Add support for dashed borders to GPUI (#27139)
Features: * Scales dash spacing with border width. * Laying out dashes around rounded corners. * Varying border widths with rounded corners - now uses an ellipse for the inner edge of the border. * When there are no rounded corners, each straight border is laid out separately, so that the dashes to meet at the corners. * All sides of each dash are antialiased.   Release Notes: - N/A --------- Co-authored-by: Michael Sloan <michael@zed.dev> Co-authored-by: Ben <ben@zed.dev>
This commit is contained in:
parent
2fe2028e20
commit
cd1e56d6c7
14 changed files with 869 additions and 159 deletions
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@ -35,9 +35,9 @@ use git::{blame::BlameEntry, status::FileStatus, Oid};
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use gpui::{
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anchored, deferred, div, fill, linear_color_stop, linear_gradient, outline, point, px, quad,
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relative, size, solid_background, transparent_black, Action, AnyElement, App, AvailableSpace,
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Axis, Bounds, ClickEvent, ClipboardItem, ContentMask, Context, Corner, Corners, CursorStyle,
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DispatchPhase, Edges, Element, ElementInputHandler, Entity, Focusable as _, FontId,
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GlobalElementId, Hitbox, Hsla, InteractiveElement, IntoElement, Keystroke, Length,
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Axis, BorderStyle, Bounds, ClickEvent, ClipboardItem, ContentMask, Context, Corner, Corners,
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CursorStyle, DispatchPhase, Edges, Element, ElementInputHandler, Entity, Focusable as _,
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FontId, GlobalElementId, Hitbox, Hsla, InteractiveElement, IntoElement, Keystroke, Length,
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ModifiersChangedEvent, MouseButton, MouseDownEvent, MouseMoveEvent, MouseUpEvent, PaintQuad,
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ParentElement, Pixels, ScrollDelta, ScrollWheelEvent, ShapedLine, SharedString, Size,
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StatefulInteractiveElement, Style, Styled, Subscription, TextRun, TextStyleRefinement, Window,
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@ -4549,6 +4549,7 @@ impl EditorElement {
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flattened_background_color,
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Edges::default(),
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transparent_black(),
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BorderStyle::default(),
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));
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} else {
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let flattened_unstaged_background_color = cx
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@ -4563,6 +4564,7 @@ impl EditorElement {
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flattened_unstaged_background_color,
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Edges::all(Pixels(1.0)),
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flattened_background_color,
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BorderStyle::Solid,
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));
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}
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}
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@ -4927,6 +4929,7 @@ impl EditorElement {
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left: Pixels::ZERO,
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},
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cx.theme().colors().scrollbar_track_border,
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BorderStyle::Solid,
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));
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window.paint_quad(quad(
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@ -4940,6 +4943,7 @@ impl EditorElement {
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left: ScrollbarLayout::BORDER_WIDTH,
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},
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cx.theme().colors().scrollbar_thumb_border,
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BorderStyle::Solid,
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));
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})
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}
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@ -5075,6 +5079,7 @@ impl EditorElement {
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left: ScrollbarLayout::BORDER_WIDTH,
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},
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cx.theme().colors().scrollbar_track_border,
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BorderStyle::Solid,
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));
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let fast_markers =
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@ -5100,6 +5105,7 @@ impl EditorElement {
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left: ScrollbarLayout::BORDER_WIDTH,
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},
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cx.theme().colors().scrollbar_thumb_border,
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BorderStyle::Solid,
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));
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});
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}
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@ -8063,6 +8069,7 @@ impl ScrollbarLayout {
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pixel_range.color,
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Edges::default(),
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Hsla::transparent_black(),
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BorderStyle::default(),
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));
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}
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@ -8296,7 +8303,7 @@ impl CursorLayout {
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//Draw background or border quad
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let cursor = if matches!(self.shape, CursorShape::Hollow) {
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outline(bounds, self.color)
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outline(bounds, self.color, BorderStyle::Solid)
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} else {
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fill(bounds, self.color)
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};
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@ -136,6 +136,7 @@ mod macos {
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"Underline".into(),
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"UnderlineInputIndex".into(),
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"Quad".into(),
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"BorderStyle".into(),
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"SpriteInputIndex".into(),
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"MonochromeSprite".into(),
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"PolychromeSprite".into(),
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@ -27,12 +27,61 @@ impl Render for HelloWorld {
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div()
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.flex()
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.gap_2()
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.child(div().size_8().bg(gpui::red()))
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.child(div().size_8().bg(gpui::green()))
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.child(div().size_8().bg(gpui::blue()))
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.child(div().size_8().bg(gpui::yellow()))
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.child(div().size_8().bg(gpui::black()))
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.child(div().size_8().bg(gpui::white())),
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.child(
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div()
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.size_8()
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.bg(gpui::red())
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.border_1()
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.border_dashed()
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.rounded_md()
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.border_color(gpui::white()),
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)
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.child(
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div()
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.size_8()
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.bg(gpui::green())
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.border_1()
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.border_dashed()
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.rounded_md()
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.border_color(gpui::white()),
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)
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.child(
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div()
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.size_8()
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.bg(gpui::blue())
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.border_1()
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.border_dashed()
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.rounded_md()
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.border_color(gpui::white()),
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)
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.child(
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div()
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.size_8()
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.bg(gpui::yellow())
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.border_1()
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.border_dashed()
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.rounded_md()
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.border_color(gpui::white()),
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)
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.child(
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div()
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.size_8()
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.bg(gpui::black())
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.border_1()
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.border_dashed()
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.rounded_md()
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.rounded_md()
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.border_color(gpui::white()),
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)
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.child(
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div()
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.size_8()
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.bg(gpui::white())
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.border_1()
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.border_dashed()
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.rounded_md()
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.border_color(gpui::black()),
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),
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)
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}
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}
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@ -52,5 +101,6 @@ fn main() {
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},
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)
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.unwrap();
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cx.activate(true);
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});
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}
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@ -1662,7 +1662,7 @@ impl Interactivity {
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window: &mut Window,
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cx: &mut App,
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) {
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use crate::TextAlign;
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use crate::{BorderStyle, TextAlign};
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if global_id.is_some()
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&& (style.debug || style.debug_below || cx.has_global::<crate::DebugBelow>())
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@ -1753,6 +1753,7 @@ impl Interactivity {
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},
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},
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crate::red(),
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BorderStyle::default(),
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))
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}
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}
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@ -1,3 +1,33 @@
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/* Functions useful for debugging:
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// A heat map color for debugging (blue -> cyan -> green -> yellow -> red).
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fn heat_map_color(value: f32, minValue: f32, maxValue: f32, position: vec2<f32>) -> vec4<f32> {
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// Normalize value to 0-1 range
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let t = clamp((value - minValue) / (maxValue - minValue), 0.0, 1.0);
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// Heat map color calculation
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let r = t * t;
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let g = 4.0 * t * (1.0 - t);
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let b = (1.0 - t) * (1.0 - t);
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let heat_color = vec3<f32>(r, g, b);
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// Create a checkerboard pattern (black and white)
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let sum = floor(position.x / 3) + floor(position.y / 3);
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let is_odd = fract(sum * 0.5); // 0.0 for even, 0.5 for odd
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let checker_value = is_odd * 2.0; // 0.0 for even, 1.0 for odd
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let checker_color = vec3<f32>(checker_value);
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// Determine if value is in range (1.0 if in range, 0.0 if out of range)
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let in_range = step(minValue, value) * step(value, maxValue);
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// Mix checkerboard and heat map based on whether value is in range
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let final_color = mix(checker_color, heat_color, in_range);
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return vec4<f32>(final_color, 1.0);
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}
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*/
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struct GlobalParams {
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viewport_size: vec2<f32>,
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premultiplied_alpha: u32,
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@ -240,15 +270,16 @@ fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -
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return integral.y - integral.x;
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}
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fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
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if (point.x < 0.0) {
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if (point.y < 0.0) {
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// Selects corner radius based on quadrant.
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fn pick_corner_radius(center_to_point: vec2<f32>, radii: Corners) -> f32 {
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if (center_to_point.x < 0.0) {
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if (center_to_point.y < 0.0) {
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return radii.top_left;
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} else {
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return radii.bottom_left;
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}
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} else {
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if (point.y < 0.0) {
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if (center_to_point.y < 0.0) {
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return radii.top_right;
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} else {
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return radii.bottom_right;
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@ -256,15 +287,36 @@ fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
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}
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}
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// Signed distance of the point to the quad's border - positive outside the
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// border, and negative inside.
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//
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// See comments on similar code using `quad_sdf_impl` in `fs_quad` for
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// explanation.
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fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 {
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let half_size = bounds.size / 2.0;
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let center = bounds.origin + half_size;
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let center_to_point = point - center;
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let corner_radius = pick_corner_radius(center_to_point, corner_radii);
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let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
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return length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
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min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
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corner_radius;
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let corner_to_point = abs(center_to_point) - half_size;
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let corner_center_to_point = corner_to_point + corner_radius;
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return quad_sdf_impl(corner_center_to_point, corner_radius);
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}
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fn quad_sdf_impl(corner_center_to_point: vec2<f32>, corner_radius: f32) -> f32 {
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if (corner_radius == 0.0) {
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// Fast path for unrounded corners.
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return max(corner_center_to_point.x, corner_center_to_point.y);
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} else {
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// Signed distance of the point from a quad that is inset by corner_radius.
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// It is negative inside this quad, and positive outside.
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let signed_distance_to_inset_quad =
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// 0 inside the inset quad, and positive outside.
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length(max(vec2<f32>(0.0), corner_center_to_point)) +
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// 0 outside the inset quad, and negative inside.
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min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
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return signed_distance_to_inset_quad - corner_radius;
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}
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}
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// Abstract away the final color transformation based on the
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@ -386,7 +438,7 @@ fn gradient_color(background: Background, position: vec2<f32>, bounds: Bounds,
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struct Quad {
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order: u32,
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pad: u32,
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border_style: u32,
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bounds: Bounds,
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content_mask: Bounds,
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background: Background,
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@ -438,54 +490,342 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
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}
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let quad = b_quads[input.quad_id];
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let half_size = quad.bounds.size / 2.0;
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let center = quad.bounds.origin + half_size;
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let center_to_point = input.position.xy - center;
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let background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
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input.background_solid, input.background_color0, input.background_color1);
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// Fast path when the quad is not rounded and doesn't have any border.
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if (quad.corner_radii.top_left == 0.0 && quad.corner_radii.bottom_left == 0.0 &&
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let unrounded = quad.corner_radii.top_left == 0.0 &&
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quad.corner_radii.bottom_left == 0.0 &&
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quad.corner_radii.top_right == 0.0 &&
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quad.corner_radii.bottom_right == 0.0 && quad.border_widths.top == 0.0 &&
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quad.border_widths.left == 0.0 && quad.border_widths.right == 0.0 &&
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quad.border_widths.bottom == 0.0) {
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quad.corner_radii.bottom_right == 0.0;
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// Fast path when the quad is not rounded and doesn't have any border
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if (quad.border_widths.top == 0.0 &&
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quad.border_widths.left == 0.0 &&
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quad.border_widths.right == 0.0 &&
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quad.border_widths.bottom == 0.0 &&
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unrounded) {
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return blend_color(background_color, 1.0);
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}
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let size = quad.bounds.size;
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let half_size = size / 2.0;
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let point = input.position.xy - quad.bounds.origin;
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let center_to_point = point - half_size;
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// Signed distance field threshold for inclusion of pixels. Use of 0.5
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// instead of 1.0 causes the width of rounded borders to appear more
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// consistent with straight borders.
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let antialias_threshold = 0.5;
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// Radius of the nearest corner
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let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
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let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
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let distance =
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length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
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min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
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corner_radius;
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let vertical_border = select(quad.border_widths.left, quad.border_widths.right, center_to_point.x > 0.0);
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let horizontal_border = select(quad.border_widths.top, quad.border_widths.bottom, center_to_point.y > 0.0);
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let inset_size = half_size - corner_radius - vec2<f32>(vertical_border, horizontal_border);
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let point_to_inset_corner = abs(center_to_point) - inset_size;
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// Width of the nearest borders
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let border = vec2<f32>(
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select(
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quad.border_widths.right,
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quad.border_widths.left,
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center_to_point.x < 0.0),
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select(
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quad.border_widths.bottom,
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quad.border_widths.top,
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center_to_point.y < 0.0));
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var border_width = 0.0;
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if (point_to_inset_corner.x < 0.0 && point_to_inset_corner.y < 0.0) {
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border_width = 0.0;
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} else if (point_to_inset_corner.y > point_to_inset_corner.x) {
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border_width = horizontal_border;
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} else {
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border_width = vertical_border;
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// Vector from the corner of the quad bounds to the point, after mirroring
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// the point into the bottom right quadrant. Both components are <= 0.
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let corner_to_point = abs(center_to_point) - half_size;
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// Vector from the point to the center of the rounded corner's circle, also
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// mirrored into bottom right quadrant.
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let corner_center_to_point = corner_to_point + corner_radius;
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// Whether the nearest point on the border is rounded
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let is_near_rounded_corner =
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corner_center_to_point.x >= 0 &&
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corner_center_to_point.y >= 0;
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// Vector from straight border inner corner to point.
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let straight_border_inner_corner_to_point = corner_to_point + border;
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// Whether the point is beyond the inner edge of the straight border.
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let is_beyond_inner_straight_border =
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straight_border_inner_corner_to_point.x > 0 ||
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straight_border_inner_corner_to_point.y > 0;
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// Whether the point is far enough inside the straight border such that
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// pixels are not affected by it.
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let is_within_inner_straight_border =
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straight_border_inner_corner_to_point.x < -antialias_threshold &&
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straight_border_inner_corner_to_point.y < -antialias_threshold;
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// Fast path for points that must be part of the background.
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//
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// This could be optimized further for large rounded corners by including
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// points in an inscribed rectangle, or some other quick linear check.
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// However, that might negatively impact performance in the case of
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// reasonable sizes for rounded corners.
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if (is_within_inner_straight_border && !is_near_rounded_corner) {
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return blend_color(background_color, 1.0);
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}
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// Signed distance of the point to the outside edge of the quad's border. It
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// is positive outside this edge, and negative inside.
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let outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
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// Approximate signed distance of the point to the inside edge of the quad's
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// border. It is negative outside this edge (within the border), and
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// positive inside.
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//
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// This is not always an accurate signed distance:
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// * The rounded portions with varying border width use an approximation of
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// nearest-point-on-ellipse.
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// * When it is quickly known to be outside the edge, -1.0 is used.
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var inner_sdf = 0.0;
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if (corner_center_to_point.x <= 0 || corner_center_to_point.y <= 0) {
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// Fast paths for straight borders.
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inner_sdf = -max(straight_border_inner_corner_to_point.x,
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straight_border_inner_corner_to_point.y);
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} else if (is_beyond_inner_straight_border) {
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// Fast path for points that must be outside the inner edge.
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inner_sdf = -1.0;
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} else if (border.x == border.y) {
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// Fast path for circular inner edge.
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inner_sdf = -(outer_sdf + border.x);
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} else {
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let ellipse_radii = max(vec2<f32>(0.0), corner_radius - border);
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inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
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}
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|
||||
// Negative when inside the border
|
||||
let border_sdf = max(inner_sdf, outer_sdf);
|
||||
|
||||
var color = background_color;
|
||||
if (border_width > 0.0) {
|
||||
let inset_distance = distance + border_width;
|
||||
if (border_sdf < antialias_threshold) {
|
||||
var border_color = input.border_color;
|
||||
|
||||
// Dashed border logic when border_style == 1
|
||||
if (quad.border_style == 1) {
|
||||
// Position in "dash space", where each dash period has length 1
|
||||
var t = 0.0;
|
||||
|
||||
// Total number of dash periods, so that the dash spacing can be
|
||||
// adjusted to evenly divide it
|
||||
var max_t = 0.0;
|
||||
|
||||
// Since border width affects the dash size, the density of dashes
|
||||
// varies, and this is indicated by dash_velocity. It has units
|
||||
// (dash period / pixel). So a dash velocity of (1 / 10) is 1 dash
|
||||
// every 10 pixels.
|
||||
var dash_velocity = 0.0;
|
||||
|
||||
// Dash pattern: (2 * border width) dash, (1 * border width) gap
|
||||
let dash_length_per_width = 2.0;
|
||||
let dash_gap_per_width = 1.0;
|
||||
let dash_period_per_width = dash_length_per_width + dash_gap_per_width;
|
||||
|
||||
// Dividing this by the border width gives the dash velocity
|
||||
let dv_numerator = 1.0 / dash_period_per_width;
|
||||
|
||||
if (unrounded) {
|
||||
// When corners aren't rounded, the dashes are separately laid
|
||||
// out on each straight line, rather than around the whole
|
||||
// perimeter. This way each line starts and ends with a dash.
|
||||
let is_horizontal =
|
||||
corner_center_to_point.x <
|
||||
corner_center_to_point.y;
|
||||
let border_width = select(border.y, border.x, is_horizontal);
|
||||
dash_velocity = dv_numerator / border_width;
|
||||
t = select(point.y, point.x, is_horizontal) * dash_velocity;
|
||||
max_t = select(size.y, size.x, is_horizontal) * dash_velocity;
|
||||
} else {
|
||||
// When corners are rounded, the dashes are laid out around the
|
||||
// whole perimeter.
|
||||
|
||||
let r_tr = quad.corner_radii.top_right;
|
||||
let r_br = quad.corner_radii.bottom_right;
|
||||
let r_bl = quad.corner_radii.bottom_left;
|
||||
let r_tl = quad.corner_radii.top_left;
|
||||
|
||||
let w_t = quad.border_widths.top;
|
||||
let w_r = quad.border_widths.right;
|
||||
let w_b = quad.border_widths.bottom;
|
||||
let w_l = quad.border_widths.left;
|
||||
|
||||
// Straight side dash velocities
|
||||
let dv_t = select(dv_numerator / w_t, 0.0, w_t <= 0.0);
|
||||
let dv_r = select(dv_numerator / w_r, 0.0, w_r <= 0.0);
|
||||
let dv_b = select(dv_numerator / w_b, 0.0, w_b <= 0.0);
|
||||
let dv_l = select(dv_numerator / w_l, 0.0, w_l <= 0.0);
|
||||
|
||||
// Straight side lengths in dash space
|
||||
let s_t = (size.x - r_tl - r_tr) * dv_t;
|
||||
let s_r = (size.y - r_tr - r_br) * dv_r;
|
||||
let s_b = (size.x - r_br - r_bl) * dv_b;
|
||||
let s_l = (size.y - r_bl - r_tl) * dv_l;
|
||||
|
||||
let corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
|
||||
let corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
|
||||
let corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
|
||||
let corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
|
||||
|
||||
// Corner lengths in dash space
|
||||
let c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
|
||||
let c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
|
||||
let c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
|
||||
let c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
|
||||
|
||||
// Cumulative dash space upto each segment
|
||||
let upto_tr = s_t;
|
||||
let upto_r = upto_tr + c_tr;
|
||||
let upto_br = upto_r + s_r;
|
||||
let upto_b = upto_br + c_br;
|
||||
let upto_bl = upto_b + s_b;
|
||||
let upto_l = upto_bl + c_bl;
|
||||
let upto_tl = upto_l + s_l;
|
||||
max_t = upto_tl + c_tl;
|
||||
|
||||
if (is_near_rounded_corner) {
|
||||
let radians = atan2(corner_center_to_point.y,
|
||||
corner_center_to_point.x);
|
||||
let corner_t = radians * corner_radius;
|
||||
|
||||
if (center_to_point.x >= 0.0) {
|
||||
if (center_to_point.y < 0.0) {
|
||||
dash_velocity = corner_dash_velocity_tr;
|
||||
t = upto_r - corner_t * dash_velocity;
|
||||
} else {
|
||||
dash_velocity = corner_dash_velocity_br;
|
||||
t = upto_br + corner_t * dash_velocity;
|
||||
}
|
||||
} else {
|
||||
if (center_to_point.y >= 0.0) {
|
||||
dash_velocity = corner_dash_velocity_bl;
|
||||
t = upto_l - corner_t * dash_velocity;
|
||||
} else {
|
||||
dash_velocity = corner_dash_velocity_tl;
|
||||
t = upto_tl + corner_t * dash_velocity;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Straight borders
|
||||
let is_horizontal =
|
||||
corner_center_to_point.x <
|
||||
corner_center_to_point.y;
|
||||
if (is_horizontal) {
|
||||
if (center_to_point.y < 0.0) {
|
||||
dash_velocity = dv_t;
|
||||
t = (point.x - r_tl) * dash_velocity;
|
||||
} else {
|
||||
dash_velocity = dv_b;
|
||||
t = upto_bl - (point.x - r_bl) * dash_velocity;
|
||||
}
|
||||
} else {
|
||||
if (center_to_point.x < 0.0) {
|
||||
dash_velocity = dv_l;
|
||||
t = upto_tl - (point.y - r_tl) * dash_velocity;
|
||||
} else {
|
||||
dash_velocity = dv_r;
|
||||
t = upto_r + (point.y - r_tr) * dash_velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let dash_length = dash_length_per_width / dash_period_per_width;
|
||||
let desired_dash_gap = dash_gap_per_width / dash_period_per_width;
|
||||
|
||||
// Straight borders should start and end with a dash, so max_t is
|
||||
// reduced to cause this.
|
||||
max_t -= select(0.0, dash_length, unrounded);
|
||||
if (max_t >= 1.0) {
|
||||
// Adjust dash gap to evenly divide max_t.
|
||||
let dash_count = floor(max_t);
|
||||
let dash_period = max_t / dash_count;
|
||||
border_color.a *= dash_alpha(
|
||||
t,
|
||||
dash_period,
|
||||
dash_length,
|
||||
dash_velocity,
|
||||
antialias_threshold);
|
||||
} else if (unrounded) {
|
||||
// When there isn't enough space for the full gap between the
|
||||
// two start / end dashes of a straight border, reduce gap to
|
||||
// make them fit.
|
||||
let dash_gap = max_t - dash_length;
|
||||
if (dash_gap > 0.0) {
|
||||
let dash_period = dash_length + dash_gap;
|
||||
border_color.a *= dash_alpha(
|
||||
t,
|
||||
dash_period,
|
||||
dash_length,
|
||||
dash_velocity,
|
||||
antialias_threshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Blend the border on top of the background and then linearly interpolate
|
||||
// between the two as we slide inside the background.
|
||||
let blended_border = over(background_color, input.border_color);
|
||||
color = mix(blended_border, background_color,
|
||||
saturate(0.5 - inset_distance));
|
||||
let blended_border = over(background_color, border_color);
|
||||
color = mix(background_color, blended_border,
|
||||
saturate(antialias_threshold - inner_sdf));
|
||||
}
|
||||
|
||||
return blend_color(color, saturate(0.5 - distance));
|
||||
return blend_color(color, saturate(antialias_threshold - outer_sdf));
|
||||
}
|
||||
|
||||
// Returns the dash velocity of a corner given the dash velocity of the two
|
||||
// sides, by returning the slower velocity (larger dashes).
|
||||
//
|
||||
// Since 0 is used for dash velocity when the border width is 0 (instead of
|
||||
// +inf), this returns the other dash velocity in that case.
|
||||
//
|
||||
// An alternative to this might be to appropriately interpolate the dash
|
||||
// velocity around the corner, but that seems overcomplicated.
|
||||
fn corner_dash_velocity(dv1: f32, dv2: f32) -> f32 {
|
||||
if (dv1 == 0.0) {
|
||||
return dv2;
|
||||
} else if (dv2 == 0.0) {
|
||||
return dv1;
|
||||
} else {
|
||||
return min(dv1, dv2);
|
||||
}
|
||||
}
|
||||
|
||||
// Returns alpha used to render antialiased dashes.
|
||||
// `t` is within the dash when `fmod(t, period) < length`.
|
||||
fn dash_alpha(t: f32, period: f32, length: f32, dash_velocity: f32, antialias_threshold: f32) -> f32 {
|
||||
let half_period = period / 2;
|
||||
let half_length = length / 2;
|
||||
// Value in [-half_period, half_period].
|
||||
// The dash is in [-half_length, half_length].
|
||||
let centered = fmod(t + half_period - half_length, period) - half_period;
|
||||
// Signed distance for the dash, negative values are inside the dash.
|
||||
let signed_distance = abs(centered) - half_length;
|
||||
// Antialiased alpha based on the signed distance.
|
||||
return saturate(antialias_threshold - signed_distance / dash_velocity);
|
||||
}
|
||||
|
||||
// This approximates distance to the nearest point to a quarter ellipse in a way
|
||||
// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
|
||||
// The components of `point` are expected to be positive.
|
||||
//
|
||||
// Negative on the outside and positive on the inside.
|
||||
fn quarter_ellipse_sdf(point: vec2<f32>, radii: vec2<f32>) -> f32 {
|
||||
// Scale the space to treat the ellipse like a unit circle.
|
||||
let circle_vec = point / radii;
|
||||
let unit_circle_sdf = length(circle_vec) - 1.0;
|
||||
// Approximate up-scaling of the length by using the average of the radii.
|
||||
//
|
||||
// TODO: A better solution would be to use the gradient of the implicit
|
||||
// function for an ellipse to approximate a scaling factor.
|
||||
return unit_circle_sdf * (radii.x + radii.y) * -0.5;
|
||||
}
|
||||
|
||||
// Modulus that has the same sign as `a`.
|
||||
fn fmod(a: f32, b: f32) -> f32 {
|
||||
return a - b * trunc(a / b);
|
||||
}
|
||||
|
||||
// --- shadows --- //
|
||||
|
|
|
@ -18,8 +18,14 @@ float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
|
|||
constant Size_DevicePixels *atlas_size);
|
||||
float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
|
||||
Bounds_ScaledPixels clip_bounds);
|
||||
float corner_dash_velocity(float dv1, float dv2);
|
||||
float dash_alpha(float t, float period, float length, float dash_velocity,
|
||||
float antialias_threshold);
|
||||
float quarter_ellipse_sdf(float2 point, float2 radii);
|
||||
float pick_corner_radius(float2 center_to_point, Corners_ScaledPixels corner_radii);
|
||||
float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
|
||||
Corners_ScaledPixels corner_radii);
|
||||
float quad_sdf_impl(float2 center_to_point, float corner_radius);
|
||||
float gaussian(float x, float sigma);
|
||||
float2 erf(float2 x);
|
||||
float blur_along_x(float x, float y, float sigma, float corner,
|
||||
|
@ -93,69 +99,314 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
|
|||
constant Quad *quads
|
||||
[[buffer(QuadInputIndex_Quads)]]) {
|
||||
Quad quad = quads[input.quad_id];
|
||||
float2 half_size = float2(quad.bounds.size.width, quad.bounds.size.height) / 2.;
|
||||
float2 center = float2(quad.bounds.origin.x, quad.bounds.origin.y) + half_size;
|
||||
float2 center_to_point = input.position.xy - center;
|
||||
float4 color = fill_color(quad.background, input.position.xy, quad.bounds,
|
||||
float4 background_color = fill_color(quad.background, input.position.xy, quad.bounds,
|
||||
input.background_solid, input.background_color0, input.background_color1);
|
||||
|
||||
// Fast path when the quad is not rounded and doesn't have any border.
|
||||
if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. &&
|
||||
quad.corner_radii.top_right == 0. &&
|
||||
quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. &&
|
||||
quad.border_widths.left == 0. && quad.border_widths.right == 0. &&
|
||||
quad.border_widths.bottom == 0.) {
|
||||
return color;
|
||||
bool unrounded = quad.corner_radii.top_left == 0.0 &&
|
||||
quad.corner_radii.bottom_left == 0.0 &&
|
||||
quad.corner_radii.top_right == 0.0 &&
|
||||
quad.corner_radii.bottom_right == 0.0;
|
||||
|
||||
// Fast path when the quad is not rounded and doesn't have any border
|
||||
if (quad.border_widths.top == 0.0 &&
|
||||
quad.border_widths.left == 0.0 &&
|
||||
quad.border_widths.right == 0.0 &&
|
||||
quad.border_widths.bottom == 0.0 &&
|
||||
unrounded) {
|
||||
return background_color;
|
||||
}
|
||||
|
||||
float corner_radius;
|
||||
if (center_to_point.x < 0.) {
|
||||
if (center_to_point.y < 0.) {
|
||||
corner_radius = quad.corner_radii.top_left;
|
||||
} else {
|
||||
corner_radius = quad.corner_radii.bottom_left;
|
||||
}
|
||||
float2 size = float2(quad.bounds.size.width, quad.bounds.size.height);
|
||||
float2 half_size = size / 2.0;
|
||||
float2 point = input.position.xy - float2(quad.bounds.origin.x, quad.bounds.origin.y);
|
||||
float2 center_to_point = point - half_size;
|
||||
|
||||
// Signed distance field threshold for inclusion of pixels
|
||||
const float antialias_threshold = 0.5;
|
||||
|
||||
// Radius of the nearest corner
|
||||
float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
|
||||
|
||||
// Width of the nearest borders
|
||||
float2 border = float2(
|
||||
center_to_point.x < 0.0 ? quad.border_widths.left : quad.border_widths.right,
|
||||
center_to_point.y < 0.0 ? quad.border_widths.top : quad.border_widths.bottom
|
||||
);
|
||||
|
||||
// Vector from the corner of the quad bounds to the point, after mirroring
|
||||
// the point into the bottom right quadrant. Both components are <= 0.
|
||||
float2 corner_to_point = fabs(center_to_point) - half_size;
|
||||
|
||||
// Vector from the point to the center of the rounded corner's circle, also
|
||||
// mirrored into bottom right quadrant.
|
||||
float2 corner_center_to_point = corner_to_point + corner_radius;
|
||||
|
||||
// Whether the nearest point on the border is rounded
|
||||
bool is_near_rounded_corner =
|
||||
corner_center_to_point.x >= 0.0 &&
|
||||
corner_center_to_point.y >= 0.0;
|
||||
|
||||
// Vector from straight border inner corner to point
|
||||
float2 straight_border_inner_corner_to_point = corner_to_point + border;
|
||||
|
||||
// Whether the point is beyond the inner edge of the straight border
|
||||
bool is_beyond_inner_straight_border =
|
||||
straight_border_inner_corner_to_point.x > 0.0 ||
|
||||
straight_border_inner_corner_to_point.y > 0.0;
|
||||
|
||||
// Whether the point is far enough inside the straight border such that
|
||||
// pixels are not affected by it
|
||||
bool is_within_inner_straight_border =
|
||||
straight_border_inner_corner_to_point.x < -antialias_threshold &&
|
||||
straight_border_inner_corner_to_point.y < -antialias_threshold;
|
||||
|
||||
// Fast path for points that must be part of the background
|
||||
if (is_within_inner_straight_border && !is_near_rounded_corner) {
|
||||
return background_color;
|
||||
}
|
||||
|
||||
// Signed distance of the point to the outside edge of the quad's border
|
||||
float outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
|
||||
|
||||
// Approximate signed distance of the point to the inside edge of the quad's
|
||||
// border. It is negative outside this edge (within the border), and
|
||||
// positive inside.
|
||||
//
|
||||
// This is not always an accurate signed distance:
|
||||
// * The rounded portions with varying border width use an approximation of
|
||||
// nearest-point-on-ellipse.
|
||||
// * When it is quickly known to be outside the edge, -1.0 is used.
|
||||
float inner_sdf = 0.0;
|
||||
if (corner_center_to_point.x <= 0.0 || corner_center_to_point.y <= 0.0) {
|
||||
// Fast paths for straight borders
|
||||
inner_sdf = -max(straight_border_inner_corner_to_point.x,
|
||||
straight_border_inner_corner_to_point.y);
|
||||
} else if (is_beyond_inner_straight_border) {
|
||||
// Fast path for points that must be outside the inner edge
|
||||
inner_sdf = -1.0;
|
||||
} else if (border.x == border.y) {
|
||||
// Fast path for circular inner edge.
|
||||
inner_sdf = -(outer_sdf + border.x);
|
||||
} else {
|
||||
if (center_to_point.y < 0.) {
|
||||
corner_radius = quad.corner_radii.top_right;
|
||||
} else {
|
||||
corner_radius = quad.corner_radii.bottom_right;
|
||||
float2 ellipse_radii = max(float2(0.0), float2(corner_radius) - border);
|
||||
inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
|
||||
}
|
||||
|
||||
// Negative when inside the border
|
||||
float border_sdf = max(inner_sdf, outer_sdf);
|
||||
|
||||
float4 color = background_color;
|
||||
if (border_sdf < antialias_threshold) {
|
||||
float4 border_color = input.border_color;
|
||||
|
||||
// Dashed border logic when border_style == 1
|
||||
if (quad.border_style == 1) {
|
||||
// Position in "dash space", where each dash period has length 1
|
||||
float t = 0.0;
|
||||
|
||||
// Total number of dash periods, so that the dash spacing can be
|
||||
// adjusted to evenly divide it
|
||||
float max_t = 0.0;
|
||||
|
||||
// Since border width affects the dash size, the density of dashes
|
||||
// varies, and this is indicated by dash_velocity. It has units
|
||||
// (dash period / pixel). So a dash velocity of (1 / 10) is 1 dash
|
||||
// every 10 pixels.
|
||||
float dash_velocity = 0.0;
|
||||
|
||||
// Dash pattern: (2 * border width) dash, (1 * border width) gap
|
||||
const float dash_length_per_width = 2.0;
|
||||
const float dash_gap_per_width = 1.0;
|
||||
const float dash_period_per_width = dash_length_per_width + dash_gap_per_width;
|
||||
|
||||
// Dividing this by the border width gives the dash velocity
|
||||
const float dv_numerator = 1.0 / dash_period_per_width;
|
||||
|
||||
if (unrounded) {
|
||||
// When corners aren't rounded, the dashes are separately laid
|
||||
// out on each straight line, rather than around the whole
|
||||
// perimeter. This way each line starts and ends with a dash.
|
||||
bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
|
||||
float border_width = is_horizontal ? border.x : border.y;
|
||||
dash_velocity = dv_numerator / border_width;
|
||||
t = is_horizontal ? point.x : point.y;
|
||||
t *= dash_velocity;
|
||||
max_t = is_horizontal ? size.x : size.y;
|
||||
max_t *= dash_velocity;
|
||||
} else {
|
||||
// When corners are rounded, the dashes are laid out around the
|
||||
// whole perimeter.
|
||||
|
||||
float r_tr = quad.corner_radii.top_right;
|
||||
float r_br = quad.corner_radii.bottom_right;
|
||||
float r_bl = quad.corner_radii.bottom_left;
|
||||
float r_tl = quad.corner_radii.top_left;
|
||||
|
||||
float w_t = quad.border_widths.top;
|
||||
float w_r = quad.border_widths.right;
|
||||
float w_b = quad.border_widths.bottom;
|
||||
float w_l = quad.border_widths.left;
|
||||
|
||||
// Straight side dash velocities
|
||||
float dv_t = w_t <= 0.0 ? 0.0 : dv_numerator / w_t;
|
||||
float dv_r = w_r <= 0.0 ? 0.0 : dv_numerator / w_r;
|
||||
float dv_b = w_b <= 0.0 ? 0.0 : dv_numerator / w_b;
|
||||
float dv_l = w_l <= 0.0 ? 0.0 : dv_numerator / w_l;
|
||||
|
||||
// Straight side lengths in dash space
|
||||
float s_t = (size.x - r_tl - r_tr) * dv_t;
|
||||
float s_r = (size.y - r_tr - r_br) * dv_r;
|
||||
float s_b = (size.x - r_br - r_bl) * dv_b;
|
||||
float s_l = (size.y - r_bl - r_tl) * dv_l;
|
||||
|
||||
float corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
|
||||
float corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
|
||||
float corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
|
||||
float corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
|
||||
|
||||
// Corner lengths in dash space
|
||||
float c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
|
||||
float c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
|
||||
float c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
|
||||
float c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
|
||||
|
||||
// Cumulative dash space upto each segment
|
||||
float upto_tr = s_t;
|
||||
float upto_r = upto_tr + c_tr;
|
||||
float upto_br = upto_r + s_r;
|
||||
float upto_b = upto_br + c_br;
|
||||
float upto_bl = upto_b + s_b;
|
||||
float upto_l = upto_bl + c_bl;
|
||||
float upto_tl = upto_l + s_l;
|
||||
max_t = upto_tl + c_tl;
|
||||
|
||||
if (is_near_rounded_corner) {
|
||||
float radians = atan2(corner_center_to_point.y, corner_center_to_point.x);
|
||||
float corner_t = radians * corner_radius;
|
||||
|
||||
if (center_to_point.x >= 0.0) {
|
||||
if (center_to_point.y < 0.0) {
|
||||
dash_velocity = corner_dash_velocity_tr;
|
||||
t = upto_r - corner_t * dash_velocity;
|
||||
} else {
|
||||
dash_velocity = corner_dash_velocity_br;
|
||||
t = upto_br + corner_t * dash_velocity;
|
||||
}
|
||||
} else {
|
||||
if (center_to_point.y >= 0.0) {
|
||||
dash_velocity = corner_dash_velocity_bl;
|
||||
t = upto_l - corner_t * dash_velocity;
|
||||
} else {
|
||||
dash_velocity = corner_dash_velocity_tl;
|
||||
t = upto_tl + corner_t * dash_velocity;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Straight borders
|
||||
bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
|
||||
if (is_horizontal) {
|
||||
if (center_to_point.y < 0.0) {
|
||||
dash_velocity = dv_t;
|
||||
t = (point.x - r_tl) * dash_velocity;
|
||||
} else {
|
||||
dash_velocity = dv_b;
|
||||
t = upto_bl - (point.x - r_bl) * dash_velocity;
|
||||
}
|
||||
} else {
|
||||
if (center_to_point.x < 0.0) {
|
||||
dash_velocity = dv_l;
|
||||
t = upto_tl - (point.y - r_tl) * dash_velocity;
|
||||
} else {
|
||||
dash_velocity = dv_r;
|
||||
t = upto_r + (point.y - r_tr) * dash_velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float dash_length = dash_length_per_width / dash_period_per_width;
|
||||
float desired_dash_gap = dash_gap_per_width / dash_period_per_width;
|
||||
|
||||
// Straight borders should start and end with a dash, so max_t is
|
||||
// reduced to cause this.
|
||||
max_t -= unrounded ? dash_length : 0.0;
|
||||
if (max_t >= 1.0) {
|
||||
// Adjust dash gap to evenly divide max_t
|
||||
float dash_count = floor(max_t);
|
||||
float dash_period = max_t / dash_count;
|
||||
border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity,
|
||||
antialias_threshold);
|
||||
} else if (unrounded) {
|
||||
// When there isn't enough space for the full gap between the
|
||||
// two start / end dashes of a straight border, reduce gap to
|
||||
// make them fit.
|
||||
float dash_gap = max_t - dash_length;
|
||||
if (dash_gap > 0.0) {
|
||||
float dash_period = dash_length + dash_gap;
|
||||
border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity,
|
||||
antialias_threshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float2 rounded_edge_to_point =
|
||||
fabs(center_to_point) - half_size + corner_radius;
|
||||
float distance =
|
||||
length(max(0., rounded_edge_to_point)) +
|
||||
min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
|
||||
corner_radius;
|
||||
|
||||
float vertical_border = center_to_point.x <= 0. ? quad.border_widths.left
|
||||
: quad.border_widths.right;
|
||||
float horizontal_border = center_to_point.y <= 0. ? quad.border_widths.top
|
||||
: quad.border_widths.bottom;
|
||||
float2 inset_size =
|
||||
half_size - corner_radius - float2(vertical_border, horizontal_border);
|
||||
float2 point_to_inset_corner = fabs(center_to_point) - inset_size;
|
||||
float border_width;
|
||||
if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) {
|
||||
border_width = 0.;
|
||||
} else if (point_to_inset_corner.y > point_to_inset_corner.x) {
|
||||
border_width = horizontal_border;
|
||||
} else {
|
||||
border_width = vertical_border;
|
||||
}
|
||||
|
||||
if (border_width != 0.) {
|
||||
float inset_distance = distance + border_width;
|
||||
// Blend the border on top of the background and then linearly interpolate
|
||||
// between the two as we slide inside the background.
|
||||
float4 blended_border = over(color, input.border_color);
|
||||
color = mix(blended_border, color,
|
||||
saturate(0.5 - inset_distance));
|
||||
float4 blended_border = over(background_color, border_color);
|
||||
color = mix(background_color, blended_border,
|
||||
saturate(antialias_threshold - inner_sdf));
|
||||
}
|
||||
|
||||
return color * float4(1., 1., 1., saturate(0.5 - distance));
|
||||
return color * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
|
||||
}
|
||||
|
||||
// Returns the dash velocity of a corner given the dash velocity of the two
|
||||
// sides, by returning the slower velocity (larger dashes).
|
||||
//
|
||||
// Since 0 is used for dash velocity when the border width is 0 (instead of
|
||||
// +inf), this returns the other dash velocity in that case.
|
||||
//
|
||||
// An alternative to this might be to appropriately interpolate the dash
|
||||
// velocity around the corner, but that seems overcomplicated.
|
||||
float corner_dash_velocity(float dv1, float dv2) {
|
||||
if (dv1 == 0.0) {
|
||||
return dv2;
|
||||
} else if (dv2 == 0.0) {
|
||||
return dv1;
|
||||
} else {
|
||||
return min(dv1, dv2);
|
||||
}
|
||||
}
|
||||
|
||||
// Returns alpha used to render antialiased dashes.
|
||||
// `t` is within the dash when `fmod(t, period) < length`.
|
||||
float dash_alpha(
|
||||
float t, float period, float length, float dash_velocity,
|
||||
float antialias_threshold) {
|
||||
float half_period = period / 2.0;
|
||||
float half_length = length / 2.0;
|
||||
// Value in [-half_period, half_period]
|
||||
// The dash is in [-half_length, half_length]
|
||||
float centered = fmod(t + half_period - half_length, period) - half_period;
|
||||
// Signed distance for the dash, negative values are inside the dash
|
||||
float signed_distance = abs(centered) - half_length;
|
||||
// Antialiased alpha based on the signed distance
|
||||
return saturate(antialias_threshold - signed_distance / dash_velocity);
|
||||
}
|
||||
|
||||
// This approximates distance to the nearest point to a quarter ellipse in a way
|
||||
// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
|
||||
// The components of `point` are expected to be positive.
|
||||
//
|
||||
// Negative on the outside and positive on the inside.
|
||||
float quarter_ellipse_sdf(float2 point, float2 radii) {
|
||||
// Scale the space to treat the ellipse like a unit circle
|
||||
float2 circle_vec = point / radii;
|
||||
float unit_circle_sdf = length(circle_vec) - 1.0;
|
||||
// Approximate up-scaling of the length by using the average of the radii.
|
||||
//
|
||||
// TODO: A better solution would be to use the gradient of the implicit
|
||||
// function for an ellipse to approximate a scaling factor.
|
||||
return unit_circle_sdf * (radii.x + radii.y) * -0.5;
|
||||
}
|
||||
|
||||
struct ShadowVertexOutput {
|
||||
|
@ -720,34 +971,52 @@ float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
|
|||
float2((float)atlas_size->width, (float)atlas_size->height);
|
||||
}
|
||||
|
||||
float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
|
||||
Corners_ScaledPixels corner_radii) {
|
||||
float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
|
||||
float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
|
||||
float2 center_to_point = point - center;
|
||||
float corner_radius;
|
||||
// Selects corner radius based on quadrant.
|
||||
float pick_corner_radius(float2 center_to_point, Corners_ScaledPixels corner_radii) {
|
||||
if (center_to_point.x < 0.) {
|
||||
if (center_to_point.y < 0.) {
|
||||
corner_radius = corner_radii.top_left;
|
||||
return corner_radii.top_left;
|
||||
} else {
|
||||
corner_radius = corner_radii.bottom_left;
|
||||
return corner_radii.bottom_left;
|
||||
}
|
||||
} else {
|
||||
if (center_to_point.y < 0.) {
|
||||
corner_radius = corner_radii.top_right;
|
||||
return corner_radii.top_right;
|
||||
} else {
|
||||
corner_radius = corner_radii.bottom_right;
|
||||
return corner_radii.bottom_right;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float2 rounded_edge_to_point =
|
||||
abs(center_to_point) - half_size + corner_radius;
|
||||
float distance =
|
||||
length(max(0., rounded_edge_to_point)) +
|
||||
min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
|
||||
corner_radius;
|
||||
// Signed distance of the point to the quad's border - positive outside the
|
||||
// border, and negative inside.
|
||||
float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
|
||||
Corners_ScaledPixels corner_radii) {
|
||||
float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.0;
|
||||
float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
|
||||
float2 center_to_point = point - center;
|
||||
float corner_radius = pick_corner_radius(center_to_point, corner_radii);
|
||||
float2 corner_to_point = fabs(center_to_point) - half_size;
|
||||
float2 corner_center_to_point = corner_to_point + corner_radius;
|
||||
return quad_sdf_impl(corner_center_to_point, corner_radius);
|
||||
}
|
||||
|
||||
return distance;
|
||||
// Implementation of quad signed distance field
|
||||
float quad_sdf_impl(float2 corner_center_to_point, float corner_radius) {
|
||||
if (corner_radius == 0.0) {
|
||||
// Fast path for unrounded corners
|
||||
return max(corner_center_to_point.x, corner_center_to_point.y);
|
||||
} else {
|
||||
// Signed distance of the point from a quad that is inset by corner_radius
|
||||
// It is negative inside this quad, and positive outside
|
||||
float signed_distance_to_inset_quad =
|
||||
// 0 inside the inset quad, and positive outside
|
||||
length(max(float2(0.0), corner_center_to_point)) +
|
||||
// 0 outside the inset quad, and negative inside
|
||||
min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
|
||||
|
||||
return signed_distance_to_inset_quad - corner_radius;
|
||||
}
|
||||
}
|
||||
|
||||
// A standard gaussian function, used for weighting samples
|
||||
|
|
|
@ -455,7 +455,7 @@ pub(crate) enum PrimitiveBatch<'a> {
|
|||
#[repr(C)]
|
||||
pub(crate) struct Quad {
|
||||
pub order: DrawOrder,
|
||||
pub pad: u32, // align to 8 bytes
|
||||
pub border_style: BorderStyle,
|
||||
pub bounds: Bounds<ScaledPixels>,
|
||||
pub content_mask: ContentMask<ScaledPixels>,
|
||||
pub background: Background,
|
||||
|
@ -505,6 +505,17 @@ impl From<Shadow> for Primitive {
|
|||
}
|
||||
}
|
||||
|
||||
/// The style of a border.
|
||||
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
#[repr(C)]
|
||||
pub enum BorderStyle {
|
||||
/// A solid border.
|
||||
#[default]
|
||||
Solid = 0,
|
||||
/// A dashed border.
|
||||
Dashed = 1,
|
||||
}
|
||||
|
||||
/// A data type representing a 2 dimensional transformation that can be applied to an element.
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
#[repr(C)]
|
||||
|
|
|
@ -5,11 +5,11 @@ use std::{
|
|||
};
|
||||
|
||||
use crate::{
|
||||
black, phi, point, quad, rems, size, AbsoluteLength, App, Background, BackgroundTag, Bounds,
|
||||
ContentMask, Corners, CornersRefinement, CursorStyle, DefiniteLength, DevicePixels, Edges,
|
||||
EdgesRefinement, Font, FontFallbacks, FontFeatures, FontStyle, FontWeight, Hsla, Length,
|
||||
Pixels, Point, PointRefinement, Rgba, SharedString, Size, SizeRefinement, Styled, TextRun,
|
||||
Window,
|
||||
black, phi, point, quad, rems, size, AbsoluteLength, App, Background, BackgroundTag,
|
||||
BorderStyle, Bounds, ContentMask, Corners, CornersRefinement, CursorStyle, DefiniteLength,
|
||||
DevicePixels, Edges, EdgesRefinement, Font, FontFallbacks, FontFeatures, FontStyle, FontWeight,
|
||||
Hsla, Length, Pixels, Point, PointRefinement, Rgba, SharedString, Size, SizeRefinement, Styled,
|
||||
TextRun, Window,
|
||||
};
|
||||
use collections::HashSet;
|
||||
use refineable::Refineable;
|
||||
|
@ -244,11 +244,14 @@ pub struct Style {
|
|||
/// The border color of this element
|
||||
pub border_color: Option<Hsla>,
|
||||
|
||||
/// The border style of this element
|
||||
pub border_style: BorderStyle,
|
||||
|
||||
/// The radius of the corners of this element
|
||||
#[refineable]
|
||||
pub corner_radii: Corners<AbsoluteLength>,
|
||||
|
||||
/// Box Shadow of the element
|
||||
/// Box shadow of the element
|
||||
pub box_shadow: SmallVec<[BoxShadow; 2]>,
|
||||
|
||||
/// The text style of this element
|
||||
|
@ -602,7 +605,7 @@ impl Style {
|
|||
|
||||
#[cfg(debug_assertions)]
|
||||
if self.debug || cx.has_global::<DebugBelow>() {
|
||||
window.paint_quad(crate::outline(bounds, crate::red()));
|
||||
window.paint_quad(crate::outline(bounds, crate::red(), BorderStyle::default()));
|
||||
}
|
||||
|
||||
let rem_size = window.rem_size();
|
||||
|
@ -634,6 +637,7 @@ impl Style {
|
|||
background_color.unwrap_or_default(),
|
||||
Edges::default(),
|
||||
border_color,
|
||||
self.border_style,
|
||||
));
|
||||
}
|
||||
|
||||
|
@ -670,6 +674,7 @@ impl Style {
|
|||
background,
|
||||
border_widths,
|
||||
self.border_color.unwrap_or_default(),
|
||||
self.border_style,
|
||||
);
|
||||
|
||||
window.with_content_mask(Some(ContentMask { bounds: top_bounds }), |window| {
|
||||
|
@ -749,6 +754,7 @@ impl Default for Style {
|
|||
flex_basis: Length::Auto,
|
||||
background: None,
|
||||
border_color: None,
|
||||
border_style: BorderStyle::default(),
|
||||
corner_radii: Corners::default(),
|
||||
box_shadow: Default::default(),
|
||||
text: TextStyleRefinement::default(),
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
use crate::{
|
||||
self as gpui, px, relative, rems, AbsoluteLength, AlignItems, CursorStyle, DefiniteLength,
|
||||
Fill, FlexDirection, FlexWrap, Font, FontStyle, FontWeight, Hsla, JustifyContent, Length,
|
||||
SharedString, StrikethroughStyle, StyleRefinement, TextOverflow, UnderlineStyle, WhiteSpace,
|
||||
self as gpui, px, relative, rems, AbsoluteLength, AlignItems, BorderStyle, CursorStyle,
|
||||
DefiniteLength, Fill, FlexDirection, FlexWrap, Font, FontStyle, FontWeight, Hsla,
|
||||
JustifyContent, Length, SharedString, StrikethroughStyle, StyleRefinement, TextOverflow,
|
||||
UnderlineStyle, WhiteSpace,
|
||||
};
|
||||
use crate::{TextAlign, TextStyleRefinement};
|
||||
pub use gpui_macros::{
|
||||
|
@ -361,6 +362,12 @@ pub trait Styled: Sized {
|
|||
self
|
||||
}
|
||||
|
||||
/// Sets the border style of the element.
|
||||
fn border_dashed(mut self) -> Self {
|
||||
self.style().border_style = Some(BorderStyle::Dashed);
|
||||
self
|
||||
}
|
||||
|
||||
/// Returns a mutable reference to the text style that has been configured on this element.
|
||||
fn text_style(&mut self) -> &mut Option<TextStyleRefinement> {
|
||||
let style: &mut StyleRefinement = self.style();
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
use crate::{
|
||||
point, prelude::*, px, size, transparent_black, Action, AnyDrag, AnyElement, AnyTooltip,
|
||||
AnyView, App, AppContext, Arena, Asset, AsyncWindowContext, AvailableSpace, Background, Bounds,
|
||||
BoxShadow, Context, Corners, CursorStyle, Decorations, DevicePixels, DispatchActionListener,
|
||||
DispatchNodeId, DispatchTree, DisplayId, Edges, Effect, Entity, EntityId, EventEmitter,
|
||||
FileDropEvent, FontId, Global, GlobalElementId, GlyphId, GpuSpecs, Hsla, InputHandler, IsZero,
|
||||
KeyBinding, KeyContext, KeyDownEvent, KeyEvent, Keystroke, KeystrokeEvent, LayoutId,
|
||||
LineLayoutIndex, Modifiers, ModifiersChangedEvent, MonochromeSprite, MouseButton, MouseEvent,
|
||||
MouseMoveEvent, MouseUpEvent, Path, Pixels, PlatformAtlas, PlatformDisplay, PlatformInput,
|
||||
PlatformInputHandler, PlatformWindow, Point, PolychromeSprite, PromptLevel, Quad, Render,
|
||||
RenderGlyphParams, RenderImage, RenderImageParams, RenderSvgParams, Replay, ResizeEdge,
|
||||
ScaledPixels, Scene, Shadow, SharedString, Size, StrikethroughStyle, Style, SubscriberSet,
|
||||
Subscription, TaffyLayoutEngine, Task, TextStyle, TextStyleRefinement, TransformationMatrix,
|
||||
Underline, UnderlineStyle, WindowAppearance, WindowBackgroundAppearance, WindowBounds,
|
||||
WindowControls, WindowDecorations, WindowOptions, WindowParams, WindowTextSystem,
|
||||
AnyView, App, AppContext, Arena, Asset, AsyncWindowContext, AvailableSpace, Background,
|
||||
BorderStyle, Bounds, BoxShadow, Context, Corners, CursorStyle, Decorations, DevicePixels,
|
||||
DispatchActionListener, DispatchNodeId, DispatchTree, DisplayId, Edges, Effect, Entity,
|
||||
EntityId, EventEmitter, FileDropEvent, FontId, Global, GlobalElementId, GlyphId, GpuSpecs,
|
||||
Hsla, InputHandler, IsZero, KeyBinding, KeyContext, KeyDownEvent, KeyEvent, Keystroke,
|
||||
KeystrokeEvent, LayoutId, LineLayoutIndex, Modifiers, ModifiersChangedEvent, MonochromeSprite,
|
||||
MouseButton, MouseEvent, MouseMoveEvent, MouseUpEvent, Path, Pixels, PlatformAtlas,
|
||||
PlatformDisplay, PlatformInput, PlatformInputHandler, PlatformWindow, Point, PolychromeSprite,
|
||||
PromptLevel, Quad, Render, RenderGlyphParams, RenderImage, RenderImageParams, RenderSvgParams,
|
||||
Replay, ResizeEdge, ScaledPixels, Scene, Shadow, SharedString, Size, StrikethroughStyle, Style,
|
||||
SubscriberSet, Subscription, TaffyLayoutEngine, Task, TextStyle, TextStyleRefinement,
|
||||
TransformationMatrix, Underline, UnderlineStyle, WindowAppearance, WindowBackgroundAppearance,
|
||||
WindowBounds, WindowControls, WindowDecorations, WindowOptions, WindowParams, WindowTextSystem,
|
||||
SMOOTH_SVG_SCALE_FACTOR, SUBPIXEL_VARIANTS,
|
||||
};
|
||||
use anyhow::{anyhow, Context as _, Result};
|
||||
|
@ -2335,13 +2335,13 @@ impl Window {
|
|||
let opacity = self.element_opacity();
|
||||
self.next_frame.scene.insert_primitive(Quad {
|
||||
order: 0,
|
||||
pad: 0,
|
||||
bounds: quad.bounds.scale(scale_factor),
|
||||
content_mask: content_mask.scale(scale_factor),
|
||||
background: quad.background.opacity(opacity),
|
||||
border_color: quad.border_color.opacity(opacity),
|
||||
corner_radii: quad.corner_radii.scale(scale_factor),
|
||||
border_widths: quad.border_widths.scale(scale_factor),
|
||||
border_style: quad.border_style,
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -4107,6 +4107,8 @@ pub struct PaintQuad {
|
|||
pub border_widths: Edges<Pixels>,
|
||||
/// The color of the quad's borders.
|
||||
pub border_color: Hsla,
|
||||
/// The style of the quad's borders.
|
||||
pub border_style: BorderStyle,
|
||||
}
|
||||
|
||||
impl PaintQuad {
|
||||
|
@ -4150,6 +4152,7 @@ pub fn quad(
|
|||
background: impl Into<Background>,
|
||||
border_widths: impl Into<Edges<Pixels>>,
|
||||
border_color: impl Into<Hsla>,
|
||||
border_style: BorderStyle,
|
||||
) -> PaintQuad {
|
||||
PaintQuad {
|
||||
bounds,
|
||||
|
@ -4157,6 +4160,7 @@ pub fn quad(
|
|||
background: background.into(),
|
||||
border_widths: border_widths.into(),
|
||||
border_color: border_color.into(),
|
||||
border_style,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4168,16 +4172,22 @@ pub fn fill(bounds: impl Into<Bounds<Pixels>>, background: impl Into<Background>
|
|||
background: background.into(),
|
||||
border_widths: (0.).into(),
|
||||
border_color: transparent_black(),
|
||||
border_style: BorderStyle::default(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a rectangle outline with the given bounds, border color, and a 1px border width
|
||||
pub fn outline(bounds: impl Into<Bounds<Pixels>>, border_color: impl Into<Hsla>) -> PaintQuad {
|
||||
pub fn outline(
|
||||
bounds: impl Into<Bounds<Pixels>>,
|
||||
border_color: impl Into<Hsla>,
|
||||
border_style: BorderStyle,
|
||||
) -> PaintQuad {
|
||||
PaintQuad {
|
||||
bounds: bounds.into(),
|
||||
corner_radii: (0.).into(),
|
||||
background: transparent_black().into(),
|
||||
border_widths: (1.).into(),
|
||||
border_color: border_color.into(),
|
||||
border_style,
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,11 +9,11 @@ use std::sync::Arc;
|
|||
use std::time::Duration;
|
||||
|
||||
use gpui::{
|
||||
actions, point, quad, AnyElement, App, Bounds, ClipboardItem, CursorStyle, DispatchPhase,
|
||||
Edges, Entity, FocusHandle, Focusable, FontStyle, FontWeight, GlobalElementId, Hitbox, Hsla,
|
||||
KeyContext, Length, MouseDownEvent, MouseEvent, MouseMoveEvent, MouseUpEvent, Point, Render,
|
||||
Stateful, StrikethroughStyle, StyleRefinement, StyledText, Task, TextLayout, TextRun,
|
||||
TextStyle, TextStyleRefinement,
|
||||
actions, point, quad, AnyElement, App, BorderStyle, Bounds, ClipboardItem, CursorStyle,
|
||||
DispatchPhase, Edges, Entity, FocusHandle, Focusable, FontStyle, FontWeight, GlobalElementId,
|
||||
Hitbox, Hsla, KeyContext, Length, MouseDownEvent, MouseEvent, MouseMoveEvent, MouseUpEvent,
|
||||
Point, Render, Stateful, StrikethroughStyle, StyleRefinement, StyledText, Task, TextLayout,
|
||||
TextRun, TextStyle, TextStyleRefinement,
|
||||
};
|
||||
use language::{Language, LanguageRegistry, Rope};
|
||||
use parser::{parse_links_only, parse_markdown, MarkdownEvent, MarkdownTag, MarkdownTagEnd};
|
||||
|
@ -353,6 +353,7 @@ impl MarkdownElement {
|
|||
self.style.selection_background_color,
|
||||
Edges::default(),
|
||||
Hsla::transparent_black(),
|
||||
BorderStyle::default(),
|
||||
));
|
||||
} else {
|
||||
window.paint_quad(quad(
|
||||
|
@ -364,6 +365,7 @@ impl MarkdownElement {
|
|||
self.style.selection_background_color,
|
||||
Edges::default(),
|
||||
Hsla::transparent_black(),
|
||||
BorderStyle::default(),
|
||||
));
|
||||
|
||||
if end_position.y > start_position.y + start_line_height {
|
||||
|
@ -376,6 +378,7 @@ impl MarkdownElement {
|
|||
self.style.selection_background_color,
|
||||
Edges::default(),
|
||||
Hsla::transparent_black(),
|
||||
BorderStyle::default(),
|
||||
));
|
||||
}
|
||||
|
||||
|
@ -388,6 +391,7 @@ impl MarkdownElement {
|
|||
self.style.selection_background_color,
|
||||
Edges::default(),
|
||||
Hsla::transparent_black(),
|
||||
BorderStyle::default(),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ use std::{any::Any, cell::Cell, fmt::Debug, ops::Range, rc::Rc, sync::Arc};
|
|||
|
||||
use crate::{prelude::*, px, relative, IntoElement};
|
||||
use gpui::{
|
||||
point, quad, Along, App, Axis as ScrollbarAxis, Bounds, ContentMask, Corners, Edges, Element,
|
||||
ElementId, Entity, EntityId, GlobalElementId, Hitbox, Hsla, LayoutId, MouseDownEvent,
|
||||
MouseMoveEvent, MouseUpEvent, Pixels, Point, ScrollHandle, ScrollWheelEvent, Size, Style,
|
||||
UniformListScrollHandle, Window,
|
||||
point, quad, Along, App, Axis as ScrollbarAxis, BorderStyle, Bounds, ContentMask, Corners,
|
||||
Edges, Element, ElementId, Entity, EntityId, GlobalElementId, Hitbox, Hsla, LayoutId,
|
||||
MouseDownEvent, MouseMoveEvent, MouseUpEvent, Pixels, Point, ScrollHandle, ScrollWheelEvent,
|
||||
Size, Style, UniformListScrollHandle, Window,
|
||||
};
|
||||
|
||||
pub struct Scrollbar {
|
||||
|
@ -286,6 +286,7 @@ impl Element for Scrollbar {
|
|||
thumb_background,
|
||||
Edges::default(),
|
||||
Hsla::transparent_black(),
|
||||
BorderStyle::default(),
|
||||
));
|
||||
|
||||
let scroll = self.state.scroll_handle.clone();
|
||||
|
|
|
@ -803,9 +803,9 @@ mod element {
|
|||
use std::{cell::RefCell, iter, rc::Rc, sync::Arc};
|
||||
|
||||
use gpui::{
|
||||
px, relative, size, Along, AnyElement, App, Axis, Bounds, Element, GlobalElementId,
|
||||
IntoElement, MouseDownEvent, MouseMoveEvent, MouseUpEvent, ParentElement, Pixels, Point,
|
||||
Size, Style, WeakEntity, Window,
|
||||
px, relative, size, Along, AnyElement, App, Axis, BorderStyle, Bounds, Element,
|
||||
GlobalElementId, IntoElement, MouseDownEvent, MouseMoveEvent, MouseUpEvent, ParentElement,
|
||||
Pixels, Point, Size, Style, WeakEntity, Window,
|
||||
};
|
||||
use gpui::{CursorStyle, Hitbox};
|
||||
use parking_lot::Mutex;
|
||||
|
@ -1165,6 +1165,7 @@ mod element {
|
|||
gpui::transparent_black(),
|
||||
border,
|
||||
cx.theme().colors().border_selected,
|
||||
BorderStyle::Solid,
|
||||
));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,8 +2,8 @@ use std::cmp;
|
|||
|
||||
use crate::InlineCompletion;
|
||||
use gpui::{
|
||||
point, prelude::*, quad, size, AnyElement, App, Bounds, Corners, Edges, HighlightStyle, Hsla,
|
||||
StyledText, TextLayout, TextStyle,
|
||||
point, prelude::*, quad, size, AnyElement, App, BorderStyle, Bounds, Corners, Edges,
|
||||
HighlightStyle, Hsla, StyledText, TextLayout, TextStyle,
|
||||
};
|
||||
use language::OffsetRangeExt;
|
||||
use settings::Settings;
|
||||
|
@ -150,6 +150,7 @@ impl Element for CompletionDiffElement {
|
|||
cx.theme().colors().editor_active_line_background,
|
||||
Edges::default(),
|
||||
Hsla::transparent_black(),
|
||||
BorderStyle::default(),
|
||||
));
|
||||
self.element.paint(window, cx);
|
||||
window.paint_quad(quad(
|
||||
|
@ -158,6 +159,7 @@ impl Element for CompletionDiffElement {
|
|||
cx.theme().players().local().cursor,
|
||||
Edges::default(),
|
||||
Hsla::transparent_black(),
|
||||
BorderStyle::default(),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue