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8f462cc93b
| Author | SHA1 | Date | |
|---|---|---|---|
| 8f462cc93b | |||
| 643aaee926 | |||
| b49ee3e46c | |||
| b5d60d67dd | |||
| e22051c1c1 | |||
| 183726aed4 | |||
| 4f0fb09185 |
7
.vscode/launch.json
vendored
7
.vscode/launch.json
vendored
@@ -10,5 +10,12 @@
|
||||
"cwd": "${workspaceFolder}",
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"preLaunchTask": "zig: build"
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},
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{
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"name": "Zig: Debug (gdb)",
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"type": "gdb",
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"request": "launch",
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"program": "${workspaceFolder}/zig-out/bin/Zivro",
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"preLaunchTask": "zig: build"
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},
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]
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}
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5
.vscode/tasks.json
vendored
5
.vscode/tasks.json
vendored
@@ -10,11 +10,6 @@
|
||||
"isDefault": true
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},
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"problemMatcher": ["$gcc"],
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"presentation": {
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"reveal": "always",
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"panel": "shared",
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"showReuseMessage": true
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}
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}
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]
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}
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202
src/Canvas.zig
Normal file
202
src/Canvas.zig
Normal file
@@ -0,0 +1,202 @@
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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 Size = dvui.Size;
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const Color = dvui.Color;
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const Canvas = @This();
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pub const ImageRect = struct {
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x: u32,
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y: u32,
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w: u32,
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h: u32,
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};
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allocator: std.mem.Allocator,
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texture: ?dvui.Texture = null,
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visible_rect: ?ImageRect = null,
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size: Size = .{ .w = 800, .h = 600 },
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pos: dvui.Point = dvui.Point{ .x = 0, .y = 0 },
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scroll: dvui.ScrollInfo = .{
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.vertical = .auto,
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.horizontal = .auto,
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},
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zoom: f32 = 1,
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native_scaling: bool = false,
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gradient_start: Color.PMA = .{ .r = 0, .g = 0, .b = 0, .a = 255 },
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gradient_end: Color.PMA = .{ .r = 255, .g = 255, .b = 255, .a = 255 },
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pub fn init(allocator: std.mem.Allocator) Canvas {
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return .{ .allocator = allocator };
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}
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pub fn deinit(self: *Canvas) void {
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if (self.texture) |texture| {
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dvui.Texture.destroyLater(texture);
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self.texture = null;
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}
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}
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/// Заполнить canvas градиентом
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pub fn redrawGradient(self: *Canvas) !void {
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const full = self.getScaledImageSize();
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const full_w: u32 = full.w;
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const full_h: u32 = full.h;
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const vis: ImageRect = self.visible_rect orelse ImageRect{ .x = 0, .y = 0, .w = 0, .h = 0 };
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if (vis.w == 0 or vis.h == 0) {
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if (self.texture) |tex| {
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dvui.Texture.destroyLater(tex);
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self.texture = null;
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}
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return;
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}
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const width: u32 = vis.w;
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const height: u32 = vis.h;
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// Выделить буфер пиксельных данных
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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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var y: u32 = 0;
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while (y < height) : (y += 1) {
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var x: u32 = 0;
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while (x < width) : (x += 1) {
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const gx: u32 = vis.x + x;
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const gy: u32 = vis.y + y;
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const denom_x: f32 = if (full_w > 1) @as(f32, @floatFromInt(full_w - 1)) else 1;
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const denom_y: f32 = if (full_h > 1) @as(f32, @floatFromInt(full_h - 1)) else 1;
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const fx: f32 = @as(f32, @floatFromInt(gx)) / denom_x;
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const fy: f32 = @as(f32, @floatFromInt(gy)) / denom_y;
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const factor: f32 = std.math.clamp((fx + fy) / 2, 0, 1);
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const r_f: f32 = @as(f32, @floatFromInt(self.gradient_start.r)) + factor * (@as(f32, @floatFromInt(self.gradient_end.r)) - @as(f32, @floatFromInt(self.gradient_start.r)));
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const g_f: f32 = @as(f32, @floatFromInt(self.gradient_start.g)) + factor * (@as(f32, @floatFromInt(self.gradient_end.g)) - @as(f32, @floatFromInt(self.gradient_start.g)));
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const b_f: f32 = @as(f32, @floatFromInt(self.gradient_start.b)) + factor * (@as(f32, @floatFromInt(self.gradient_end.b)) - @as(f32, @floatFromInt(self.gradient_start.b)));
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const r: u8 = @intFromFloat(std.math.clamp(r_f, 0, 255));
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const g: u8 = @intFromFloat(std.math.clamp(g_f, 0, 255));
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const b: u8 = @intFromFloat(std.math.clamp(b_f, 0, 255));
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pixels[y * width + x] = .{ .r = r, .g = g, .b = b, .a = 255 };
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}
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}
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// Удалить старую текстуру
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if (self.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.texture = try dvui.textureCreate(pixels, width, height, .nearest);
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}
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/// Заполнить canvas случайным градиентом
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pub fn fillRandomGradient(self: *Canvas) !void {
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// Сгенерировать случайные цвета градиента
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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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self.gradient_start = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 };
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self.gradient_end = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 };
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try self.redrawGradient();
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}
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pub fn addZoom(self: *Canvas, value: f32) void {
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self.zoom += value;
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self.zoom = @max(self.zoom, 0.01);
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}
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pub fn getScaledImageSize(self: Canvas) ImageRect {
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return .{
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.x = @intFromFloat(self.pos.x),
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.y = @intFromFloat(self.pos.y),
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.w = @intFromFloat(self.size.w * self.zoom),
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.h = @intFromFloat(self.size.h * self.zoom),
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};
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}
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/// Обновить видимую часть изображения (в пикселях холста) и сохранить в `visible_rect`.
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///
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/// `viewport` и `scroll_offset` ожидаются в *physical* пикселях (т.е. уже умноженные на windowNaturalScale).
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///
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/// После обновления (или если текстуры ещё нет) перерисовывает текстуру, чтобы она содержала только видимую часть.
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pub fn updateVisibleImageRect(self: *Canvas, viewport: dvui.Rect, scroll_offset: dvui.Point) !void {
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const next = computeVisibleImageRect(self.*, viewport, scroll_offset);
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var changed = false;
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if (self.visible_rect) |vis| {
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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 or self.texture == null) {
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try self.redrawGradient();
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}
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}
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fn computeVisibleImageRect(self: Canvas, viewport: dvui.Rect, scroll_offset: dvui.Point) ImageRect {
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const image_rect = self.getScaledImageSize();
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const img_w_f: f32 = @floatFromInt(image_rect.w);
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const img_h_f: f32 = @floatFromInt(image_rect.h);
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const view_left: f32 = scroll_offset.x;
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const view_top: f32 = scroll_offset.y;
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const view_right: f32 = scroll_offset.x + viewport.w;
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const view_bottom: f32 = scroll_offset.y + viewport.h;
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const img_left: f32 = @floatFromInt(image_rect.x);
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const img_top: f32 = @floatFromInt(image_rect.y);
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const img_right: f32 = img_left + img_w_f;
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const img_bottom: f32 = img_top + img_h_f;
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const inter_left: f32 = @max(view_left, img_left);
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const inter_top: f32 = @max(view_top, img_top);
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const inter_right: f32 = @min(view_right, img_right);
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const inter_bottom: f32 = @min(view_bottom, img_bottom);
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if (inter_right <= inter_left or inter_bottom <= inter_top) {
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if (builtin.mode == .Debug) {
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std.debug.print(" -> no intersection, return empty\n", .{});
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}
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return .{ .x = 0, .y = 0, .w = 0, .h = 0 };
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}
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// Переводим из координат контента в локальные координаты картинки
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const local_x0: f32 = inter_left - img_left;
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const local_y0: f32 = inter_top - img_top;
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const local_x1: f32 = inter_right - img_left;
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const local_y1: f32 = inter_bottom - img_top;
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// Консервативно округляем до пикселей: начало вниз (floor), конец вверх (ceil)
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const x0_u32: u32 = floatToClampedU32(@floor(local_x0), image_rect.w);
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const y0_u32: u32 = floatToClampedU32(@floor(local_y0), image_rect.h);
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const x1_u32: u32 = floatToClampedU32(@ceil(local_x1), image_rect.w);
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const y1_u32: u32 = floatToClampedU32(@ceil(local_y1), image_rect.h);
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const out: ImageRect = .{
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.x = x0_u32,
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.y = y0_u32,
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.w = if (x1_u32 > x0_u32) x1_u32 - x0_u32 else 0,
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.h = if (y1_u32 > y0_u32) y1_u32 - y0_u32 else 0,
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};
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return out;
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}
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fn floatToClampedU32(value: f32, max_inclusive: u32) u32 {
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if (max_inclusive == 0) return 0;
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if (value <= 0) return 0;
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const max_f: f32 = @floatFromInt(max_inclusive);
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if (value >= max_f) return max_inclusive;
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return @intFromFloat(value);
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}
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/// Отобразить canvas в UI
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pub fn render(self: Canvas, rect: dvui.RectScale) !void {
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if (self.texture) |texture| {
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try dvui.renderTexture(texture, rect, .{});
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}
|
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}
|
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@@ -1,88 +1,19 @@
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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 Canvas = @import("Canvas.zig");
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|
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const WindowContext = @This();
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|
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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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canvas_pos: dvui.Point = dvui.Point{ .x = 0, .y = 0 },
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canvas_scroll: dvui.ScrollInfo = .{
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.vertical = .given,
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.horizontal = .given,
|
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.virtual_size = .{ .w = 2000, .h = 2000 },
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},
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canvas: Canvas,
|
||||
|
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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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.canvas = Canvas.init(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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|
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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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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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|
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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;
|
||||
|
||||
pixel.* = .{
|
||||
.r = @intCast(std.math.clamp(r_new, 0, 255)),
|
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.g = @intCast(std.math.clamp(g_new, 0, 255)),
|
||||
.b = @intCast(std.math.clamp(b_new, 0, 255)),
|
||||
.a = 255,
|
||||
};
|
||||
prev = pixel.*;
|
||||
}
|
||||
|
||||
// Удалить старую текстуру
|
||||
if (self.canvas_texture) |tex| {
|
||||
dvui.Texture.destroyLater(tex);
|
||||
}
|
||||
|
||||
// Создать новую текстуру из пиксельных данных
|
||||
self.canvas_texture = try dvui.textureCreate(pixels, self.canvas_width, self.canvas_height, .linear);
|
||||
|
||||
// Дать скроллам ощутимый диапазон сразу (минимум 2000x2000)
|
||||
self.canvas_scroll.virtual_size = .{
|
||||
.w = @max(2000, @as(f32, @floatFromInt(self.canvas_width))),
|
||||
.h = @max(2000, @as(f32, @floatFromInt(self.canvas_height))),
|
||||
};
|
||||
}
|
||||
|
||||
/// Отобразить canvas в UI
|
||||
pub fn render(self: WindowContext, rect: dvui.Rect.Physical) !void {
|
||||
if (self.canvas_texture) |texture| {
|
||||
try dvui.renderTexture(texture, .{ .r = rect }, .{});
|
||||
}
|
||||
}
|
||||
|
||||
pub fn deinit(self: *WindowContext) void {
|
||||
if (self.canvas_texture) |texture| {
|
||||
dvui.Texture.destroyLater(texture);
|
||||
}
|
||||
self.canvas.deinit();
|
||||
}
|
||||
|
||||
105
src/main.zig
105
src/main.zig
@@ -70,6 +70,9 @@ pub fn main() !void {
|
||||
}
|
||||
|
||||
fn gui_frame(ctx: *WindowContext) bool {
|
||||
const canvas = &ctx.canvas;
|
||||
const ctrl: bool = dvui.currentWindow().modifiers.control();
|
||||
|
||||
for (dvui.events()) |*e| {
|
||||
if (e.evt == .window and e.evt.window.action == .close) return false;
|
||||
if (e.evt == .app and e.evt.app.action == .quit) return false;
|
||||
@@ -87,11 +90,13 @@ fn gui_frame(ctx: *WindowContext) bool {
|
||||
{
|
||||
dvui.label(@src(), "Tools", .{}, .{});
|
||||
if (dvui.button(@src(), "Fill Random Color", .{}, .{})) {
|
||||
ctx.fillRandomColor() catch |err| {
|
||||
canvas.fillRandomGradient() catch |err| {
|
||||
std.debug.print("Error filling canvas: {}\n", .{err});
|
||||
};
|
||||
ctx.canvas_pos = .{ .x = 400, .y = 400 };
|
||||
canvas.pos = .{ .x = 400, .y = 400 };
|
||||
canvas.zoom = dvui.windowNaturalScale();
|
||||
}
|
||||
if (dvui.checkbox(@src(), &canvas.native_scaling, "Scaling", .{})) {}
|
||||
}
|
||||
left_panel.deinit();
|
||||
|
||||
@@ -102,7 +107,7 @@ fn gui_frame(ctx: *WindowContext) bool {
|
||||
.{ .expand = .both, .padding = dvui.Rect.all(12), .background = true },
|
||||
);
|
||||
{
|
||||
const fill_color = Color.white.opacity(0.5);
|
||||
const fill_color = Color.black.opacity(0.25);
|
||||
var right_panel = dvui.box(
|
||||
@src(),
|
||||
.{ .dir = .vertical },
|
||||
@@ -117,41 +122,99 @@ fn gui_frame(ctx: *WindowContext) bool {
|
||||
{
|
||||
var textured = dvui_ext.texturedBox(right_panel.data().contentRectScale(), dvui.Rect.all(20));
|
||||
{
|
||||
var canvas_box = dvui.box(
|
||||
var overlay = dvui.overlay(
|
||||
@src(),
|
||||
.{ .dir = .vertical },
|
||||
.{ .expand = .both },
|
||||
);
|
||||
{
|
||||
dvui.label(@src(), "Canvas", .{}, .{ .gravity_x = 0.5, .gravity_y = 0.0 });
|
||||
|
||||
var scroll = dvui.scrollArea(
|
||||
@src(),
|
||||
.{
|
||||
.scroll_info = &ctx.canvas_scroll,
|
||||
.scroll_info = &canvas.scroll,
|
||||
.vertical_bar = .auto,
|
||||
.horizontal_bar = .auto,
|
||||
},
|
||||
.{ .expand = .both, .background = false },
|
||||
.{
|
||||
.expand = .both,
|
||||
.background = false,
|
||||
},
|
||||
);
|
||||
{
|
||||
// Отобразить canvas внутри scroll area.
|
||||
// ScrollArea сам двигает дочерние виджеты, поэтому margin не нужен.
|
||||
if (ctx.canvas_texture) |texture| {
|
||||
_ = dvui.image(@src(), .{
|
||||
.source = .{ .texture = texture },
|
||||
}, .{
|
||||
.margin = .{ .x = ctx.canvas_pos.x, .y = ctx.canvas_pos.y },
|
||||
.min_size_content = .{
|
||||
.w = @floatFromInt(ctx.canvas_width),
|
||||
.h = @floatFromInt(ctx.canvas_height),
|
||||
const natural_scale = if (canvas.native_scaling) 1 else dvui.windowNaturalScale();
|
||||
const img_size = canvas.getScaledImageSize();
|
||||
|
||||
// Получить viewport и scroll offset
|
||||
const viewport_rect = scroll.data().contentRect();
|
||||
const scroll_current = dvui.Point{ .x = canvas.scroll.viewport.x, .y = canvas.scroll.viewport.y };
|
||||
|
||||
// viewport_rect/scroll_current — в natural единицах.
|
||||
// Для расчёта видимой области в пикселях изображения переводим в physical.
|
||||
const viewport_px = dvui.Rect{
|
||||
.x = viewport_rect.x * natural_scale,
|
||||
.y = viewport_rect.y * natural_scale,
|
||||
.w = viewport_rect.w * natural_scale,
|
||||
.h = viewport_rect.h * natural_scale,
|
||||
};
|
||||
const scroll_px = dvui.Point{
|
||||
.x = scroll_current.x * natural_scale,
|
||||
.y = scroll_current.y * natural_scale,
|
||||
};
|
||||
|
||||
canvas.updateVisibleImageRect(viewport_px, scroll_px) catch |err| {
|
||||
std.debug.print("updateVisibleImageRect error: {}\n", .{err});
|
||||
};
|
||||
|
||||
if (canvas.texture) |tex| {
|
||||
_ = dvui.image(
|
||||
@src(),
|
||||
.{ .source = .{ .texture = tex } },
|
||||
.{
|
||||
.background = false,
|
||||
.margin = .{
|
||||
.x = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
|
||||
.y = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
|
||||
.w = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
|
||||
},
|
||||
});
|
||||
.min_size_content = .{
|
||||
.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
|
||||
},
|
||||
.max_size_content = .{
|
||||
.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
|
||||
},
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
// Заблокировать события скролла, если нажат ctrl
|
||||
if (ctrl) {
|
||||
for (dvui.events()) |*e| {
|
||||
switch (e.evt) {
|
||||
.mouse => |mouse| {
|
||||
const action = mouse.action;
|
||||
if (dvui.eventMatchSimple(e, scroll.data()) and (action == .wheel_x or action == .wheel_y)) {
|
||||
switch (action) {
|
||||
.wheel_y => |y| {
|
||||
canvas.addZoom(y / 1000);
|
||||
canvas.redrawGradient() catch {};
|
||||
},
|
||||
else => {},
|
||||
}
|
||||
e.handled = true;
|
||||
}
|
||||
},
|
||||
else => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scroll.deinit();
|
||||
|
||||
dvui.label(@src(), "Canvas", .{}, .{ .gravity_x = 0.5, .gravity_y = 0.0 });
|
||||
}
|
||||
canvas_box.deinit();
|
||||
overlay.deinit();
|
||||
}
|
||||
textured.deinit();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user