ПРавильные прямоугольники
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@@ -101,6 +101,9 @@ pub fn updateVisibleImageRect(self: *Canvas, viewport: dvui.Rect, scroll_offset:
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changed |= next.x != vis.x or next.y != vis.y or next.w != vis.w or next.h != vis.h;
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}
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self._visible_rect = next;
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if (changed) {
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std.debug.print("Visible Image Rect: {{ x: {}, y: {}, w: {}, h: {} }}\n", .{ next.x, next.y, next.w, next.h });
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}
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if (changed or self.texture == null) {
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try self.redrawExample();
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}
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@@ -123,7 +126,7 @@ fn computeVisibleImageRect(self: Canvas, viewport: dvui.Rect, scroll_offset: dvu
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const vis_x: u32 = @intCast(std.math.clamp(raw_x, 0, @as(i64, img_w) - @as(i64, vis_w)));
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const vis_y: u32 = @intCast(std.math.clamp(raw_y, 0, @as(i64, img_h) - @as(i64, vis_h)));
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return .{
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return ImageRect{
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.x = vis_x,
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.y = vis_y,
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.w = vis_w,
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64
src/main.zig
64
src/main.zig
@@ -4,6 +4,7 @@ const dvui = @import("dvui");
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const dvui_ext = @import("ui/dvui_ext.zig");
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const SDLBackend = @import("sdl-backend");
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const Document = @import("models/Document.zig");
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const ImageRect = @import("models/rasterization_models.zig").ImageRect;
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const WindowContext = @import("WindowContext.zig");
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const sdl_c = SDLBackend.c;
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const Allocator = std.mem.Allocator;
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@@ -90,10 +91,9 @@ fn gui_frame(ctx: *WindowContext) bool {
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dvui.label(@src(), "Tools", .{}, .{});
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if (dvui.button(@src(), "Fill Random Color", .{}, .{}) or ctx.frame_index == 0) {
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canvas.exampleReset() catch |err| {
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std.debug.print("Error filling canvas: {}\n", .{err});
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std.debug.print("Error reset example: {}\n", .{err});
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};
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canvas.pos = .{ .x = 400, .y = 400 };
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//ctx.canvas.setZoom(dvui.windowNaturalScale());
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}
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if (dvui.checkbox(@src(), &canvas.native_scaling, "Scaling", .{})) {}
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if (dvui.button(@src(), if (ctx.cpu_render.type == .Gradient) "Gradient" else "Squares", .{}, .{})) {
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@@ -171,29 +171,47 @@ fn gui_frame(ctx: *WindowContext) bool {
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std.debug.print("updateVisibleImageRect error: {}\n", .{err});
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};
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if (canvas.texture) |tex| {
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_ = dvui.image(
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@src(),
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.{ .source = .{ .texture = tex } },
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.{
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.background = false,
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.margin = .{
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.x = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
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.y = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
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.w = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
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.h = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
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// `canvas.texture` contains ONLY the visible part.
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// If we render it inside a widget sized as the full image, dvui will stretch it.
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// Instead: create a scroll content surface sized like the full image, then place
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// the visible texture at the correct offset at 1:1.
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const content_w_px: u32 = img_size.x + img_size.w;
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const content_h_px: u32 = img_size.y + img_size.h;
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const content_w = @as(f32, @floatFromInt(content_w_px)) / natural_scale;
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const content_h = @as(f32, @floatFromInt(content_h_px)) / natural_scale;
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var canvas_layer = dvui.overlay(
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@src(),
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.{ .min_size_content = .{ .w = content_w, .h = content_h }, .background = false },
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);
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{
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if (canvas.texture) |tex| {
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const vis = canvas._visible_rect orelse ImageRect{ .x = 0, .y = 0, .w = 0, .h = 0 };
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const left = @as(f32, @floatFromInt(img_size.x + vis.x)) / natural_scale;
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const top = @as(f32, @floatFromInt(img_size.y + vis.y)) / natural_scale;
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_ = dvui.image(
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@src(),
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.{ .source = .{ .texture = tex } },
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.{
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.background = false,
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.expand = .none,
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.gravity_x = 0.0,
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.gravity_y = 0.0,
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.margin = .{ .x = left, .y = top, .w = canvas.pos.x, .h = canvas.pos.y },
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.min_size_content = .{
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.w = @as(f32, @floatFromInt(vis.w)) / natural_scale,
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.h = @as(f32, @floatFromInt(vis.h)) / natural_scale,
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},
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.max_size_content = .{
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.w = @as(f32, @floatFromInt(vis.w)) / natural_scale,
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.h = @as(f32, @floatFromInt(vis.h)) / natural_scale,
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},
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},
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.min_size_content = .{
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.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
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.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
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},
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.max_size_content = .{
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.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
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.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
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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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canvas_layer.deinit();
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// Заблокировать события скролла, если нажат ctrl
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if (ctrl) {
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@@ -64,26 +64,82 @@ fn renderSquares(self: CpuRenderEngine, pixels: []Color.PMA, canvas_size: ImageS
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_ = self;
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const squares_num = 5;
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const thikness: u32 = @intFromFloat(@as(f32, @floatFromInt(canvas_size.w + canvas_size.h)) / 2 * 0.03);
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const squares_sum_height = canvas_size.h - thikness * (squares_num + 1);
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const square_height = squares_sum_height / squares_num;
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var thikness: u32 = @intFromFloat(@as(f32, @floatFromInt(canvas_size.w + canvas_size.h)) / 2 * 0.03);
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if (thikness == 0) thikness = 1;
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const squares_sum_w = canvas_size.w - thikness * (squares_num + 1);
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const base_w = squares_sum_w / squares_num;
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const extra_w = squares_sum_w % squares_num;
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const squares_sum_h = canvas_size.h - thikness * (squares_num + 1);
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const base_h = squares_sum_h / squares_num;
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const extra_h = squares_sum_h % squares_num;
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var x_pos: [6]u32 = undefined;
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x_pos[0] = 0;
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for (1..squares_num + 1) |i| {
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const w = base_w + if (i - 1 < extra_w) @as(u32, 1) else 0;
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x_pos[i] = x_pos[i - 1] + thikness + w;
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}
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var y_pos: [6]u32 = undefined;
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y_pos[0] = 0;
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for (1..squares_num + 1) |i| {
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const h = base_h + if (i - 1 < extra_h) @as(u32, 1) else 0;
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y_pos[i] = y_pos[i - 1] + thikness + h;
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}
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var y: u32 = 0;
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while (y < visible_rect.h) {
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while (y < visible_rect.h) : (y += 1) {
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const canvas_y = y + visible_rect.y;
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var start_line_index = canvas_y / square_height;
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if (canvas_y >= canvas_size.h) continue;
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var x: u32 = 0;
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while (x < visible_rect.w) : (x += 1) {
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const canvas_x = x + visible_rect.x;
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if (canvas_x >= canvas_size.w) continue;
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start_line_index = start_line_index * square_height + thikness * (if (start_line_index > 0) start_line_index - 1 else 0);
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const draw_line = canvas_y < start_line_index + thikness and canvas_y >= start_line_index;
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if (draw_line) {
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var x: u32 = 0;
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while (x < visible_rect.w) {
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pixels[y * visible_rect.w + x] = .{ .r = 255, .b = 0, .g = 0, .a = 255 };
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// Check if in vertical line
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var in_vertical_line = false;
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for (x_pos) |pos| {
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if (canvas_x >= pos and canvas_x < pos + thikness) {
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in_vertical_line = true;
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break;
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}
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}
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x += 1;
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// Check if in horizontal line
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var in_horizontal_line = false;
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for (y_pos) |pos| {
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if (canvas_y >= pos and canvas_y < pos + thikness) {
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in_horizontal_line = true;
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break;
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}
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}
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if (in_vertical_line or in_horizontal_line) {
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pixels[y * visible_rect.w + x] = .{ .r = 255, .g = 0, .b = 0, .a = 255 };
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} else {
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// Find square
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var square_x: u32 = 0;
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for (0..squares_num) |i| {
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if (canvas_x >= x_pos[i] + thikness and canvas_x < x_pos[i + 1]) {
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square_x = @intCast(i);
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break;
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}
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}
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var square_y: u32 = 0;
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for (0..squares_num) |i| {
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if (canvas_y >= y_pos[i] + thikness and canvas_y < y_pos[i + 1]) {
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square_y = @intCast(i);
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break;
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}
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}
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if (square_x % 2 == square_y % 2) {
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pixels[y * visible_rect.w + x] = .{ .r = 255, .g = 255, .b = 255, .a = 255 };
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} else {
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pixels[y * visible_rect.w + x] = .{ .r = 0, .g = 0, .b = 0, .a = 255 };
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}
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}
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}
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y += 1;
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}
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}
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@@ -98,7 +154,7 @@ pub fn example(self: CpuRenderEngine, canvas_size: ImageSize, visible_rect: Imag
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const pixels = try self._allocator.alloc(Color.PMA, @as(usize, width) * height);
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defer self._allocator.free(pixels);
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std.debug.print("w={any}, fw={any};\th={any}, fh={any}\n", .{ width, full_w, height, full_h });
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// std.debug.print("w={any}, fw={any};\th={any}, fh={any}\n", .{ width, full_w, height, full_h });
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switch (self.type) {
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.Gradient => self.renderGradient(pixels, width, height, full_w, full_h, visible_rect),
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