Вывод текстуры
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1
src/Document.zig
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1
src/Document.zig
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// Файл векторного документа
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76
src/WindowContext.zig
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76
src/WindowContext.zig
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const std = @import("std");
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const dvui = @import("dvui");
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const Color = dvui.Color;
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const WindowContext = @This();
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allocator: std.mem.Allocator,
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canvas_texture: ?dvui.Texture = null,
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canvas_width: u32 = 400,
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canvas_height: u32 = 300,
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pub fn init(allocator: std.mem.Allocator) WindowContext {
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return .{
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.allocator = allocator,
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};
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}
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/// Заполнить canvas случайным цветом на CPU
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pub fn fillRandomColor(self: *WindowContext) !void {
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var prng = std.Random.DefaultPrng.init(@intCast(std.time.microTimestamp()));
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const random = prng.random();
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// Выделить буфер пиксельных данных
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const pixels = try self.allocator.alloc(Color.PMA, @as(usize, self.canvas_width) * self.canvas_height);
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defer self.allocator.free(pixels);
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// Заполнить случайными цветами
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const r = random.int(u8);
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const g = random.int(u8);
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const b = random.int(u8);
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var prev: dvui.Color.PMA = .{
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.r = r,
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.g = g,
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.b = b,
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.a = 255,
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};
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for (pixels) |*pixel| {
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const r_delta = random.intRangeAtMost(i16, -1, 1);
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const g_delta = random.intRangeAtMost(i16, -1, 1);
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const b_delta = random.intRangeAtMost(i16, -1, 1);
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const r_new: i16 = @as(i16, prev.r) + r_delta;
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const g_new: i16 = @as(i16, prev.g) + g_delta;
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const b_new: i16 = @as(i16, prev.b) + b_delta;
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pixel.* = .{
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.r = @intCast(std.math.clamp(r_new, 0, 255)),
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.g = @intCast(std.math.clamp(g_new, 0, 255)),
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.b = @intCast(std.math.clamp(b_new, 0, 255)),
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.a = 255,
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};
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prev = pixel.*;
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}
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// Удалить старую текстуру
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if (self.canvas_texture) |tex| {
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dvui.Texture.destroyLater(tex);
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}
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// Создать новую текстуру из пиксельных данных
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self.canvas_texture = try dvui.textureCreate(pixels, self.canvas_width, self.canvas_height, .linear);
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}
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/// Отобразить canvas в UI
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pub fn render(self: WindowContext, rect: dvui.Rect.Physical) !void {
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if (self.canvas_texture) |texture| {
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try dvui.renderTexture(texture, .{ .r = rect }, .{});
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}
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}
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pub fn deinit(self: *WindowContext) void {
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if (self.canvas_texture) |texture| {
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dvui.Texture.destroyLater(texture);
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}
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}
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38
src/main.zig
38
src/main.zig
@@ -2,6 +2,8 @@ const std = @import("std");
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const builtin = @import("builtin");
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const dvui = @import("dvui");
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const SDLBackend = @import("sdl-backend");
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const Document = @import("Document.zig");
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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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const Color = dvui.Color;
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@@ -24,9 +26,11 @@ pub fn main() !void {
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.dark => dvui.Theme.builtin.adwaita_dark,
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},
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});
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defer win.deinit();
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var ctx = WindowContext.init(allocator);
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defer ctx.deinit();
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var interrupted = false;
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main_loop: while (true) {
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@@ -44,7 +48,7 @@ pub fn main() !void {
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_ = SDLBackend.c.SDL_SetRenderDrawColor(backend.renderer, 0, 0, 0, 255);
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_ = SDLBackend.c.SDL_RenderClear(backend.renderer);
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const keep_running = gui_frame();
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const keep_running = gui_frame(&ctx);
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if (!keep_running) break :main_loop;
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// marks end of dvui frame, don't call dvui functions after this
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@@ -64,7 +68,7 @@ pub fn main() !void {
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}
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}
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fn gui_frame() bool {
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fn gui_frame(ctx: *WindowContext) bool {
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for (dvui.events()) |*e| {
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if (e.evt == .window and e.evt.window.action == .close) return false;
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if (e.evt == .app and e.evt.app.action == .quit) return false;
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@@ -83,7 +87,11 @@ fn gui_frame() bool {
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defer left_panel.deinit();
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dvui.label(@src(), "Tools", .{}, .{});
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_ = dvui.button(@src(), "Button", .{}, .{});
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if (dvui.button(@src(), "Fill Random Color", .{}, .{})) {
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ctx.fillRandomColor() catch |err| {
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std.debug.print("Error filling canvas: {}\n", .{err});
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};
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}
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}
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// Правая панель - занимает оставшееся пространство
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@@ -95,6 +103,7 @@ fn gui_frame() bool {
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);
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defer back.deinit();
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{
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const fill_color = Color.white.opacity(0.5);
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var right_panel = dvui.box(
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@src(),
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@@ -108,7 +117,26 @@ fn gui_frame() bool {
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);
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defer right_panel.deinit();
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dvui.label(@src(), "Canvas", .{}, .{ .gravity_x = 0.5 });
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const overlay = dvui.overlay(@src(), .{
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.expand = .both,
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});
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defer overlay.deinit();
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// Отобразить canvas внутри контейнера
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if (ctx.canvas_texture) |texture| {
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_ = dvui.image(@src(), .{
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.source = .{ .texture = texture },
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}, .{
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.expand = .both,
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.min_size_content = .{
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.w = @floatFromInt(ctx.canvas_width),
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.h = @floatFromInt(ctx.canvas_height),
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},
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});
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}
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dvui.label(@src(), "Canvas", .{}, .{ .gravity_x = 0.5, .gravity_y = 0.0 });
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}
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}
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return true;
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1
src/render/IRenderEngine.zig
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1
src/render/IRenderEngine.zig
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@@ -0,0 +1 @@
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// Интерфейс для рендеринга документа
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