Fix flickering (#9012)
See https://zed.dev/channel/gpui-536 Fixes https://github.com/zed-industries/zed/issues/9010 Fixes https://github.com/zed-industries/zed/issues/8883 Fixes https://github.com/zed-industries/zed/issues/8640 Fixes https://github.com/zed-industries/zed/issues/8598 Fixes https://github.com/zed-industries/zed/issues/8579 Fixes https://github.com/zed-industries/zed/issues/8363 Fixes https://github.com/zed-industries/zed/issues/8207 ### Problem After transitioning Zed to GPUI 2, we started noticing that interacting with the mouse on many UI elements would lead to a pretty annoying flicker. The main issue with the old approach was that hover state was calculated based on the previous frame. That is, when computing whether a given element was hovered in the current frame, we would use information about the same element in the previous frame. However, inspecting the previous frame tells us very little about what should be hovered in the current frame, as elements in the current frame may have changed significantly. ### Solution This pull request's main contribution is the introduction of a new `after_layout` phase when redrawing the window. The key idea is that we'll give every element a chance to register a hitbox (see `ElementContext::insert_hitbox`) before painting anything. Then, during the `paint` phase, elements can determine whether they're the topmost and draw their hover state accordingly. We are also removing the ability to give an arbitrary z-index to elements. Instead, we will follow the much simpler painter's algorithm. That is, an element that gets painted after will be drawn on top of an element that got painted earlier. Elements can still escape their current "stacking context" by using the new `ElementContext::defer_draw` method (see `Overlay` for an example). Elements drawn using this method will still be logically considered as being children of their original parent (for keybinding, focus and cache invalidation purposes) but their layout and paint passes will be deferred until the currently-drawn element is done. With these changes we also reworked geometry batching within the `Scene`. The new approach uses an AABB tree to determine geometry occlusion, which allows the GPU to render non-overlapping geometry in parallel. ### Performance Performance is slightly better than on `main` even though this new approach is more correct and we're maintaining an extra data structure (the AABB tree).  Release Notes: - Fixed a bug that was causing popovers to flicker. --------- Co-authored-by: Nathan Sobo <nathan@zed.dev> Co-authored-by: Thorsten <thorsten@zed.dev>
This commit is contained in:
parent
9afd78b35e
commit
4700d33728
74 changed files with 6434 additions and 6301 deletions
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@ -1,48 +1,22 @@
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// todo(windows): remove
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// todo("windows"): remove
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#![cfg_attr(windows, allow(dead_code))]
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use crate::{
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point, AtlasTextureId, AtlasTile, Bounds, ContentMask, Corners, Edges, EntityId, Hsla, Pixels,
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Point, ScaledPixels, StackingOrder,
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bounds_tree::BoundsTree, point, AtlasTextureId, AtlasTile, Bounds, ContentMask, Corners, Edges,
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Hsla, Pixels, Point, ScaledPixels,
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};
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use collections::{BTreeMap, FxHashSet};
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use std::{fmt::Debug, iter::Peekable, slice};
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use std::{fmt::Debug, iter::Peekable, ops::Range, slice};
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#[allow(non_camel_case_types, unused)]
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pub(crate) type PathVertex_ScaledPixels = PathVertex<ScaledPixels>;
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pub(crate) type LayerId = u32;
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pub(crate) type DrawOrder = u32;
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#[derive(Default, Copy, Clone, Debug, Eq, PartialEq, Hash)]
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#[repr(C)]
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pub(crate) struct ViewId {
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low_bits: u32,
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high_bits: u32,
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}
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impl From<EntityId> for ViewId {
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fn from(value: EntityId) -> Self {
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let value = value.as_u64();
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Self {
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low_bits: value as u32,
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high_bits: (value >> 32) as u32,
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}
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}
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}
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impl From<ViewId> for EntityId {
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fn from(value: ViewId) -> Self {
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let value = (value.low_bits as u64) | ((value.high_bits as u64) << 32);
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value.into()
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}
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}
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#[derive(Default)]
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pub(crate) struct Scene {
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last_layer: Option<(StackingOrder, LayerId)>,
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layers_by_order: BTreeMap<StackingOrder, LayerId>,
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orders_by_layer: BTreeMap<LayerId, StackingOrder>,
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pub(crate) paint_operations: Vec<PaintOperation>,
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primitive_bounds: BoundsTree<ScaledPixels>,
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layer_stack: Vec<DrawOrder>,
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pub(crate) shadows: Vec<Shadow>,
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pub(crate) quads: Vec<Quad>,
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pub(crate) paths: Vec<Path<ScaledPixels>>,
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@ -54,12 +28,12 @@ pub(crate) struct Scene {
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impl Scene {
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pub fn clear(&mut self) {
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self.last_layer = None;
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self.layers_by_order.clear();
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self.orders_by_layer.clear();
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self.paint_operations.clear();
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self.primitive_bounds.clear();
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self.layer_stack.clear();
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self.paths.clear();
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self.shadows.clear();
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self.quads.clear();
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self.paths.clear();
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self.underlines.clear();
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self.monochrome_sprites.clear();
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self.polychrome_sprites.clear();
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@ -70,6 +44,92 @@ impl Scene {
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&self.paths
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}
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pub fn len(&self) -> usize {
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self.paint_operations.len()
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}
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pub fn push_layer(&mut self, bounds: Bounds<ScaledPixels>) {
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let order = self.primitive_bounds.insert(bounds);
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self.layer_stack.push(order);
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self.paint_operations
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.push(PaintOperation::StartLayer(bounds));
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}
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pub fn pop_layer(&mut self) {
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self.layer_stack.pop();
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self.paint_operations.push(PaintOperation::EndLayer);
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}
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pub fn insert_primitive(&mut self, primitive: impl Into<Primitive>) {
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let mut primitive = primitive.into();
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let clipped_bounds = primitive
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.bounds()
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.intersect(&primitive.content_mask().bounds);
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if clipped_bounds.is_empty() {
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return;
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}
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let order = self
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.layer_stack
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.last()
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.copied()
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.unwrap_or_else(|| self.primitive_bounds.insert(clipped_bounds));
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match &mut primitive {
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Primitive::Shadow(shadow) => {
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shadow.order = order;
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self.shadows.push(shadow.clone());
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}
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Primitive::Quad(quad) => {
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quad.order = order;
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self.quads.push(quad.clone());
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}
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Primitive::Path(path) => {
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path.order = order;
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path.id = PathId(self.paths.len());
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self.paths.push(path.clone());
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}
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Primitive::Underline(underline) => {
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underline.order = order;
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self.underlines.push(underline.clone());
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}
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Primitive::MonochromeSprite(sprite) => {
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sprite.order = order;
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self.monochrome_sprites.push(sprite.clone());
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}
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Primitive::PolychromeSprite(sprite) => {
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sprite.order = order;
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self.polychrome_sprites.push(sprite.clone());
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}
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Primitive::Surface(surface) => {
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surface.order = order;
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self.surfaces.push(surface.clone());
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}
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}
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self.paint_operations
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.push(PaintOperation::Primitive(primitive));
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}
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pub fn replay(&mut self, range: Range<usize>, prev_scene: &Scene) {
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for operation in &prev_scene.paint_operations[range] {
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match operation {
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PaintOperation::Primitive(primitive) => self.insert_primitive(primitive.clone()),
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PaintOperation::StartLayer(bounds) => self.push_layer(*bounds),
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PaintOperation::EndLayer => self.pop_layer(),
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}
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}
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}
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pub fn finish(&mut self) {
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self.shadows.sort();
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self.quads.sort();
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self.paths.sort();
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self.underlines.sort();
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self.monochrome_sprites.sort();
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self.polychrome_sprites.sort();
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self.surfaces.sort();
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}
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pub(crate) fn batches(&self) -> impl Iterator<Item = PrimitiveBatch> {
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BatchIterator {
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shadows: &self.shadows,
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surfaces_iter: self.surfaces.iter().peekable(),
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}
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}
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}
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pub(crate) fn insert(&mut self, order: &StackingOrder, primitive: impl Into<Primitive>) {
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let primitive = primitive.into();
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let clipped_bounds = primitive
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.bounds()
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.intersect(&primitive.content_mask().bounds);
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if clipped_bounds.size.width <= ScaledPixels(0.)
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|| clipped_bounds.size.height <= ScaledPixels(0.)
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{
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return;
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}
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Ord, PartialOrd, Default)]
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pub(crate) enum PrimitiveKind {
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Shadow,
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#[default]
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Quad,
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Path,
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Underline,
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MonochromeSprite,
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PolychromeSprite,
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Surface,
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}
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let layer_id = self.layer_id_for_order(order);
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match primitive {
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Primitive::Shadow(mut shadow) => {
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shadow.layer_id = layer_id;
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self.shadows.push(shadow);
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}
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Primitive::Quad(mut quad) => {
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quad.layer_id = layer_id;
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self.quads.push(quad);
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}
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Primitive::Path(mut path) => {
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path.layer_id = layer_id;
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path.id = PathId(self.paths.len());
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self.paths.push(path);
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}
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Primitive::Underline(mut underline) => {
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underline.layer_id = layer_id;
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self.underlines.push(underline);
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}
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Primitive::MonochromeSprite(mut sprite) => {
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sprite.layer_id = layer_id;
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self.monochrome_sprites.push(sprite);
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}
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Primitive::PolychromeSprite(mut sprite) => {
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sprite.layer_id = layer_id;
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self.polychrome_sprites.push(sprite);
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}
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Primitive::Surface(mut surface) => {
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surface.layer_id = layer_id;
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self.surfaces.push(surface);
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}
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pub(crate) enum PaintOperation {
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Primitive(Primitive),
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StartLayer(Bounds<ScaledPixels>),
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EndLayer,
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}
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#[derive(Clone, Ord, PartialOrd, Eq, PartialEq)]
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pub(crate) enum Primitive {
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Shadow(Shadow),
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Quad(Quad),
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Path(Path<ScaledPixels>),
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Underline(Underline),
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MonochromeSprite(MonochromeSprite),
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PolychromeSprite(PolychromeSprite),
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Surface(Surface),
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}
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impl Primitive {
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pub fn bounds(&self) -> &Bounds<ScaledPixels> {
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match self {
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Primitive::Shadow(shadow) => &shadow.bounds,
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Primitive::Quad(quad) => &quad.bounds,
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Primitive::Path(path) => &path.bounds,
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Primitive::Underline(underline) => &underline.bounds,
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Primitive::MonochromeSprite(sprite) => &sprite.bounds,
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Primitive::PolychromeSprite(sprite) => &sprite.bounds,
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Primitive::Surface(surface) => &surface.bounds,
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}
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}
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fn layer_id_for_order(&mut self, order: &StackingOrder) -> LayerId {
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if let Some((last_order, last_layer_id)) = self.last_layer.as_ref() {
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if order == last_order {
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return *last_layer_id;
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}
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pub fn content_mask(&self) -> &ContentMask<ScaledPixels> {
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match self {
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Primitive::Shadow(shadow) => &shadow.content_mask,
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Primitive::Quad(quad) => &quad.content_mask,
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Primitive::Path(path) => &path.content_mask,
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Primitive::Underline(underline) => &underline.content_mask,
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Primitive::MonochromeSprite(sprite) => &sprite.content_mask,
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Primitive::PolychromeSprite(sprite) => &sprite.content_mask,
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Primitive::Surface(surface) => &surface.content_mask,
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}
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let layer_id = if let Some(layer_id) = self.layers_by_order.get(order) {
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*layer_id
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} else {
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let next_id = self.layers_by_order.len() as LayerId;
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self.layers_by_order.insert(order.clone(), next_id);
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self.orders_by_layer.insert(next_id, order.clone());
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next_id
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};
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self.last_layer = Some((order.clone(), layer_id));
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layer_id
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}
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pub fn reuse_views(&mut self, views: &FxHashSet<EntityId>, prev_scene: &mut Self) {
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for shadow in prev_scene.shadows.drain(..) {
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if views.contains(&shadow.view_id.into()) {
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let order = &prev_scene.orders_by_layer[&shadow.layer_id];
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self.insert(order, shadow);
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}
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}
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for quad in prev_scene.quads.drain(..) {
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if views.contains(&quad.view_id.into()) {
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let order = &prev_scene.orders_by_layer[&quad.layer_id];
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self.insert(order, quad);
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}
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}
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for path in prev_scene.paths.drain(..) {
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if views.contains(&path.view_id.into()) {
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let order = &prev_scene.orders_by_layer[&path.layer_id];
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self.insert(order, path);
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}
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}
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for underline in prev_scene.underlines.drain(..) {
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if views.contains(&underline.view_id.into()) {
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let order = &prev_scene.orders_by_layer[&underline.layer_id];
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self.insert(order, underline);
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}
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}
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for sprite in prev_scene.monochrome_sprites.drain(..) {
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if views.contains(&sprite.view_id.into()) {
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let order = &prev_scene.orders_by_layer[&sprite.layer_id];
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self.insert(order, sprite);
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}
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}
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for sprite in prev_scene.polychrome_sprites.drain(..) {
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if views.contains(&sprite.view_id.into()) {
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let order = &prev_scene.orders_by_layer[&sprite.layer_id];
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self.insert(order, sprite);
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}
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}
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for surface in prev_scene.surfaces.drain(..) {
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if views.contains(&surface.view_id.into()) {
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let order = &prev_scene.orders_by_layer[&surface.layer_id];
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self.insert(order, surface);
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}
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}
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}
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pub fn finish(&mut self) {
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let mut orders = vec![0; self.layers_by_order.len()];
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for (ix, layer_id) in self.layers_by_order.values().enumerate() {
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orders[*layer_id as usize] = ix as u32;
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}
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|
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for shadow in &mut self.shadows {
|
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shadow.order = orders[shadow.layer_id as usize];
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}
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self.shadows.sort_by_key(|shadow| shadow.order);
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|
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for quad in &mut self.quads {
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quad.order = orders[quad.layer_id as usize];
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}
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self.quads.sort_by_key(|quad| quad.order);
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|
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for path in &mut self.paths {
|
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path.order = orders[path.layer_id as usize];
|
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}
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self.paths.sort_by_key(|path| path.order);
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|
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for underline in &mut self.underlines {
|
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underline.order = orders[underline.layer_id as usize];
|
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}
|
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self.underlines.sort_by_key(|underline| underline.order);
|
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|
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for monochrome_sprite in &mut self.monochrome_sprites {
|
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monochrome_sprite.order = orders[monochrome_sprite.layer_id as usize];
|
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}
|
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self.monochrome_sprites.sort_by_key(|sprite| sprite.order);
|
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|
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for polychrome_sprite in &mut self.polychrome_sprites {
|
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polychrome_sprite.order = orders[polychrome_sprite.layer_id as usize];
|
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}
|
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self.polychrome_sprites.sort_by_key(|sprite| sprite.order);
|
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|
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for surface in &mut self.surfaces {
|
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surface.order = orders[surface.layer_id as usize];
|
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}
|
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self.surfaces.sort_by_key(|surface| surface.order);
|
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}
|
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}
|
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|
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|
@ -439,54 +397,6 @@ impl<'a> Iterator for BatchIterator<'a> {
|
|||
}
|
||||
}
|
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|
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Ord, PartialOrd, Default)]
|
||||
pub(crate) enum PrimitiveKind {
|
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Shadow,
|
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#[default]
|
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Quad,
|
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Path,
|
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Underline,
|
||||
MonochromeSprite,
|
||||
PolychromeSprite,
|
||||
Surface,
|
||||
}
|
||||
|
||||
pub(crate) enum Primitive {
|
||||
Shadow(Shadow),
|
||||
Quad(Quad),
|
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Path(Path<ScaledPixels>),
|
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Underline(Underline),
|
||||
MonochromeSprite(MonochromeSprite),
|
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PolychromeSprite(PolychromeSprite),
|
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Surface(Surface),
|
||||
}
|
||||
|
||||
impl Primitive {
|
||||
pub fn bounds(&self) -> &Bounds<ScaledPixels> {
|
||||
match self {
|
||||
Primitive::Shadow(shadow) => &shadow.bounds,
|
||||
Primitive::Quad(quad) => &quad.bounds,
|
||||
Primitive::Path(path) => &path.bounds,
|
||||
Primitive::Underline(underline) => &underline.bounds,
|
||||
Primitive::MonochromeSprite(sprite) => &sprite.bounds,
|
||||
Primitive::PolychromeSprite(sprite) => &sprite.bounds,
|
||||
Primitive::Surface(surface) => &surface.bounds,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn content_mask(&self) -> &ContentMask<ScaledPixels> {
|
||||
match self {
|
||||
Primitive::Shadow(shadow) => &shadow.content_mask,
|
||||
Primitive::Quad(quad) => &quad.content_mask,
|
||||
Primitive::Path(path) => &path.content_mask,
|
||||
Primitive::Underline(underline) => &underline.content_mask,
|
||||
Primitive::MonochromeSprite(sprite) => &sprite.content_mask,
|
||||
Primitive::PolychromeSprite(sprite) => &sprite.content_mask,
|
||||
Primitive::Surface(surface) => &surface.content_mask,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub(crate) enum PrimitiveBatch<'a> {
|
||||
Shadows(&'a [Shadow]),
|
||||
|
@ -507,8 +417,6 @@ pub(crate) enum PrimitiveBatch<'a> {
|
|||
#[derive(Default, Debug, Clone, Eq, PartialEq)]
|
||||
#[repr(C)]
|
||||
pub(crate) struct Quad {
|
||||
pub view_id: ViewId,
|
||||
pub layer_id: LayerId,
|
||||
pub order: DrawOrder,
|
||||
pub bounds: Bounds<ScaledPixels>,
|
||||
pub content_mask: ContentMask<ScaledPixels>,
|
||||
|
@ -539,8 +447,6 @@ impl From<Quad> for Primitive {
|
|||
#[derive(Debug, Clone, Eq, PartialEq)]
|
||||
#[repr(C)]
|
||||
pub(crate) struct Underline {
|
||||
pub view_id: ViewId,
|
||||
pub layer_id: LayerId,
|
||||
pub order: DrawOrder,
|
||||
pub bounds: Bounds<ScaledPixels>,
|
||||
pub content_mask: ContentMask<ScaledPixels>,
|
||||
|
@ -570,8 +476,6 @@ impl From<Underline> for Primitive {
|
|||
#[derive(Debug, Clone, Eq, PartialEq)]
|
||||
#[repr(C)]
|
||||
pub(crate) struct Shadow {
|
||||
pub view_id: ViewId,
|
||||
pub layer_id: LayerId,
|
||||
pub order: DrawOrder,
|
||||
pub bounds: Bounds<ScaledPixels>,
|
||||
pub corner_radii: Corners<ScaledPixels>,
|
||||
|
@ -602,8 +506,6 @@ impl From<Shadow> for Primitive {
|
|||
#[derive(Clone, Debug, Eq, PartialEq)]
|
||||
#[repr(C)]
|
||||
pub(crate) struct MonochromeSprite {
|
||||
pub view_id: ViewId,
|
||||
pub layer_id: LayerId,
|
||||
pub order: DrawOrder,
|
||||
pub bounds: Bounds<ScaledPixels>,
|
||||
pub content_mask: ContentMask<ScaledPixels>,
|
||||
|
@ -635,8 +537,6 @@ impl From<MonochromeSprite> for Primitive {
|
|||
#[derive(Clone, Debug, Eq, PartialEq)]
|
||||
#[repr(C)]
|
||||
pub(crate) struct PolychromeSprite {
|
||||
pub view_id: ViewId,
|
||||
pub layer_id: LayerId,
|
||||
pub order: DrawOrder,
|
||||
pub bounds: Bounds<ScaledPixels>,
|
||||
pub content_mask: ContentMask<ScaledPixels>,
|
||||
|
@ -669,8 +569,6 @@ impl From<PolychromeSprite> for Primitive {
|
|||
|
||||
#[derive(Clone, Debug, Eq, PartialEq)]
|
||||
pub(crate) struct Surface {
|
||||
pub view_id: ViewId,
|
||||
pub layer_id: LayerId,
|
||||
pub order: DrawOrder,
|
||||
pub bounds: Bounds<ScaledPixels>,
|
||||
pub content_mask: ContentMask<ScaledPixels>,
|
||||
|
@ -700,11 +598,9 @@ impl From<Surface> for Primitive {
|
|||
pub(crate) struct PathId(pub(crate) usize);
|
||||
|
||||
/// A line made up of a series of vertices and control points.
|
||||
#[derive(Debug)]
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct Path<P: Clone + Default + Debug> {
|
||||
pub(crate) id: PathId,
|
||||
pub(crate) view_id: ViewId,
|
||||
layer_id: LayerId,
|
||||
order: DrawOrder,
|
||||
pub(crate) bounds: Bounds<P>,
|
||||
pub(crate) content_mask: ContentMask<P>,
|
||||
|
@ -720,8 +616,6 @@ impl Path<Pixels> {
|
|||
pub fn new(start: Point<Pixels>) -> Self {
|
||||
Self {
|
||||
id: PathId(0),
|
||||
view_id: ViewId::default(),
|
||||
layer_id: LayerId::default(),
|
||||
order: DrawOrder::default(),
|
||||
vertices: Vec::new(),
|
||||
start,
|
||||
|
@ -740,8 +634,6 @@ impl Path<Pixels> {
|
|||
pub fn scale(&self, factor: f32) -> Path<ScaledPixels> {
|
||||
Path {
|
||||
id: self.id,
|
||||
view_id: self.view_id,
|
||||
layer_id: self.layer_id,
|
||||
order: self.order,
|
||||
bounds: self.bounds.scale(factor),
|
||||
content_mask: self.content_mask.scale(factor),
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue