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