Merge bd22402d1b
into a102b08743
This commit is contained in:
commit
f9e95b86cf
11 changed files with 446 additions and 130 deletions
|
@ -5871,6 +5871,7 @@ impl EditorElement {
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window.with_content_mask(
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Some(ContentMask {
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bounds: layout.position_map.text_hitbox.bounds,
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..Default::default()
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}),
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|window| {
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let editor = self.editor.read(cx);
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@ -6808,9 +6809,15 @@ impl EditorElement {
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} else {
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let mut bounds = layout.hitbox.bounds;
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bounds.origin.x += layout.gutter_hitbox.bounds.size.width;
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window.with_content_mask(Some(ContentMask { bounds }), |window| {
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block.element.paint(window, cx);
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})
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window.with_content_mask(
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Some(ContentMask {
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bounds,
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..Default::default()
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}),
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|window| {
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block.element.paint(window, cx);
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},
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)
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}
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}
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}
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@ -8022,9 +8029,13 @@ impl Element for EditorElement {
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}
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let rem_size = self.rem_size(cx);
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let content_mask = ContentMask {
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bounds,
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..Default::default()
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};
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window.with_rem_size(rem_size, |window| {
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window.with_text_style(Some(text_style), |window| {
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window.with_content_mask(Some(ContentMask { bounds }), |window| {
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window.with_content_mask(Some(content_mask), |window| {
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let (mut snapshot, is_read_only) = self.editor.update(cx, |editor, cx| {
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(editor.snapshot(window, cx), editor.read_only(cx))
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});
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@ -9124,9 +9135,13 @@ impl Element for EditorElement {
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..Default::default()
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};
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let rem_size = self.rem_size(cx);
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let content_mask = ContentMask {
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bounds,
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..Default::default()
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};
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window.with_rem_size(rem_size, |window| {
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window.with_text_style(Some(text_style), |window| {
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window.with_content_mask(Some(ContentMask { bounds }), |window| {
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window.with_content_mask(Some(content_mask), |window| {
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self.paint_mouse_listeners(layout, window, cx);
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self.paint_background(layout, window, cx);
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self.paint_indent_guides(layout, window, cx);
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|
|
228
crates/gpui/examples/content_mask.rs
Normal file
228
crates/gpui/examples/content_mask.rs
Normal file
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@ -0,0 +1,228 @@
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use gpui::{
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App, Application, Bounds, Context, Window, WindowBounds, WindowOptions, div, prelude::*, px,
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rgb, size,
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};
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struct Example {}
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impl Render for Example {
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fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
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div()
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.font_family(".SystemUIFont")
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.flex()
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.flex_col()
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.size_full()
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.p_4()
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.gap_4()
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.bg(rgb(0x505050))
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.justify_center()
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.items_center()
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.text_center()
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.shadow_lg()
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.text_sm()
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.text_color(rgb(0xffffff))
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.child(
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div()
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.overflow_hidden()
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.rounded(px(32.))
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.border(px(8.))
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.border_color(gpui::white())
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.text_color(gpui::white())
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.child(
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div()
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.bg(gpui::black())
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.py_2()
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.px_7()
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.border_l_2()
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.border_r_2()
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.border_b_3()
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.border_color(gpui::red())
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.child("Let build applications with GPUI"),
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)
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.child(
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div()
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.bg(rgb(0x222222))
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.text_sm()
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.py_1()
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.px_7()
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.border_l_3()
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.border_r_3()
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.border_color(gpui::green())
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.child("The fast, productive UI framework for Rust"),
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)
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.child(
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div()
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.bg(rgb(0x222222))
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.w_full()
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.flex()
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.flex_row()
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.text_sm()
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.text_color(rgb(0xc0c0c0))
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.child(
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div()
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.flex_1()
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.p_2()
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.border_3()
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.border_dashed()
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.border_color(gpui::blue())
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.child("Rust"),
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)
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.child(
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div()
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.flex_1()
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.p_2()
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.border_t_3()
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.border_r_3()
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.border_b_3()
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.border_dashed()
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.border_color(gpui::blue())
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.child("GPU Rendering"),
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),
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),
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)
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.child(
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div()
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.flex()
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.flex_col()
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.w(px(320.))
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.gap_1()
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.overflow_hidden()
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.rounded(px(16.))
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.child(
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div()
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.w_full()
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.p_2()
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.bg(gpui::red())
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.child("Clip background"),
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),
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)
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.child(
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div()
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.flex()
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.flex_col()
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.w(px(320.))
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.gap_1()
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.rounded(px(16.))
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.child(
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div()
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.w_full()
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.p_2()
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.bg(gpui::yellow())
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.text_color(gpui::black())
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.child("No content mask"),
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),
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)
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.child(
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div()
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.flex()
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.flex_col()
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.w(px(320.))
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.gap_1()
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.overflow_hidden()
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.rounded(px(16.))
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.child(
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div()
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.w_full()
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.p_2()
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.border_4()
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.border_color(gpui::blue())
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.bg(gpui::blue().alpha(0.4))
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.child("Clip borders"),
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),
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)
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.child(
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div()
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.flex()
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.flex_col()
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.w(px(320.))
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.gap_1()
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.overflow_hidden()
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.rounded(px(20.))
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.child(
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div().w_full().border_2().border_color(gpui::black()).child(
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div()
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.size_full()
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.bg(gpui::green().alpha(0.4))
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.p_2()
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.border_8()
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.border_color(gpui::green())
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.child("Clip nested elements"),
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),
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),
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)
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.child(
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div()
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.flex()
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.flex_col()
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.w(px(320.))
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.gap_1()
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.overflow_hidden()
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.rounded(px(32.))
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.child(
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div()
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.w_full()
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.p_2()
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.bg(gpui::black())
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.border_2()
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.border_dashed()
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.rounded_lg()
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.border_color(gpui::white())
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.child("dash border full and rounded"),
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)
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.child(
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div()
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.w_full()
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.flex()
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.flex_row()
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.gap_2()
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.child(
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div()
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.w_full()
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.p_2()
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.bg(gpui::black())
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.border_x_2()
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.border_dashed()
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.rounded_lg()
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.border_color(gpui::white())
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.child("border x"),
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)
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.child(
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div()
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.w_full()
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.p_2()
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.bg(gpui::black())
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.border_y_2()
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.border_dashed()
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.rounded_lg()
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.border_color(gpui::white())
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.child("border y"),
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),
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)
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.child(
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div()
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.w_full()
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.p_2()
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.bg(gpui::black())
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.border_2()
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.border_dashed()
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.border_color(gpui::white())
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.child("border full and no rounded"),
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),
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)
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}
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}
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fn main() {
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Application::new().run(|cx: &mut App| {
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let bounds = Bounds::centered(None, size(px(800.), px(600.)), cx);
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cx.open_window(
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WindowOptions {
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window_bounds: Some(WindowBounds::Windowed(bounds)),
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..Default::default()
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},
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|_, cx| cx.new(|_| Example {}),
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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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@ -8,10 +8,10 @@
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//! If all of your elements are the same height, see [`UniformList`] for a simpler API
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use crate::{
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AnyElement, App, AvailableSpace, Bounds, ContentMask, DispatchPhase, Edges, Element, EntityId,
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FocusHandle, GlobalElementId, Hitbox, HitboxBehavior, InspectorElementId, IntoElement,
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Overflow, Pixels, Point, ScrollDelta, ScrollWheelEvent, Size, Style, StyleRefinement, Styled,
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Window, point, px, size,
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AnyElement, App, AvailableSpace, Bounds, ContentMask, Corners, DispatchPhase, Edges, Element,
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EntityId, FocusHandle, GlobalElementId, Hitbox, HitboxBehavior, InspectorElementId,
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IntoElement, Overflow, Pixels, Point, ScrollDelta, ScrollWheelEvent, Size, Style,
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StyleRefinement, Styled, Window, point, px, size,
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};
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use collections::VecDeque;
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use refineable::Refineable as _;
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|
@ -705,6 +705,7 @@ impl StateInner {
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&mut self,
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bounds: Bounds<Pixels>,
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padding: Edges<Pixels>,
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corner_radii: Corners<Pixels>,
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autoscroll: bool,
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render_item: &mut RenderItemFn,
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window: &mut Window,
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|
@ -728,9 +729,15 @@ impl StateInner {
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let mut item_origin = bounds.origin + Point::new(px(0.), padding.top);
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item_origin.y -= layout_response.scroll_top.offset_in_item;
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for item in &mut layout_response.item_layouts {
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window.with_content_mask(Some(ContentMask { bounds }), |window| {
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item.element.prepaint_at(item_origin, window, cx);
|
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});
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window.with_content_mask(
|
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Some(ContentMask {
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bounds,
|
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corner_radii,
|
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}),
|
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|window| {
|
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item.element.prepaint_at(item_origin, window, cx);
|
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},
|
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);
|
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|
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if let Some(autoscroll_bounds) = window.take_autoscroll()
|
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&& autoscroll
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|
@ -952,19 +959,34 @@ impl Element for List {
|
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state.items = new_items;
|
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}
|
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|
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let padding = style
|
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.padding
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.to_pixels(bounds.size.into(), window.rem_size());
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let layout =
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match state.prepaint_items(bounds, padding, true, &mut self.render_item, window, cx) {
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Ok(layout) => layout,
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Err(autoscroll_request) => {
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state.logical_scroll_top = Some(autoscroll_request);
|
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state
|
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.prepaint_items(bounds, padding, false, &mut self.render_item, window, cx)
|
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.unwrap()
|
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}
|
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};
|
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let rem_size = window.rem_size();
|
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let padding = style.padding.to_pixels(bounds.size.into(), rem_size);
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let corner_radii = style.corner_radii.to_pixels(rem_size);
|
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let layout = match state.prepaint_items(
|
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bounds,
|
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padding,
|
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corner_radii,
|
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true,
|
||||
&mut self.render_item,
|
||||
window,
|
||||
cx,
|
||||
) {
|
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Ok(layout) => layout,
|
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Err(autoscroll_request) => {
|
||||
state.logical_scroll_top = Some(autoscroll_request);
|
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state
|
||||
.prepaint_items(
|
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bounds,
|
||||
padding,
|
||||
corner_radii,
|
||||
false,
|
||||
&mut self.render_item,
|
||||
window,
|
||||
cx,
|
||||
)
|
||||
.unwrap()
|
||||
}
|
||||
};
|
||||
|
||||
state.last_layout_bounds = Some(bounds);
|
||||
state.last_padding = Some(padding);
|
||||
|
@ -982,11 +1004,17 @@ impl Element for List {
|
|||
cx: &mut App,
|
||||
) {
|
||||
let current_view = window.current_view();
|
||||
window.with_content_mask(Some(ContentMask { bounds }), |window| {
|
||||
for item in &mut prepaint.layout.item_layouts {
|
||||
item.element.paint(window, cx);
|
||||
}
|
||||
});
|
||||
window.with_content_mask(
|
||||
Some(ContentMask {
|
||||
bounds,
|
||||
..Default::default()
|
||||
}),
|
||||
|window| {
|
||||
for item in &mut prepaint.layout.item_layouts {
|
||||
item.element.paint(window, cx);
|
||||
}
|
||||
},
|
||||
);
|
||||
|
||||
let list_state = self.state.clone();
|
||||
let height = bounds.size.height;
|
||||
|
|
|
@ -411,7 +411,10 @@ impl Element for UniformList {
|
|||
(self.render_items)(visible_range.clone(), window, cx)
|
||||
};
|
||||
|
||||
let content_mask = ContentMask { bounds };
|
||||
let content_mask = ContentMask {
|
||||
bounds,
|
||||
..Default::default()
|
||||
};
|
||||
window.with_content_mask(Some(content_mask), |window| {
|
||||
for (mut item, ix) in items.into_iter().zip(visible_range.clone()) {
|
||||
let item_origin = padded_bounds.origin
|
||||
|
|
|
@ -53,6 +53,11 @@ struct Corners {
|
|||
bottom_left: f32,
|
||||
}
|
||||
|
||||
struct ContentMask {
|
||||
bounds: Bounds,
|
||||
corner_radii: Corners,
|
||||
}
|
||||
|
||||
struct Edges {
|
||||
top: f32,
|
||||
right: f32,
|
||||
|
@ -440,7 +445,7 @@ struct Quad {
|
|||
order: u32,
|
||||
border_style: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
content_mask: ContentMask,
|
||||
background: Background,
|
||||
border_color: Hsla,
|
||||
corner_radii: Corners,
|
||||
|
@ -478,7 +483,7 @@ fn vs_quad(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) insta
|
|||
out.background_color1 = gradient.color1;
|
||||
out.border_color = hsla_to_rgba(quad.border_color);
|
||||
out.quad_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask.bounds);
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -491,8 +496,19 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
|
|||
|
||||
let quad = b_quads[input.quad_id];
|
||||
|
||||
let background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
|
||||
// Signed distance field threshold for inclusion of pixels. 0.5 is the
|
||||
// minimum distance between the center of the pixel and the edge.
|
||||
let antialias_threshold = 0.5;
|
||||
|
||||
var background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
|
||||
input.background_solid, input.background_color0, input.background_color1);
|
||||
var border_color = input.border_color;
|
||||
|
||||
// Apply content_mask corner radii clipping
|
||||
let clip_sdf = quad_sdf(input.position.xy, quad.content_mask.bounds, quad.content_mask.corner_radii);
|
||||
let clip_alpha = saturate(antialias_threshold - clip_sdf);
|
||||
background_color.a *= clip_alpha;
|
||||
border_color.a *= clip_alpha;
|
||||
|
||||
let unrounded = quad.corner_radii.top_left == 0.0 &&
|
||||
quad.corner_radii.bottom_left == 0.0 &&
|
||||
|
@ -513,10 +529,6 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
|
|||
let point = input.position.xy - quad.bounds.origin;
|
||||
let center_to_point = point - half_size;
|
||||
|
||||
// Signed distance field threshold for inclusion of pixels. 0.5 is the
|
||||
// minimum distance between the center of the pixel and the edge.
|
||||
let antialias_threshold = 0.5;
|
||||
|
||||
// Radius of the nearest corner
|
||||
let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
|
||||
|
||||
|
@ -607,8 +619,6 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
|
|||
|
||||
var color = background_color;
|
||||
if (border_sdf < antialias_threshold) {
|
||||
var border_color = input.border_color;
|
||||
|
||||
// Dashed border logic when border_style == 1
|
||||
if (quad.border_style == 1) {
|
||||
// Position along the perimeter in "dash space", where each dash
|
||||
|
@ -644,7 +654,11 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
|
|||
let is_horizontal =
|
||||
corner_center_to_point.x <
|
||||
corner_center_to_point.y;
|
||||
let border_width = select(border.y, border.x, is_horizontal);
|
||||
var border_width = select(border.y, border.x, is_horizontal);
|
||||
// When border width of some side is 0, we need to use the other side width for dash velocity.
|
||||
if (border_width == 0.0) {
|
||||
border_width = select(border.x, border.y, 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;
|
||||
|
@ -856,7 +870,7 @@ struct Shadow {
|
|||
blur_radius: f32,
|
||||
bounds: Bounds,
|
||||
corner_radii: Corners,
|
||||
content_mask: Bounds,
|
||||
content_mask: ContentMask,
|
||||
color: Hsla,
|
||||
}
|
||||
var<storage, read> b_shadows: array<Shadow>;
|
||||
|
@ -884,7 +898,7 @@ fn vs_shadow(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index) ins
|
|||
out.position = to_device_position(unit_vertex, shadow.bounds);
|
||||
out.color = hsla_to_rgba(shadow.color);
|
||||
out.shadow_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask);
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, shadow.bounds, shadow.content_mask.bounds);
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -899,7 +913,6 @@ fn fs_shadow(input: ShadowVarying) -> @location(0) vec4<f32> {
|
|||
let half_size = shadow.bounds.size / 2.0;
|
||||
let center = shadow.bounds.origin + half_size;
|
||||
let center_to_point = input.position.xy - center;
|
||||
|
||||
let corner_radius = pick_corner_radius(center_to_point, shadow.corner_radii);
|
||||
|
||||
// The signal is only non-zero in a limited range, so don't waste samples
|
||||
|
@ -1027,7 +1040,7 @@ struct Underline {
|
|||
order: u32,
|
||||
pad: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
content_mask: ContentMask,
|
||||
color: Hsla,
|
||||
thickness: f32,
|
||||
wavy: u32,
|
||||
|
@ -1051,7 +1064,7 @@ fn vs_underline(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index)
|
|||
out.position = to_device_position(unit_vertex, underline.bounds);
|
||||
out.color = hsla_to_rgba(underline.color);
|
||||
out.underline_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask);
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, underline.bounds, underline.content_mask.bounds);
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -1093,7 +1106,7 @@ struct MonochromeSprite {
|
|||
order: u32,
|
||||
pad: u32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
content_mask: ContentMask,
|
||||
color: Hsla,
|
||||
tile: AtlasTile,
|
||||
transformation: TransformationMatrix,
|
||||
|
@ -1117,7 +1130,7 @@ fn vs_mono_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index
|
|||
|
||||
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
out.color = hsla_to_rgba(sprite.color);
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask.bounds);
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -1139,7 +1152,7 @@ struct PolychromeSprite {
|
|||
grayscale: u32,
|
||||
opacity: f32,
|
||||
bounds: Bounds,
|
||||
content_mask: Bounds,
|
||||
content_mask: ContentMask,
|
||||
corner_radii: Corners,
|
||||
tile: AtlasTile,
|
||||
}
|
||||
|
@ -1161,7 +1174,7 @@ fn vs_poly_sprite(@builtin(vertex_index) vertex_id: u32, @builtin(instance_index
|
|||
out.position = to_device_position(unit_vertex, sprite.bounds);
|
||||
out.tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
out.sprite_id = instance_id;
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
||||
out.clip_distances = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask.bounds);
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -1234,3 +1247,12 @@ fn fs_surface(input: SurfaceVarying) -> @location(0) vec4<f32> {
|
|||
|
||||
return ycbcr_to_RGB * y_cb_cr;
|
||||
}
|
||||
|
||||
fn max_corner_radii(a: Corners, b: Corners) -> Corners {
|
||||
return Corners(
|
||||
max(a.top_left, b.top_left),
|
||||
max(a.top_right, b.top_right),
|
||||
max(a.bottom_right, b.bottom_right),
|
||||
max(a.bottom_left, b.bottom_left)
|
||||
);
|
||||
}
|
||||
|
|
|
@ -99,8 +99,21 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
|
|||
constant Quad *quads
|
||||
[[buffer(QuadInputIndex_Quads)]]) {
|
||||
Quad quad = quads[input.quad_id];
|
||||
|
||||
// Signed distance field threshold for inclusion of pixels. 0.5 is the
|
||||
// minimum distance between the center of the pixel and the edge.
|
||||
const float antialias_threshold = 0.5;
|
||||
|
||||
float4 background_color = fill_color(quad.background, input.position.xy, quad.bounds,
|
||||
input.background_solid, input.background_color0, input.background_color1);
|
||||
float4 border_color = input.border_color;
|
||||
|
||||
// Apply content_mask corner radii clipping
|
||||
float clip_sdf = quad_sdf(input.position.xy, quad.content_mask.bounds,
|
||||
quad.content_mask.corner_radii);
|
||||
float clip_alpha = saturate(antialias_threshold - clip_sdf);
|
||||
background_color.a *= clip_alpha;
|
||||
border_color *= clip_alpha;
|
||||
|
||||
bool unrounded = quad.corner_radii.top_left == 0.0 &&
|
||||
quad.corner_radii.bottom_left == 0.0 &&
|
||||
|
@ -121,10 +134,6 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
|
|||
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. 0.5 is the
|
||||
// minimum distance between the center of the pixel and the edge.
|
||||
const float antialias_threshold = 0.5;
|
||||
|
||||
// Radius of the nearest corner
|
||||
float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
|
||||
|
||||
|
@ -164,7 +173,6 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
|
|||
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 quad, such that the pixels are
|
||||
// not affected by the straight border.
|
||||
bool is_within_inner_straight_border =
|
||||
|
@ -208,8 +216,6 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
|
|||
|
||||
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 along the perimeter in "dash space", where each dash
|
||||
|
@ -244,6 +250,10 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
|
|||
// 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;
|
||||
// When border width of some side is 0, we need to use the other side width for dash velocity.
|
||||
if (border_width == 0.0) {
|
||||
border_width = is_horizontal ? border.y : border.x;
|
||||
}
|
||||
dash_velocity = dv_numerator / border_width;
|
||||
t = is_horizontal ? point.x : point.y;
|
||||
t *= dash_velocity;
|
||||
|
|
|
@ -449,11 +449,16 @@ float quarter_ellipse_sdf(float2 pt, float2 radii) {
|
|||
**
|
||||
*/
|
||||
|
||||
struct ContentMask {
|
||||
Bounds bounds;
|
||||
Corners corner_radii;
|
||||
};
|
||||
|
||||
struct Quad {
|
||||
uint order;
|
||||
uint border_style;
|
||||
Bounds bounds;
|
||||
Bounds content_mask;
|
||||
ContentMask content_mask;
|
||||
Background background;
|
||||
Hsla border_color;
|
||||
Corners corner_radii;
|
||||
|
@ -492,7 +497,7 @@ QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_Insta
|
|||
quad.background.solid,
|
||||
quad.background.colors
|
||||
);
|
||||
float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask);
|
||||
float4 clip_distance = distance_from_clip_rect(unit_vertex, quad.bounds, quad.content_mask.bounds);
|
||||
float4 border_color = hsla_to_rgba(quad.border_color);
|
||||
|
||||
QuadVertexOutput output;
|
||||
|
@ -508,8 +513,21 @@ QuadVertexOutput quad_vertex(uint vertex_id: SV_VertexID, uint quad_id: SV_Insta
|
|||
|
||||
float4 quad_fragment(QuadFragmentInput input): SV_Target {
|
||||
Quad quad = quads[input.quad_id];
|
||||
|
||||
// Signed distance field threshold for inclusion of pixels. 0.5 is the
|
||||
// minimum distance between the center of the pixel and the edge.
|
||||
const float antialias_threshold = 0.5;
|
||||
|
||||
float4 background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
|
||||
input.background_solid, input.background_color0, input.background_color1);
|
||||
input.background_solid, input.background_color0, input.background_color1);
|
||||
float4 border_color = input.border_color;
|
||||
|
||||
// Apply content_mask corner radii clipping
|
||||
float clip_sdf = quad_sdf(input.position.xy, quad.content_mask.bounds,
|
||||
quad.content_mask.corner_radii);
|
||||
float clip_alpha = saturate(antialias_threshold - clip_sdf);
|
||||
background_color.a *= clip_alpha;
|
||||
border_color *= clip_alpha;
|
||||
|
||||
bool unrounded = quad.corner_radii.top_left == 0.0 &&
|
||||
quad.corner_radii.top_right == 0.0 &&
|
||||
|
@ -530,10 +548,6 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
|
|||
float2 the_point = input.position.xy - quad.bounds.origin;
|
||||
float2 center_to_point = the_point - half_size;
|
||||
|
||||
// Signed distance field threshold for inclusion of pixels. 0.5 is the
|
||||
// minimum distance between the center of the pixel and the edge.
|
||||
const float antialias_threshold = 0.5;
|
||||
|
||||
// Radius of the nearest corner
|
||||
float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
|
||||
|
||||
|
@ -616,7 +630,6 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
|
|||
|
||||
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 along the perimeter in "dash space", where each dash
|
||||
|
@ -651,6 +664,10 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
|
|||
// 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;
|
||||
// When border width of some side is 0, we need to use the other side width for dash velocity.
|
||||
if (border_width == 0.0) {
|
||||
border_width = is_horizontal ? border.y : border.x;
|
||||
}
|
||||
dash_velocity = dv_numerator / border_width;
|
||||
t = is_horizontal ? the_point.x : the_point.y;
|
||||
t *= dash_velocity;
|
||||
|
@ -801,7 +818,7 @@ struct Shadow {
|
|||
float blur_radius;
|
||||
Bounds bounds;
|
||||
Corners corner_radii;
|
||||
Bounds content_mask;
|
||||
ContentMask content_mask;
|
||||
Hsla color;
|
||||
};
|
||||
|
||||
|
@ -830,7 +847,7 @@ ShadowVertexOutput shadow_vertex(uint vertex_id: SV_VertexID, uint shadow_id: SV
|
|||
bounds.size += 2.0 * margin;
|
||||
|
||||
float4 device_position = to_device_position(unit_vertex, bounds);
|
||||
float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask);
|
||||
float4 clip_distance = distance_from_clip_rect(unit_vertex, bounds, shadow.content_mask.bounds);
|
||||
float4 color = hsla_to_rgba(shadow.color);
|
||||
|
||||
ShadowVertexOutput output;
|
||||
|
@ -983,7 +1000,7 @@ struct Underline {
|
|||
uint order;
|
||||
uint pad;
|
||||
Bounds bounds;
|
||||
Bounds content_mask;
|
||||
ContentMask content_mask;
|
||||
Hsla color;
|
||||
float thickness;
|
||||
uint wavy;
|
||||
|
@ -1009,7 +1026,7 @@ UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underli
|
|||
Underline underline = underlines[underline_id];
|
||||
float4 device_position = to_device_position(unit_vertex, underline.bounds);
|
||||
float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
|
||||
underline.content_mask);
|
||||
underline.content_mask.bounds);
|
||||
float4 color = hsla_to_rgba(underline.color);
|
||||
|
||||
UnderlineVertexOutput output;
|
||||
|
@ -1057,7 +1074,7 @@ struct MonochromeSprite {
|
|||
uint order;
|
||||
uint pad;
|
||||
Bounds bounds;
|
||||
Bounds content_mask;
|
||||
ContentMask content_mask;
|
||||
Hsla color;
|
||||
AtlasTile tile;
|
||||
TransformationMatrix transformation;
|
||||
|
@ -1084,7 +1101,7 @@ MonochromeSpriteVertexOutput monochrome_sprite_vertex(uint vertex_id: SV_VertexI
|
|||
MonochromeSprite sprite = mono_sprites[sprite_id];
|
||||
float4 device_position =
|
||||
to_device_position_transformed(unit_vertex, sprite.bounds, sprite.transformation);
|
||||
float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask);
|
||||
float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds, sprite.content_mask.bounds);
|
||||
float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
float4 color = hsla_to_rgba(sprite.color);
|
||||
|
||||
|
@ -1113,7 +1130,7 @@ struct PolychromeSprite {
|
|||
uint grayscale;
|
||||
float opacity;
|
||||
Bounds bounds;
|
||||
Bounds content_mask;
|
||||
ContentMask content_mask;
|
||||
Corners corner_radii;
|
||||
AtlasTile tile;
|
||||
};
|
||||
|
@ -1138,7 +1155,7 @@ PolychromeSpriteVertexOutput polychrome_sprite_vertex(uint vertex_id: SV_VertexI
|
|||
PolychromeSprite sprite = poly_sprites[sprite_id];
|
||||
float4 device_position = to_device_position(unit_vertex, sprite.bounds);
|
||||
float4 clip_distance = distance_from_clip_rect(unit_vertex, sprite.bounds,
|
||||
sprite.content_mask);
|
||||
sprite.content_mask.bounds);
|
||||
float2 tile_position = to_tile_position(unit_vertex, sprite.tile);
|
||||
|
||||
PolychromeSpriteVertexOutput output;
|
||||
|
|
|
@ -601,7 +601,19 @@ impl Style {
|
|||
(false, false) => Bounds::from_corners(min, max),
|
||||
};
|
||||
|
||||
Some(ContentMask { bounds })
|
||||
let corner_radii = self.corner_radii.to_pixels(rem_size);
|
||||
let border_widths = self.border_widths.to_pixels(rem_size);
|
||||
Some(ContentMask {
|
||||
bounds: Bounds {
|
||||
origin: bounds.origin - point(border_widths.left, border_widths.top),
|
||||
size: bounds.size
|
||||
+ size(
|
||||
border_widths.left + border_widths.right,
|
||||
border_widths.top + border_widths.bottom,
|
||||
),
|
||||
},
|
||||
corner_radii,
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -661,64 +673,16 @@ impl Style {
|
|||
|
||||
if self.is_border_visible() {
|
||||
let border_widths = self.border_widths.to_pixels(rem_size);
|
||||
let max_border_width = border_widths.max();
|
||||
let max_corner_radius = corner_radii.max();
|
||||
|
||||
let top_bounds = Bounds::from_corners(
|
||||
bounds.origin,
|
||||
bounds.top_right() + point(Pixels::ZERO, max_border_width.max(max_corner_radius)),
|
||||
);
|
||||
let bottom_bounds = Bounds::from_corners(
|
||||
bounds.bottom_left() - point(Pixels::ZERO, max_border_width.max(max_corner_radius)),
|
||||
bounds.bottom_right(),
|
||||
);
|
||||
let left_bounds = Bounds::from_corners(
|
||||
top_bounds.bottom_left(),
|
||||
bottom_bounds.origin + point(max_border_width, Pixels::ZERO),
|
||||
);
|
||||
let right_bounds = Bounds::from_corners(
|
||||
top_bounds.bottom_right() - point(max_border_width, Pixels::ZERO),
|
||||
bottom_bounds.top_right(),
|
||||
);
|
||||
|
||||
let mut background = self.border_color.unwrap_or_default();
|
||||
background.a = 0.;
|
||||
let quad = quad(
|
||||
window.paint_quad(quad(
|
||||
bounds,
|
||||
corner_radii,
|
||||
background,
|
||||
border_widths,
|
||||
self.border_color.unwrap_or_default(),
|
||||
self.border_style,
|
||||
);
|
||||
|
||||
window.with_content_mask(Some(ContentMask { bounds: top_bounds }), |window| {
|
||||
window.paint_quad(quad.clone());
|
||||
});
|
||||
window.with_content_mask(
|
||||
Some(ContentMask {
|
||||
bounds: right_bounds,
|
||||
}),
|
||||
|window| {
|
||||
window.paint_quad(quad.clone());
|
||||
},
|
||||
);
|
||||
window.with_content_mask(
|
||||
Some(ContentMask {
|
||||
bounds: bottom_bounds,
|
||||
}),
|
||||
|window| {
|
||||
window.paint_quad(quad.clone());
|
||||
},
|
||||
);
|
||||
window.with_content_mask(
|
||||
Some(ContentMask {
|
||||
bounds: left_bounds,
|
||||
}),
|
||||
|window| {
|
||||
window.paint_quad(quad);
|
||||
},
|
||||
);
|
||||
));
|
||||
}
|
||||
|
||||
#[cfg(debug_assertions)]
|
||||
|
|
|
@ -1209,6 +1209,8 @@ pub(crate) struct DispatchEventResult {
|
|||
pub struct ContentMask<P: Clone + Debug + Default + PartialEq> {
|
||||
/// The bounds
|
||||
pub bounds: Bounds<P>,
|
||||
/// The corner radii of the content mask.
|
||||
pub corner_radii: Corners<P>,
|
||||
}
|
||||
|
||||
impl ContentMask<Pixels> {
|
||||
|
@ -1216,13 +1218,31 @@ impl ContentMask<Pixels> {
|
|||
pub fn scale(&self, factor: f32) -> ContentMask<ScaledPixels> {
|
||||
ContentMask {
|
||||
bounds: self.bounds.scale(factor),
|
||||
corner_radii: self.corner_radii.scale(factor),
|
||||
}
|
||||
}
|
||||
|
||||
/// Intersect the content mask with the given content mask.
|
||||
pub fn intersect(&self, other: &Self) -> Self {
|
||||
let bounds = self.bounds.intersect(&other.bounds);
|
||||
ContentMask { bounds }
|
||||
ContentMask {
|
||||
bounds,
|
||||
corner_radii: Corners {
|
||||
top_left: self.corner_radii.top_left.max(other.corner_radii.top_left),
|
||||
top_right: self
|
||||
.corner_radii
|
||||
.top_right
|
||||
.max(other.corner_radii.top_right),
|
||||
bottom_right: self
|
||||
.corner_radii
|
||||
.bottom_right
|
||||
.max(other.corner_radii.bottom_right),
|
||||
bottom_left: self
|
||||
.corner_radii
|
||||
.bottom_left
|
||||
.max(other.corner_radii.bottom_left),
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2483,6 +2503,7 @@ impl Window {
|
|||
origin: Point::default(),
|
||||
size: self.viewport_size,
|
||||
},
|
||||
..Default::default()
|
||||
})
|
||||
}
|
||||
|
||||
|
|
|
@ -1184,7 +1184,7 @@ impl Element for TerminalElement {
|
|||
cx: &mut App,
|
||||
) {
|
||||
let paint_start = Instant::now();
|
||||
window.with_content_mask(Some(ContentMask { bounds }), |window| {
|
||||
window.with_content_mask(Some(ContentMask { bounds, ..Default::default() }), |window| {
|
||||
let scroll_top = self.terminal_view.read(cx).scroll_top;
|
||||
|
||||
window.paint_quad(fill(bounds, layout.background_color));
|
||||
|
|
|
@ -303,9 +303,13 @@ impl Element for Scrollbar {
|
|||
window: &mut Window,
|
||||
_: &mut App,
|
||||
) -> Self::PrepaintState {
|
||||
window.with_content_mask(Some(ContentMask { bounds }), |window| {
|
||||
window.insert_hitbox(bounds, HitboxBehavior::Normal)
|
||||
})
|
||||
window.with_content_mask(
|
||||
Some(ContentMask {
|
||||
bounds,
|
||||
..Default::default()
|
||||
}),
|
||||
|window| window.insert_hitbox(bounds, HitboxBehavior::Normal),
|
||||
)
|
||||
}
|
||||
|
||||
fn paint(
|
||||
|
@ -319,7 +323,11 @@ impl Element for Scrollbar {
|
|||
cx: &mut App,
|
||||
) {
|
||||
const EXTRA_PADDING: Pixels = px(5.0);
|
||||
window.with_content_mask(Some(ContentMask { bounds }), |window| {
|
||||
let content_mask = ContentMask {
|
||||
bounds,
|
||||
..Default::default()
|
||||
};
|
||||
window.with_content_mask(Some(content_mask), |window| {
|
||||
let axis = self.kind;
|
||||
let colors = cx.theme().colors();
|
||||
let thumb_state = self.state.thumb_state.get();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue