use freya_engine::prelude::*;
use freya_native_core::real_dom::NodeImmutable;
use freya_node_state::{
BorderAlignment,
BorderStyle,
CanvasRunnerContext,
Fill,
ReferencesState,
ShadowPosition,
StyleState,
};
use torin::{
prelude::{
Area,
AreaModel,
CursorPoint,
LayoutNode,
Point2D,
Size2D,
},
scaled::Scaled,
};
use super::utils::ElementUtils;
use crate::dom::DioxusNode;
pub struct RectElement;
impl RectElement {
fn get_rounded_rect(
&self,
layout_node: &LayoutNode,
node_ref: &DioxusNode,
scale_factor: f32,
) -> RRect {
let area = layout_node.visible_area().to_f32();
let node_style = &*node_ref.get::<StyleState>().unwrap();
let mut radius = node_style.corner_radius;
radius.scale(scale_factor);
RRect::new_rect_radii(
Rect::new(area.min_x(), area.min_y(), area.max_x(), area.max_y()),
&[
(radius.top_left, radius.top_left).into(),
(radius.top_right, radius.top_right).into(),
(radius.bottom_right, radius.bottom_right).into(),
(radius.bottom_left, radius.bottom_left).into(),
],
)
}
}
impl ElementUtils for RectElement {
fn is_point_inside_area(
&self,
point: &CursorPoint,
node_ref: &DioxusNode,
layout_node: &LayoutNode,
scale_factor: f32,
) -> bool {
let rounded_rect = self.get_rounded_rect(layout_node, node_ref, scale_factor);
let point = point.to_f32();
rounded_rect.contains(Rect::new(point.x, point.y, point.x + 1., point.y + 1.))
}
fn clip(
&self,
layout_node: &LayoutNode,
node_ref: &DioxusNode,
canvas: &Canvas,
scale_factor: f32,
) {
let rounded_rect = self.get_rounded_rect(layout_node, node_ref, scale_factor);
canvas.clip_rrect(rounded_rect, ClipOp::Intersect, true);
}
fn render(
self,
layout_node: &LayoutNode,
node_ref: &DioxusNode,
canvas: &Canvas,
font_collection: &mut FontCollection,
_font_manager: &FontMgr,
_default_fonts: &[String],
scale_factor: f32,
) {
let node_style = &*node_ref.get::<StyleState>().unwrap();
let mut paint = Paint::default();
let mut path = Path::new();
let area = layout_node.visible_area().to_f32();
paint.set_anti_alias(true);
paint.set_style(PaintStyle::Fill);
match &node_style.background {
Fill::Color(color) => {
paint.set_color(*color);
}
Fill::LinearGradient(gradient) => {
paint.set_shader(gradient.into_shader(area));
}
Fill::RadialGradient(gradient) => {
paint.set_shader(gradient.into_shader(area));
}
Fill::ConicGradient(gradient) => {
paint.set_shader(gradient.into_shader(area));
}
}
let mut radius = node_style.corner_radius;
radius.scale(scale_factor);
let rounded_rect = RRect::new_rect_radii(
Rect::new(area.min_x(), area.min_y(), area.max_x(), area.max_y()),
&[
(radius.top_left, radius.top_left).into(),
(radius.top_right, radius.top_right).into(),
(radius.bottom_right, radius.bottom_right).into(),
(radius.bottom_left, radius.bottom_left).into(),
],
);
if radius.smoothing > 0.0 {
path.add_path(
&radius.smoothed_path(rounded_rect),
(area.min_x(), area.min_y()),
None,
);
} else {
path.add_rrect(rounded_rect, None);
}
canvas.draw_path(&path, &paint);
for mut shadow in node_style.shadows.clone().into_iter() {
if shadow.fill != Fill::Color(Color::TRANSPARENT) {
shadow.scale(scale_factor);
let mut shadow_paint = paint.clone();
let mut shadow_path = Path::new();
match &shadow.fill {
Fill::Color(color) => {
shadow_paint.set_color(*color);
}
Fill::LinearGradient(gradient) => {
shadow_paint.set_shader(gradient.into_shader(area));
}
Fill::RadialGradient(gradient) => {
shadow_paint.set_shader(gradient.into_shader(area));
}
Fill::ConicGradient(gradient) => {
shadow_paint.set_shader(gradient.into_shader(area));
}
}
let outset: Point = match shadow.position {
ShadowPosition::Normal => {
shadow_paint.set_style(PaintStyle::Fill);
(shadow.spread, shadow.spread).into()
}
ShadowPosition::Inset => {
shadow_paint.set_style(PaintStyle::Stroke);
shadow_paint.set_stroke_width(shadow.blur / 2.0 + shadow.spread);
(-shadow.spread / 2.0, -shadow.spread / 2.0).into()
}
};
if shadow.blur > 0.0 {
shadow_paint.set_mask_filter(MaskFilter::blur(
BlurStyle::Normal,
shadow.blur / 2.0,
false,
));
}
if radius.smoothing > 0.0 {
shadow_path.add_path(
&node_style
.corner_radius
.smoothed_path(rounded_rect.with_outset(outset)),
Point::new(area.min_x(), area.min_y()) - outset,
None,
);
} else {
shadow_path.add_rrect(rounded_rect.with_outset(outset), None);
}
shadow_path.offset((shadow.x, shadow.y));
canvas.save();
canvas.clip_path(
&path,
match shadow.position {
ShadowPosition::Normal => ClipOp::Difference,
ShadowPosition::Inset => ClipOp::Intersect,
},
true,
);
canvas.draw_path(&shadow_path, &shadow_paint);
canvas.restore();
}
}
if node_style.border.width > 0.0 && node_style.border.style != BorderStyle::None {
let mut border_width = node_style.border.width;
border_width *= scale_factor;
let mut border_paint = paint.clone();
let mut border_path = Path::new();
border_paint.set_anti_alias(true);
border_paint.set_style(PaintStyle::Stroke);
match &node_style.border.fill {
Fill::Color(color) => {
border_paint.set_color(*color);
}
Fill::LinearGradient(gradient) => {
border_paint.set_shader(gradient.into_shader(area));
}
Fill::RadialGradient(gradient) => {
border_paint.set_shader(gradient.into_shader(area));
}
Fill::ConicGradient(gradient) => {
border_paint.set_shader(gradient.into_shader(area));
}
}
border_paint.set_stroke_width(border_width);
let outset = Point::new(border_width / 2.0, border_width / 2.0)
* match node_style.border.alignment {
BorderAlignment::Center => 0.0,
BorderAlignment::Inner => -1.0,
BorderAlignment::Outer => 1.0,
};
if radius.smoothing > 0.0 {
border_path.add_path(
&node_style
.corner_radius
.smoothed_path(rounded_rect.with_outset(outset)),
Point::new(area.min_x(), area.min_y()) - outset,
None,
);
} else {
border_path.add_rrect(rounded_rect.with_outset(outset), None);
}
canvas.draw_path(&border_path, &border_paint);
}
let references = node_ref.get::<ReferencesState>().unwrap();
if let Some(canvas_ref) = &references.canvas_ref {
let mut ctx = CanvasRunnerContext {
canvas,
font_collection,
area,
scale_factor,
};
(canvas_ref.runner)(&mut ctx);
}
}
#[inline]
fn element_needs_cached_area(&self, node_ref: &DioxusNode) -> bool {
let node_style = &*node_ref.get::<StyleState>().unwrap();
node_style.border.is_visible() && node_style.border.alignment != BorderAlignment::Inner
|| !node_style.shadows.is_empty()
}
fn element_drawing_area(
&self,
layout_node: &LayoutNode,
node_ref: &DioxusNode,
scale_factor: f32,
) -> Area {
let node_style = &*node_ref.get::<StyleState>().unwrap();
let mut area = layout_node.visible_area();
if !node_style.border.is_visible()
&& node_style.border.alignment != BorderAlignment::Inner
&& node_style.shadows.is_empty()
{
return area;
}
let mut path = Path::new();
let mut radius = node_style.corner_radius;
radius.scale(scale_factor);
let rounded_rect = RRect::new_rect_radii(
Rect::new(area.min_x(), area.min_y(), area.max_x(), area.max_y()),
&[
(radius.top_left, radius.top_left).into(),
(radius.top_right, radius.top_right).into(),
(radius.bottom_right, radius.bottom_right).into(),
(radius.bottom_left, radius.bottom_left).into(),
],
);
if radius.smoothing > 0.0 {
path.add_path(
&radius.smoothed_path(rounded_rect),
(area.min_x(), area.min_y()),
None,
);
} else {
path.add_rrect(rounded_rect, None);
}
for mut shadow in node_style.shadows.clone().into_iter() {
if shadow.fill != Fill::Color(Color::TRANSPARENT) {
shadow.scale(scale_factor);
let mut shadow_path = Path::new();
let outset: Option<Point> = match shadow.position {
ShadowPosition::Normal => Some(
(
shadow.spread.max(shadow.blur),
shadow.spread.max(shadow.blur),
)
.into(),
),
ShadowPosition::Inset => None, };
if let Some(outset) = outset {
if radius.smoothing > 0.0 {
shadow_path.add_path(
&node_style
.corner_radius
.smoothed_path(rounded_rect.with_outset(outset)),
Point::new(area.min_x(), area.min_y()) - outset,
None,
);
} else {
shadow_path.add_rrect(rounded_rect.with_outset(outset), None);
}
}
shadow_path.offset((shadow.x, shadow.y));
let shadow_bounds = shadow_path.bounds();
let shadow_area = Area::new(
Point2D::new(shadow_bounds.x(), shadow_bounds.y()),
Size2D::new(shadow_bounds.width(), shadow_bounds.height()),
);
area = area.union(&shadow_area);
}
}
if node_style.border.width > 0.0 && node_style.border.style != BorderStyle::None {
let mut border_width = node_style.border.width;
border_width *= scale_factor;
let mut border_path = Path::new();
let outset = Point::new(border_width / 2.0, border_width / 2.0)
* match node_style.border.alignment {
BorderAlignment::Center => 0.0,
BorderAlignment::Inner => -1.0,
BorderAlignment::Outer => 1.0,
};
if radius.smoothing > 0.0 {
border_path.add_path(
&node_style
.corner_radius
.smoothed_path(rounded_rect.with_outset(outset)),
Point::new(area.min_x(), area.min_y()) - outset,
None,
);
} else {
border_path.add_rrect(rounded_rect.with_outset(outset), None);
}
let border_bounds = border_path.bounds();
let border_area = Area::new(
Point2D::new(border_bounds.x(), border_bounds.y()),
Size2D::new(border_bounds.width(), border_bounds.height()),
);
area = area.union(&border_area.round_out());
match node_style.border.alignment {
BorderAlignment::Outer => area.expand(&Size2D::new(
node_style.border.width,
node_style.border.width,
)),
BorderAlignment::Center => area.expand(&Size2D::new(border_width, border_width)),
_ => {}
}
}
area
}
}