Rename painting module to handwriting
This commit is contained in:
730
src/handwriting.rs
Normal file
730
src/handwriting.rs
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@ -0,0 +1,730 @@
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use std::{
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fmt::{self, Display},
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iter, mem,
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str::FromStr,
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sync::Arc,
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};
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use base64::{Engine, prelude::BASE64_STANDARD};
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use egui::{
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Color32, ColorImage, CornerRadius, Event, Frame, Id, Mesh, PointerButton, Pos2, Rect, Sense,
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Shape, Stroke, TextureHandle, Theme, Ui, Vec2,
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emath::{self, TSTransform},
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epaint::{Brush, RectShape, TessellationOptions, Tessellator, Vertex},
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load::SizedTexture,
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};
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use eyre::{Context, bail};
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use eyre::{OptionExt, eyre};
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use half::f16;
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use zerocopy::{FromBytes, Immutable, IntoBytes, KnownLayout};
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use crate::{
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custom_code_block::try_from_custom_code_block,
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rasterizer::{self, rasterize, rasterize_onto},
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};
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use crate::{custom_code_block::write_custom_code_block, util::random_id};
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const HANDWRITING_MIN_HEIGHT: f32 = 100.0;
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const HANDWRITING_BOTTOM_PADDING: f32 = 80.0;
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const HANDWRITING_MARGIN: f32 = 0.05;
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const HANDWRITING_LINE_SPACING: f32 = 36.0;
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pub const CODE_BLOCK_KEY: &str = "handwriting";
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type StrokeBlendMode = rasterizer::blend::Normal;
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const TESSELATION_OPTIONS: TessellationOptions = TessellationOptions {
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feathering: true,
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feathering_size_in_pixels: 1.0,
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coarse_tessellation_culling: true,
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prerasterized_discs: true,
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round_text_to_pixels: true,
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round_line_segments_to_pixels: true,
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round_rects_to_pixels: true,
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debug_paint_text_rects: false,
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debug_paint_clip_rects: false,
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debug_ignore_clip_rects: false,
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bezier_tolerance: 0.1,
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epsilon: 1.0e-5,
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parallel_tessellation: true,
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validate_meshes: false,
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};
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pub struct HandwritingStyle {
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pub stroke: Stroke,
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pub bg_line_stroke: Stroke,
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pub bg_color: Color32,
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pub animate: bool,
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}
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#[derive(serde::Deserialize, serde::Serialize)]
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#[serde(default)]
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pub struct Handwriting {
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#[serde(skip, default = "random_id")]
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id: Id,
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strokes: Vec<Vec<Pos2>>,
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/// The stroke that is currently being drawed.
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#[serde(skip)]
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current_stroke: Vec<Pos2>,
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/// The lines that have not been blitted to `texture` yet.
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#[serde(skip)]
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unblitted_lines: Vec<[Pos2; 2]>,
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height: f32,
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desired_height: f32,
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/// Tesselated mesh of all strokes
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#[serde(skip)]
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mesh: Arc<Mesh>,
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#[serde(skip)]
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texture: Option<TextureHandle>,
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#[serde(skip)]
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image: ColorImage,
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#[serde(skip)]
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refresh_texture: bool,
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/// Context of the last mesh render.
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#[serde(skip)]
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last_mesh_ctx: Option<MeshContext>,
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}
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pub struct HandwritingResponse {
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pub changed: bool,
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}
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/// Context of a mesh render.
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#[derive(Clone, Copy, PartialEq)]
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struct MeshContext {
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/// Need to update the mesh when the stroke color changes.
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pub ui_theme: Theme,
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pub pixels_per_point: f32,
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/// Canvas size in points
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pub size: Vec2,
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pub stroke: Stroke,
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}
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/// Get [Painting::texture], initializing it if necessary.
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macro_rules! texture {
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($self_:expr, $ui:expr, $mesh_context:expr) => {{
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let ui: &Ui = $ui;
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let mesh_context: &MeshContext = $mesh_context;
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let image_size = mesh_context.pixel_size();
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let new_image = || {
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let image = ColorImage::new(image_size, Color32::TRANSPARENT);
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ui.ctx()
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.load_texture("handwriting", image, Default::default())
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};
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let texture = $self_.texture.get_or_insert_with(new_image);
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if texture.size() != image_size {
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$self_.refresh_texture = true;
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// TODO: don't redraw the entire mesh, just blit the old texture onto the new one
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*texture = new_image()
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};
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texture
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}};
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}
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impl MeshContext {
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/// Calculate canvas size in pixels
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pub fn pixel_size(&self) -> [usize; 2] {
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let Vec2 { x, y } = self.size * self.pixels_per_point;
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[x, y].map(|f| f.ceil() as usize)
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}
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}
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impl Default for Handwriting {
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fn default() -> Self {
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Self {
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id: random_id(),
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strokes: Default::default(),
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current_stroke: Default::default(),
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height: HANDWRITING_MIN_HEIGHT,
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desired_height: HANDWRITING_MIN_HEIGHT,
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mesh: Default::default(),
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texture: None,
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image: ColorImage::new([0, 0], Color32::WHITE),
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refresh_texture: true,
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last_mesh_ctx: None,
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unblitted_lines: Default::default(),
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}
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}
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}
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impl Handwriting {
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pub fn ui_control(
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&mut self,
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style: Option<&mut HandwritingStyle>,
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ui: &mut egui::Ui,
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response: &mut HandwritingResponse,
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) -> egui::Response {
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ui.horizontal(|ui| {
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if let Some(style) = style {
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ui.label("Stroke:");
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ui.add(&mut style.stroke);
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ui.separator();
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}
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if ui.button("Clear Painting").clicked() {
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self.strokes.clear();
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self.refresh_texture = true;
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response.changed = true;
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}
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ui.add_enabled_ui(!self.strokes.is_empty(), |ui| {
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if ui.button("Undo").clicked() {
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self.strokes.pop();
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self.refresh_texture = true;
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response.changed = true;
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}
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});
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let vertex_count: usize = self.mesh.indices.len() / 3;
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ui.label(format!("vertices: {vertex_count}"));
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})
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.response
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}
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fn commit_current_line(&mut self, response: &mut HandwritingResponse) {
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debug_assert!(!self.current_stroke.is_empty());
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self.strokes.push(mem::take(&mut self.current_stroke));
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response.changed = true;
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}
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pub fn ui_content(
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&mut self,
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style: &HandwritingStyle,
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ui: &mut Ui,
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hw_response: &mut HandwritingResponse,
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) -> egui::Response {
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if style.animate {
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self.height = ui.ctx().animate_value_with_time(
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self.id.with("height animation"),
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self.desired_height,
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0.4,
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);
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} else {
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self.height = self.desired_height;
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}
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let desired_size = Vec2::new(ui.available_width(), self.height);
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let (response, painter) = ui.allocate_painter(desired_size, Sense::drag());
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let mut response = response
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//.on_hover_cursor(CursorIcon::Crosshair)
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//.on_hover_and_drag_cursor(CursorIcon::None)
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;
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let size = response.rect.size();
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// Calculate matrices that convert between screen-space and image-space.
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// - image-space: 0,0 is the top-left of the texture.
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// - screen-space: 0,0 is the top-left of the window.
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// Both spaces use the same logical points, not pixels.
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let to_screen =
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emath::RectTransform::from_to(Rect::from_min_size(Pos2::ZERO, size), response.rect);
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let from_screen = to_screen.inverse();
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// Was the user in the process of drawing a stroke last frame?
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let was_drawing = !self.current_stroke.is_empty();
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// Is the user in the process of drawing a stroke now?
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let is_drawing = response.interact_pointer_pos().is_some();
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if !is_drawing {
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if was_drawing {
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// commit current line
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self.commit_current_line(hw_response);
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response.mark_changed();
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}
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// recalculate how tall the widget should be
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let lines_max_y = self
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.strokes
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.iter()
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.flatten()
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.map(|p| p.y + HANDWRITING_BOTTOM_PADDING)
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.fold(HANDWRITING_MIN_HEIGHT, |max, y| max.max(y));
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// Change the height of the handwriting item.
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// We don't do this mid-stroke, only when the user e.g. lifts the pen.
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if self.desired_height != lines_max_y {
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self.desired_height = lines_max_y;
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response.mark_changed();
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}
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} else {
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let events = ui.ctx().input(|input| {
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// If we are getting both MouseMoved and PointerMoved events, ignore the first.
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let mut events = input.raw.events.iter().peekable();
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iter::from_fn(move || {
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let next = events.next()?;
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let Some(peek) = events.peek() else {
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return Some(next);
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};
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match next {
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Event::PointerMoved(..) if matches!(peek, Event::MouseMoved(..)) => {
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let _ = events.next(); // drop the MouseMoved event
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Some(next)
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}
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Event::MouseMoved(..) if matches!(peek, Event::PointerMoved(..)) => {
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// return the peeked PointerMoved instead
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Some(events.next().expect("next is some"))
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}
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_ => Some(next),
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}
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})
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.cloned()
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.filter(|event| {
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// FIXME: pinenote: PointerMoved are duplicated after the MouseMoved events
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cfg!(not(feature = "pinenote")) || !matches!(event, Event::PointerMoved(..))
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})
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.collect::<Vec<_>>()
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});
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// Process input events and turn them into strokes
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for event in events {
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let last_canvas_pos = self.current_stroke.last();
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match event {
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Event::PointerMoved(new_position) => {
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let new_canvas_pos = from_screen * new_position;
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if let Some(&last_canvas_pos) = last_canvas_pos {
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if last_canvas_pos != new_canvas_pos {
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self.push_to_stroke(new_canvas_pos);
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response.mark_changed();
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}
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}
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}
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Event::MouseMoved(mut delta) => {
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if delta.length() == 0.0 {
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continue;
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}
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// FIXME: pinenote: MouseMovement delta does *not* take into account screen
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// scaling and rotation, so unless you've scaling=1 and no rotation, the
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// MouseMoved values will be all wrong.
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if cfg!(feature = "pinenote") {
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delta /= 1.8;
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delta = -delta.rot90();
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}
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if let Some(&last_canvas_pos) = last_canvas_pos {
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self.push_to_stroke(last_canvas_pos + delta);
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response.mark_changed();
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} else {
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println!("Got `MouseMoved`, but have no previous pos");
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}
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}
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Event::PointerButton {
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pos,
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button,
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pressed,
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modifiers: _,
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} => match (button, pressed) {
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(PointerButton::Primary, true) => {
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if last_canvas_pos.is_none() {
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self.current_stroke.push(from_screen * pos);
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}
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}
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(PointerButton::Primary, false) => {
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if last_canvas_pos.is_some() {
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self.push_to_stroke(from_screen * pos);
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self.commit_current_line(hw_response);
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response.mark_changed();
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}
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// Stop reading events.
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// TODO: In theory, we can get multiple press->draw->release series
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// in the same frame. Should handle this.
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break;
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}
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(_, _) => continue,
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},
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// Stop drawing after pointer disappears or the window is unfocused
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// TODO: In theory, we can get multiple press->draw->release series
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// in the same frame. Should handle this.
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Event::PointerGone | Event::WindowFocused(false) => {
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if !self.current_stroke.is_empty() {
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self.commit_current_line(hw_response);
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break;
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}
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}
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Event::WindowFocused(true)
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| Event::Copy
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| Event::Cut
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| Event::Paste(..)
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| Event::Text(..)
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| Event::Key { .. }
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| Event::Zoom(..)
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| Event::Ime(..)
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| Event::Touch { .. }
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| Event::MouseWheel { .. }
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| Event::Screenshot { .. } => continue,
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}
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}
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}
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// Draw the horizontal ruled lines
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(1..)
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.map(|n| n as f32 * HANDWRITING_LINE_SPACING)
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.take_while(|&y| y < size.y)
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.map(|y| {
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let l = to_screen * Pos2::new(HANDWRITING_MARGIN * size.x, y);
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let r = to_screen * Pos2::new((1.0 - HANDWRITING_MARGIN) * size.x, y);
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Shape::hline(l.x..=r.x, l.y, style.bg_line_stroke)
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})
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.for_each(|shape| {
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painter.add(shape);
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});
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// Get the dimensions of the image
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let mesh_rect = response
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.rect
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.with_max_y(response.rect.min.y + self.desired_height);
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// These are the values that, if changed, would require the mesh to be re-rendered.
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let new_context = MeshContext {
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ui_theme: ui.ctx().theme(),
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pixels_per_point: ui.pixels_per_point(),
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size: mesh_rect.size(),
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stroke: style.stroke,
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};
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// Figure out if we need to re-rasterize the mesh.
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if Some(&new_context) != self.last_mesh_ctx.as_ref() {
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self.refresh_texture = true;
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}
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if self.refresh_texture {
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// ...if we do, rasterize the entire texture from scratch
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self.refresh_texture(style, new_context, ui);
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self.unblitted_lines.clear();
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} else if !self.unblitted_lines.is_empty() {
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// ...if we don't, we can get away with only rasterizing the *new* lines onto the
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// existing texture.
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for [from, to] in std::mem::take(&mut self.unblitted_lines) {
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self.draw_line_to_texture(from, to, &new_context, ui);
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}
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self.unblitted_lines.clear();
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}
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// Draw the texture
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if let Some(texture) = &self.texture {
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let texture = SizedTexture::new(texture.id(), texture.size_vec2());
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let shape = RectShape {
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rect: mesh_rect,
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corner_radius: CornerRadius::ZERO,
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fill: Color32::WHITE,
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stroke: Stroke::NONE,
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stroke_kind: egui::StrokeKind::Inside,
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round_to_pixels: None,
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blur_width: 0.0,
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brush: Some(Arc::new(Brush {
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fill_texture_id: texture.id,
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uv: Rect {
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min: Pos2::ZERO,
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max: Pos2::new(1.0, 1.0),
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},
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})),
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};
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painter.add(shape);
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}
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response
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}
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fn refresh_texture(
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&mut self,
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style: &HandwritingStyle,
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mesh_context: MeshContext,
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ui: &mut Ui,
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) {
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self.last_mesh_ctx = Some(mesh_context);
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self.refresh_texture = false;
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#[cfg(not(target_arch = "wasm32"))]
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let start_time = std::time::Instant::now();
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let mut tesselator = Tessellator::new(
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mesh_context.pixels_per_point,
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TESSELATION_OPTIONS,
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Default::default(), // we don't tesselate fonts
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vec![],
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);
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let mesh = Arc::make_mut(&mut self.mesh);
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mesh.clear();
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self.strokes
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.iter()
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.chain([&self.current_stroke])
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.filter(|stroke| stroke.len() >= 2)
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.map(|stroke| {
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//let points: Vec<Pos2> = stroke.iter().map(|&p| to_screen * p).collect();
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egui::Shape::line(stroke.clone(), style.stroke)
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})
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.for_each(|shape| {
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tesselator.tessellate_shape(shape, mesh);
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});
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let texture = texture!(self, ui, &mesh_context);
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let triangles = mesh_triangles(&self.mesh);
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let [px_x, px_y] = mesh_context.pixel_size();
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let point_to_pixel = TSTransform::from_scaling(mesh_context.pixels_per_point);
|
||||
self.image = rasterize::<StrokeBlendMode>(px_x, px_y, point_to_pixel, triangles);
|
||||
texture.set(self.image.clone(), Default::default());
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
let elapsed = start_time.elapsed();
|
||||
println!("refreshed mesh in {:.3}s", elapsed.as_secs_f32());
|
||||
}
|
||||
}
|
||||
|
||||
pub fn ui(&mut self, style: &HandwritingStyle, ui: &mut Ui) -> HandwritingResponse {
|
||||
let mut response = HandwritingResponse { changed: false };
|
||||
|
||||
ui.vertical_centered_justified(|ui| {
|
||||
self.ui_control(None, ui, &mut response);
|
||||
|
||||
//ui.label("Paint with your mouse/touch!");
|
||||
Frame::canvas(ui.style())
|
||||
.corner_radius(20.0)
|
||||
.stroke(Stroke::new(5.0, Color32::from_black_alpha(40)))
|
||||
.fill(style.bg_color)
|
||||
.show(ui, |ui| {
|
||||
self.ui_content(style, ui, &mut response);
|
||||
});
|
||||
});
|
||||
|
||||
response
|
||||
}
|
||||
|
||||
fn push_to_stroke(&mut self, new_canvas_pos: Pos2) {
|
||||
if let Some(&last_canvas_pos) = self.current_stroke.last() {
|
||||
if last_canvas_pos == new_canvas_pos {
|
||||
return;
|
||||
}
|
||||
|
||||
self.unblitted_lines.push([last_canvas_pos, new_canvas_pos]);
|
||||
}
|
||||
|
||||
self.current_stroke.push(new_canvas_pos);
|
||||
}
|
||||
|
||||
/// Draw a single line onto the existing texture.
|
||||
fn draw_line_to_texture(
|
||||
&mut self,
|
||||
from: Pos2,
|
||||
to: Pos2,
|
||||
mesh_context: &MeshContext,
|
||||
ui: &mut Ui,
|
||||
) {
|
||||
let mut tesselator = Tessellator::new(
|
||||
mesh_context.pixels_per_point,
|
||||
TESSELATION_OPTIONS,
|
||||
Default::default(), // we don't tesselate fonts
|
||||
vec![],
|
||||
);
|
||||
|
||||
let mut mesh = Mesh::default();
|
||||
let line = egui::Shape::line_segment([from, to], mesh_context.stroke);
|
||||
tesselator.tessellate_shape(line, &mut mesh);
|
||||
|
||||
self.draw_mesh_to_texture(&mesh, mesh_context, ui);
|
||||
}
|
||||
|
||||
/// Draw a single mesh onto the existing texture.
|
||||
fn draw_mesh_to_texture(&mut self, mesh: &Mesh, mesh_context: &MeshContext, ui: &mut Ui) {
|
||||
let triangles = mesh_triangles(mesh);
|
||||
let point_to_pixel = TSTransform::from_scaling(mesh_context.pixels_per_point);
|
||||
rasterize_onto::<StrokeBlendMode>(&mut self.image, point_to_pixel, triangles);
|
||||
texture!(self, ui, mesh_context).set(self.image.clone(), Default::default());
|
||||
}
|
||||
|
||||
pub fn strokes(&self) -> &[Vec<Pos2>] {
|
||||
&self.strokes
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
pub fn example() -> Self {
|
||||
Handwriting {
|
||||
strokes: vec![
|
||||
vec![
|
||||
Pos2::new(-1.0, 1.0),
|
||||
Pos2::new(3.0, 1.0),
|
||||
Pos2::new(3.0, 3.0),
|
||||
Pos2::new(1.5, 2.0),
|
||||
Pos2::new(0.0, 0.0),
|
||||
],
|
||||
vec![
|
||||
Pos2::new(3.0, 3.0),
|
||||
Pos2::new(-1.0, 1.0),
|
||||
Pos2::new(0.0, 0.0),
|
||||
Pos2::new(3.0, 1.0),
|
||||
],
|
||||
],
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Display for Handwriting {
|
||||
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
||||
let mut raw = vec![];
|
||||
|
||||
for stroke in &self.strokes {
|
||||
raw.push((stroke.len() as u16).to_le_bytes());
|
||||
for position in stroke {
|
||||
let x = half::f16::from_f32(position.x);
|
||||
let y = half::f16::from_f32(position.y);
|
||||
raw.push(x.to_bits().to_le_bytes());
|
||||
raw.push(y.to_bits().to_le_bytes());
|
||||
}
|
||||
}
|
||||
|
||||
let raw = raw.as_slice().as_bytes();
|
||||
|
||||
write_custom_code_block(f, CODE_BLOCK_KEY, BASE64_STANDARD.encode(raw))
|
||||
}
|
||||
}
|
||||
|
||||
impl FromStr for Handwriting {
|
||||
type Err = eyre::Report;
|
||||
|
||||
fn from_str(s: &str) -> Result<Self, Self::Err> {
|
||||
let s = try_from_custom_code_block(CODE_BLOCK_KEY, s)
|
||||
.ok_or_eyre("Not a valid ```handwriting-block")?;
|
||||
|
||||
let bytes = BASE64_STANDARD
|
||||
.decode(s)
|
||||
.wrap_err("Failed to decode painting data from base64")?;
|
||||
|
||||
#[allow(non_camel_case_types)]
|
||||
type u16_le = [u8; 2];
|
||||
|
||||
#[allow(non_camel_case_types)]
|
||||
type f16_le = [u8; 2];
|
||||
|
||||
#[derive(FromBytes, KnownLayout, Immutable)]
|
||||
#[repr(C, packed)]
|
||||
struct Stroke {
|
||||
pub len: u16_le,
|
||||
pub positions: [f16_le],
|
||||
}
|
||||
|
||||
let mut bytes = &bytes[..];
|
||||
let mut strokes = vec![];
|
||||
|
||||
while !bytes.is_empty() {
|
||||
let header_len = size_of::<u16_le>();
|
||||
if bytes.len() < header_len {
|
||||
bail!("Invalid remaining length: {}", bytes.len());
|
||||
}
|
||||
|
||||
let stroke = Stroke::ref_from_bytes(&bytes[..header_len]).expect("length is correct");
|
||||
let len = usize::from(u16::from_le_bytes(stroke.len));
|
||||
let len = len * size_of::<f16_le>() * 2;
|
||||
|
||||
if bytes.len() < len {
|
||||
bail!("Invalid remaining length: {}", bytes.len());
|
||||
}
|
||||
|
||||
let (stroke, rest) = bytes.split_at(header_len + len);
|
||||
bytes = rest;
|
||||
let stroke = Stroke::ref_from_bytes(stroke)
|
||||
.map_err(|e| eyre!("Failed to decode stroke bytes: {e}"))?;
|
||||
|
||||
let mut positions = stroke
|
||||
.positions
|
||||
.iter()
|
||||
.map(|&position| f16::from_bits(u16::from_le_bytes(position)));
|
||||
|
||||
let mut stroke = vec![];
|
||||
while let Some(x) = positions.next() {
|
||||
let Some(y) = positions.next() else {
|
||||
unreachable!("len is a multiple of two");
|
||||
};
|
||||
stroke.push(Pos2::new(x.into(), y.into()));
|
||||
}
|
||||
strokes.push(stroke);
|
||||
}
|
||||
|
||||
Ok(Handwriting {
|
||||
strokes,
|
||||
..Default::default()
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl HandwritingStyle {
|
||||
pub fn from_theme(theme: Theme) -> Self {
|
||||
let stroke_color;
|
||||
let bg_color;
|
||||
let line_color;
|
||||
|
||||
match theme {
|
||||
Theme::Dark => {
|
||||
stroke_color = Color32::WHITE;
|
||||
bg_color = Color32::from_gray(30);
|
||||
line_color = Color32::from_rgb(100, 100, 100);
|
||||
}
|
||||
Theme::Light => {
|
||||
stroke_color = Color32::BLACK;
|
||||
bg_color = Color32::WHITE;
|
||||
line_color = Color32::from_rgb(130, 130, 130); // TODO
|
||||
}
|
||||
}
|
||||
|
||||
HandwritingStyle {
|
||||
stroke: Stroke::new(1.6, stroke_color),
|
||||
bg_color,
|
||||
bg_line_stroke: Stroke::new(0.5, line_color),
|
||||
animate: true,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn mesh_triangles(mesh: &Mesh) -> impl Iterator<Item = [&Vertex; 3]> {
|
||||
mesh.triangles()
|
||||
.map(|indices| indices.map(|i| &mesh.vertices[i as usize]))
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod test {
|
||||
use std::str::FromStr;
|
||||
|
||||
use super::Handwriting;
|
||||
|
||||
#[test]
|
||||
fn serialize_handwriting() {
|
||||
let handwriting = Handwriting::example();
|
||||
insta::assert_debug_snapshot!("handwriting example", handwriting.strokes);
|
||||
|
||||
let serialized = handwriting.to_string();
|
||||
insta::assert_snapshot!("serialized handwriting", serialized);
|
||||
|
||||
let deserialized =
|
||||
Handwriting::from_str(&serialized).expect("Handwriting must de/serialize correctly");
|
||||
insta::assert_debug_snapshot!("deserialized handwriting", deserialized.strokes);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user