,
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bottom_left: vec2(0., 1.),
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bottom_right: vec2(region_uv.bottom_left.x, 1.),
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};
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draw.add(UiDrawCommand::Rectangle {
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position: position + vec2(0., size_v.0 + size_v.1),
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size: vec2(size_h.0, size_v.2),
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color: interpolate_color_rect(bottom_left_patch_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(bottom_left_patch_uv),
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rounded_corners: None
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});
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//Bottom patch
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let bottom_patch_uv = Corners {
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top_left: region_uv.bottom_left,
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top_right: region_uv.bottom_right,
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bottom_left: vec2(region_uv.bottom_left.x, 1.),
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bottom_right: vec2(region_uv.bottom_right.x, 1.),
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};
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draw.add(UiDrawCommand::Rectangle {
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position: position + vec2(size_h.0, size_v.0 + size_v.1),
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size: vec2(size_h.1, size_v.2),
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color: interpolate_color_rect(bottom_patch_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(bottom_patch_uv),
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rounded_corners: None
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});
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//Bottom-right patch
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let bottom_right_patch_uv = Corners {
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top_left: region_uv.bottom_right,
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top_right: vec2(1., region_uv.bottom_right.y),
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bottom_left: vec2(region_uv.bottom_right.x, 1.),
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bottom_right: vec2(1., 1.),
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};
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draw.add(UiDrawCommand::Rectangle {
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position: position + vec2(size_h.0 + size_h.1, size_v.0 + size_v.1),
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size: vec2(size_h.2, size_v.2),
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color: interpolate_color_rect(bottom_right_patch_uv),
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texture: Some(self.asset.image),
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texture_uv: Some(bottom_right_patch_uv),
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rounded_corners: None
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});
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}
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fn covers_opaque(&self) -> bool {
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false
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}
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}
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@ -95,7 +95,7 @@ impl UiInstance {
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/// (this will change to a soft error in the future)
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#[cfg(feature = "image")]
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pub fn add_image_file_path(&mut self, path: impl AsRef<std::path::Path>) -> Result<ImageHandle, std::io::Error> {
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use std::io::Read;
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use std::io::{Read, Seek};
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// Open the file (and wrap it in a bufreader)
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let mut file = std::io::BufReader::new(std::fs::File::open(path)?);
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@ -106,6 +106,7 @@ impl UiInstance {
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let mut magic = [0; 64];
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file.read_exact(&mut magic)?;
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let format = image::guess_format(&magic).expect("Invalid image data (FORMAT)");
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file.seek(std::io::SeekFrom::Start(0))?;
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//Parse the image and read the raw uncompressed rgba data
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let image = image::load(file, format).expect("Invalid image data");
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@ -1,5 +1,5 @@
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use super::Corners;
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use glam::{Vec3, Vec4, vec4};
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use glam::{Vec2, Vec3, Vec4, vec4};
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/// Represents the fill color of a rectangle
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///
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@ -69,6 +69,14 @@ impl FillColor {
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pub const fn corners(&self) -> Corners<Vec4> {
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self.0
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}
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/// Interpolate color on position, assuming a linear gradient
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pub fn interpolate(&self, uv: Vec2) -> Vec4 {
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let c = self.corners();
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let top = c.top_left.lerp(c.top_right, uv.x);
|
||||
let bottom = c.bottom_left.lerp(c.bottom_right, uv.x);
|
||||
top.lerp(bottom, uv.y)
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for FillColor {
|
||||
|
|
Loading…
Reference in a new issue