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ui transforms
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63
hui-examples/examples/ui_test3.rs
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63
hui-examples/examples/ui_test3.rs
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@ -0,0 +1,63 @@
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use std::f32::consts::PI;
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use glam::{vec4, Vec2};
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use hui::{
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element::{
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container::Container,
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text::Text,
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transformer::ElementTransformExt,
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UiElementExt
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},
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layout::Alignment,
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rectangle::Corners,
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text::FontHandle,
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size,
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};
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#[path = "../boilerplate.rs"]
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#[macro_use]
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mod boilerplate;
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ui_main!(
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init: |ui| {
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let font = ui.add_font(include_bytes!("../assets/blink/Blink-ynYZ.otf"));
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ui.push_font(font);
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(std::time::Instant::now(),)
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},
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run: |ui, size, (instant,)| {
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let elapsed_sec = instant.elapsed().as_secs_f32();
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Container::default()
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.with_background(Corners {
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top_left: vec4(0.2, 0.2, 0.3, 1.),
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top_right: vec4(0.3, 0.3, 0.4, 1.),
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bottom_left: vec4(0.2, 0.3, 0.2, 1.),
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bottom_right: vec4(0.5, 0.4, 0.4, 1.),
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})
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.with_size(size!(100%))
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.with_align(Alignment::Center)
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.with_children(|ui| {
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Container::default()
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.with_align((Alignment::Center, Alignment::Begin))
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.with_padding(15.)
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.with_gap(10.)
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.with_corner_radius(8.)
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.with_background((0., 0., 0., 0.5))
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.with_children(|ui| {
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Text::default()
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.with_text("Did you know?")
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.with_text_size(18)
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.add_child(ui);
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Text::default()
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.with_text("You can die by jumping into the spike pit! :D\nCheck out the tutorial section for more tips.")
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.with_text_size(24)
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.with_font(FontHandle::default())
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.add_child(ui);
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})
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.add_child(ui);
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})
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.transform()
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.scale(Vec2::splat(elapsed_sec.sin() * 0.1 + 1.))
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.rotate(elapsed_sec * PI / 4.)
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.add_root(ui, size);
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}
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);
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@ -16,7 +16,7 @@ pub use corner_radius::RoundedCorners;
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use std::borrow::Cow;
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use std::borrow::Cow;
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use fontdue::layout::{Layout, CoordinateSystem, TextStyle};
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use fontdue::layout::{Layout, CoordinateSystem, TextStyle};
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use glam::{Vec2, Vec4, vec2};
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use glam::{vec2, Vec2, Affine2, Vec4};
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//TODO: circle draw command
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//TODO: circle draw command
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@ -51,6 +51,10 @@ pub enum UiDrawCommand {
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///Font handle to use
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///Font handle to use
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font: FontHandle,
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font: FontHandle,
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},
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},
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/// Push a transformation matrix to the stack
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PushTransform(Affine2),
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/// Pop a transformation matrix from the stack
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PopTransform,
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}
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}
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/// List of draw commands
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/// List of draw commands
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@ -91,9 +95,45 @@ pub struct UiDrawCall {
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impl UiDrawCall {
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impl UiDrawCall {
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/// Tesselate the UI and build a complete draw plan from a list of draw commands
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/// Tesselate the UI and build a complete draw plan from a list of draw commands
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pub(crate) fn build(draw_commands: &UiDrawCommandList, atlas: &mut TextureAtlasManager, text_renderer: &mut TextRenderer) -> Self {
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pub(crate) fn build(draw_commands: &UiDrawCommandList, atlas: &mut TextureAtlasManager, text_renderer: &mut TextRenderer) -> Self {
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let mut trans_stack = Vec::new();
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let mut draw_call = UiDrawCall::default();
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let mut draw_call = UiDrawCall::default();
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for command in &draw_commands.commands {
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for command in &draw_commands.commands {
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match command {
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match command {
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UiDrawCommand::PushTransform(trans) => {
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//Take note of the current index, and the transformation matrix\
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//We will actually apply the transformation matrix when we pop it,
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//to all vertices between the current index and the index we pushed
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trans_stack.push((trans, draw_call.vertices.len() as u32));
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},
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UiDrawCommand::PopTransform => {
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//Pop the transformation matrix and apply it to all vertices between the current index and the index we pushed
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let (&trans, idx) = trans_stack.pop().expect("Unbalanced push/pop transform");
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//If Push is immediately followed by a pop (which is dumb but possible), we don't need to do anything
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//(this can also happen if push and pop are separated by a draw command that doesn't add any vertices, like a text command with an empty string)
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if idx == draw_call.vertices.len() as u32 {
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continue
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}
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//Kinda a hack:
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//We want to apply the transform aronnd the center, so we need to compute the center of the vertices
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//We won't actually do that, we will compute the center of the bounding box of the vertices
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let mut min = Vec2::splat(std::f32::INFINITY);
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let mut max = Vec2::splat(std::f32::NEG_INFINITY);
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for v in &draw_call.vertices[idx as usize..] {
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min = min.min(v.position);
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max = max.max(v.position);
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}
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//TODO: make the point of transform configurable
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let center = (min + max) / 2.;
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//Apply trans mtx to all vertices between idx and the current index
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for v in &mut draw_call.vertices[idx as usize..] {
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v.position -= center;
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v.position = trans.transform_point2(v.position);
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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, rounded_corners } => {
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let uvs = texture
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let uvs = texture
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.map(|x| atlas.get_uv(x))
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.map(|x| atlas.get_uv(x))
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@ -257,6 +297,8 @@ impl UiDrawCall {
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feature = "pixel_perfect_text",
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feature = "pixel_perfect_text",
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not(feature = "pixel_perfect")
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not(feature = "pixel_perfect")
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))] {
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))] {
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//Round the position of the vertices to the nearest pixel, unless any transformations are active
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if trans_stack.is_empty() {
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for vtx in &mut draw_call.vertices[(vidx as usize)..] {
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for vtx in &mut draw_call.vertices[(vidx as usize)..] {
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vtx.position = vtx.position.round()
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vtx.position = vtx.position.round()
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}
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}
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@ -265,6 +307,7 @@ impl UiDrawCall {
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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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#[cfg(feature = "pixel_perfect")]
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#[cfg(feature = "pixel_perfect")]
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draw_call.vertices.iter_mut().for_each(|v| {
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draw_call.vertices.iter_mut().for_each(|v| {
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v.position = v.position.round()
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v.position = v.position.round()
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@ -12,3 +12,8 @@ pub mod progress_bar;
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#[cfg(feature = "builtin_elements")]
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#[cfg(feature = "builtin_elements")]
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pub mod text;
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pub mod text;
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#[cfg(feature = "builtin_elements")]
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pub mod transformer;
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//TODO add: Button, Checkbox, Dropdown, Input, Radio, Slider, Textarea, Toggle, etc.
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@ -1,3 +1,7 @@
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//TODO this thing?
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//not sure if this is a good idea...
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//but having the ability to add a click event to any element would be nice, and this is a naive way to do it
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// use crate::element::{UiElement, MeasureContext, ProcessContext};
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// use crate::element::{UiElement, MeasureContext, ProcessContext};
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// pub struct Interactable<T: UiElement> {
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// pub struct Interactable<T: UiElement> {
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68
hui/src/element/builtin/transformer.rs
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68
hui/src/element/builtin/transformer.rs
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use glam::{Affine2, Vec2};
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use crate::{
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draw::UiDrawCommand, element::{MeasureContext, ProcessContext, UiElement}, measure::Response
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};
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pub struct Transformer {
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pub transform: Affine2,
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pub element: Box<dyn UiElement>,
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}
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impl Transformer {
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pub fn new(element: Box<dyn UiElement>) -> Self {
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Self {
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transform: Affine2::IDENTITY,
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element,
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}
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}
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pub fn translate(mut self, v: impl Into<Vec2>) -> Self {
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self.transform *= Affine2::from_translation(v.into());
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self
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}
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pub fn scale(mut self, v: impl Into<Vec2>) -> Self {
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self.transform *= Affine2::from_scale(v.into());
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self
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}
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pub fn rotate(mut self, radians: f32) -> Self {
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self.transform *= Affine2::from_angle(radians);
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self
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}
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}
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impl UiElement for Transformer {
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fn measure(&self, ctx: MeasureContext) -> Response {
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self.element.measure(ctx)
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}
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fn process(&self, ctx: ProcessContext) {
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ctx.draw.add(UiDrawCommand::PushTransform(self.transform));
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//This is stupid:
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self.element.process(ProcessContext {
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measure: ctx.measure,
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state: ctx.state,
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layout: ctx.layout,
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draw: ctx.draw,
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text_measure: ctx.text_measure,
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current_font: ctx.current_font,
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});
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ctx.draw.add(UiDrawCommand::PopTransform);
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}
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}
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pub trait ElementTransformExt {
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fn transform(self) -> Transformer;
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}
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impl<T: UiElement + 'static> ElementTransformExt for T {
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/// Wrap the element in a [`Transformer`]
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///
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/// This allows you to apply various transformations to the element, such as translation, rotation, or scaling\
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/// Use sparingly, as this is an experimental feature and may not work as expected\
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/// Transform is applied around the center of the element's bounding box.
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fn transform(self) -> Transformer {
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Transformer::new(Box::new(self))
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}
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}
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