745 lines
25 KiB
Rust
745 lines
25 KiB
Rust
mod canvas_rasterizer;
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mod disk_format;
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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 canvas_rasterizer::CanvasRasterizer;
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use disk_format::{DiskFormat, RawStroke, RawStrokeHeader, f16_le};
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use egui::{
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Color32, Event, Frame, Id, Mesh, PointerButton, Pos2, Rect, Sense, Shape, Stroke, Theme, Ui,
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Vec2,
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emath::{self, TSTransform},
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epaint::{TessellationOptions, Tessellator, Vertex},
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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, IntoBytes};
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use crate::{custom_code_block::try_from_custom_code_block, rasterizer};
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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 TESSELLATION_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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pub hide_cursor: 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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strokes: Vec<Vec<Pos2>>,
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height: f32,
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desired_height: f32,
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#[serde(skip)]
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e: Ephemeral,
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}
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/// Handwriting data that isn't persisted across restarts.
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struct Ephemeral {
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id: Id,
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canvas_rasterizer: CanvasRasterizer,
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/// The stroke that is currently being drawed.
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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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unblitted_lines: Vec<[Pos2; 2]>,
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tessellator: Option<Tessellator>,
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/// Tessellated mesh of all strokes
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mesh: Arc<Mesh>,
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refresh_texture: bool,
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/// Context of the last mesh render.
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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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pub stroke: Stroke,
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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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strokes: Default::default(),
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height: HANDWRITING_MIN_HEIGHT,
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desired_height: HANDWRITING_MIN_HEIGHT,
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e: Default::default(),
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}
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}
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}
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impl Default for Ephemeral {
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fn default() -> Self {
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Self {
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id: random_id(),
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canvas_rasterizer: Default::default(),
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current_stroke: Default::default(),
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tessellator: None,
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mesh: Default::default(),
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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").clicked() {
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self.strokes.clear();
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self.e.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.e.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.e.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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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.e.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 (mut response, painter) = ui.allocate_painter(desired_size, Sense::drag());
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if style.hide_cursor {
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response = response.on_hover_and_drag_cursor(egui::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.e.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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.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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.cloned()
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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.e.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.e.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.e.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 position and 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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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.e.last_mesh_ctx.as_ref() {
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self.e.refresh_texture = true;
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}
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let [px_width, px_height] = {
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let Vec2 { x, y } = mesh_rect.size() * new_context.pixels_per_point;
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[x, y].map(|f| f.ceil() as usize)
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};
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self.e.canvas_rasterizer.set_size(px_width, px_height);
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if self.e.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);
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self.e.unblitted_lines.clear();
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} else if !self.e.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.e.unblitted_lines) {
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self.draw_line_to_texture(from, to, &new_context);
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}
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self.e.unblitted_lines.clear();
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}
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// Draw the texture
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self.e.canvas_rasterizer.show(ui.ctx(), &painter, mesh_rect);
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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.e.current_stroke.is_empty());
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self.strokes.push(mem::take(&mut self.e.current_stroke));
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response.changed = true;
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}
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/// Tessellate and rasterize the strokes into a new texture.
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fn refresh_texture(&mut self, style: &HandwritingStyle, mesh_context: MeshContext) {
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let Ephemeral {
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current_stroke,
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tessellator,
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mesh,
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refresh_texture,
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last_mesh_ctx,
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..
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} = &mut self.e;
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// TODO: don't tessellate and rasterize on the GUI thread
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*last_mesh_ctx = Some(mesh_context);
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*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 mesh = Arc::make_mut(mesh);
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mesh.clear();
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// TODO: re-use tessellator if pixels_per_point hasn't changed
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let tessellator = tessellator.insert(new_tessellator(mesh_context.pixels_per_point));
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self.strokes
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.iter()
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.chain([&*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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tessellator.tessellate_shape(shape, mesh);
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});
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// sanity-check that tessellation did not produce any NaNs.
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// this can happen if the line contains duplicated consecutive positions
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//for vertex in &mesh.vertices {
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// debug_assert!(vertex.pos.x.is_finite(), "{} must be finite", vertex.pos.x);
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// debug_assert!(vertex.pos.y.is_finite(), "{} must be finite", vertex.pos.y);
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//}
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let point_to_pixel = TSTransform::from_scaling(mesh_context.pixels_per_point);
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let triangles = mesh_triangles(&self.e.mesh);
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self.e.canvas_rasterizer.clear();
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self.e
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.canvas_rasterizer
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.rasterize(point_to_pixel, triangles);
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#[cfg(not(target_arch = "wasm32"))]
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{
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let elapsed = start_time.elapsed();
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log::debug!("refreshed mesh in {:.3}s", elapsed.as_secs_f32());
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}
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}
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pub fn ui(&mut self, style: &HandwritingStyle, ui: &mut Ui) -> HandwritingResponse {
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let mut response = HandwritingResponse { changed: false };
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ui.vertical_centered_justified(|ui| {
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self.ui_control(None, ui, &mut response);
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//ui.label("Paint with your mouse/touch!");
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Frame::canvas(ui.style())
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.corner_radius(20.0)
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.stroke(Stroke::new(5.0, Color32::from_black_alpha(40)))
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.fill(style.bg_color)
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.show(ui, |ui| {
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self.ui_content(style, ui, &mut response);
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});
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});
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response
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}
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/// Append a new [Pos2] to [Self::current_stroke].
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///
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/// Queue a new line to be drawn onto [Self::texture].
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fn push_to_stroke(&mut self, new_canvas_pos: Pos2) {
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if let Some(&last_canvas_pos) = self.e.current_stroke.last() {
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if last_canvas_pos == new_canvas_pos {
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return;
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}
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self.e
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.unblitted_lines
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.push([last_canvas_pos, new_canvas_pos]);
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}
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self.e.current_stroke.push(new_canvas_pos);
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}
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/// Draw a single line onto the existing texture.
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fn draw_line_to_texture(&mut self, from: Pos2, to: Pos2, mesh_context: &MeshContext) {
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// INVARIANT: if this function was called, then pixels_per_point is the same as last frame,
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// so there's no need to create a new tessellator.
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let tessellator = self
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.e
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.tessellator
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.get_or_insert_with(|| new_tessellator(mesh_context.pixels_per_point));
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let mut mesh = Mesh::default();
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let line = egui::Shape::line_segment([from, to], mesh_context.stroke);
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tessellator.tessellate_shape(line, &mut mesh);
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self.draw_mesh_to_texture(&mesh, mesh_context);
|
|
}
|
|
|
|
/// Draw a single mesh onto the existing texture.
|
|
fn draw_mesh_to_texture(&mut self, mesh: &Mesh, mesh_context: &MeshContext) {
|
|
let triangles = mesh_triangles(mesh);
|
|
let point_to_pixel = TSTransform::from_scaling(mesh_context.pixels_per_point);
|
|
self.e
|
|
.canvas_rasterizer
|
|
.rasterize(point_to_pixel, triangles);
|
|
}
|
|
|
|
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()
|
|
}
|
|
}
|
|
|
|
pub fn encode_as_disk_format(&self) -> Box<[u8]> {
|
|
let mut bytes = vec![];
|
|
let header = disk_format::Header {
|
|
version: disk_format::V1,
|
|
};
|
|
|
|
bytes.extend_from_slice(header.as_bytes());
|
|
|
|
for stroke in &self.strokes {
|
|
let Ok(len) = u16::try_from(stroke.len()) else {
|
|
log::error!("More than u16::MAX points in a stroke!");
|
|
continue;
|
|
};
|
|
|
|
let header = RawStrokeHeader { len: len.into() };
|
|
bytes.extend_from_slice(header.as_bytes());
|
|
|
|
for position in stroke {
|
|
for v in [position.x, position.y] {
|
|
let v = f16::from_f32(v);
|
|
let v = f16_le::from(v);
|
|
bytes.extend_from_slice(v.as_bytes());
|
|
}
|
|
}
|
|
}
|
|
|
|
bytes.into_boxed_slice()
|
|
}
|
|
}
|
|
|
|
fn new_tessellator(pixels_per_point: f32) -> Tessellator {
|
|
Tessellator::new(
|
|
pixels_per_point,
|
|
TESSELLATION_OPTIONS,
|
|
Default::default(), // we don't tessellate fonts
|
|
vec![],
|
|
)
|
|
}
|
|
|
|
impl Display for Handwriting {
|
|
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
|
let raw = self.encode_as_disk_format();
|
|
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")?;
|
|
|
|
// HACK: first iteration of disk format did not have version header
|
|
//let mut bytes = bytes;
|
|
//bytes.insert(0, 0);
|
|
//bytes.insert(0, 1);
|
|
|
|
let disk_format = DiskFormat::ref_from_bytes(&bytes[..]).map_err(|_| eyre!("Too short"))?;
|
|
|
|
if disk_format.header.version != disk_format::V1 {
|
|
bail!(
|
|
"Unknown disk_format version: {}",
|
|
disk_format.header.version
|
|
);
|
|
}
|
|
|
|
let mut raw_strokes = &disk_format.strokes[..];
|
|
let mut strokes = vec![];
|
|
|
|
while !raw_strokes.is_empty() {
|
|
if raw_strokes.len() < RawStroke::MIN_LEN {
|
|
bail!("Invalid remaining length: {}", raw_strokes.len());
|
|
}
|
|
|
|
let stroke = RawStroke::ref_from_bytes(&raw_strokes[..RawStroke::MIN_LEN])
|
|
.expect("length is correct");
|
|
|
|
// get length as number of points
|
|
let len = usize::from(u16::from(stroke.header.len));
|
|
|
|
// convert to length in bytes
|
|
let byte_len = 2 * size_of::<f16_le>() * len;
|
|
|
|
if raw_strokes.len() < byte_len {
|
|
bail!("Invalid remaining length: {}", raw_strokes.len());
|
|
}
|
|
|
|
let (stroke, rest) = raw_strokes.split_at(RawStroke::MIN_LEN + byte_len);
|
|
raw_strokes = rest;
|
|
|
|
let stroke = RawStroke::ref_from_bytes(stroke).expect("length is correct");
|
|
|
|
debug_assert_eq!(
|
|
stroke.positions.len().rem_euclid(2),
|
|
0,
|
|
"{} must be divisible by 2",
|
|
stroke.positions.len()
|
|
);
|
|
debug_assert_eq!(stroke.positions.len(), len * 2);
|
|
|
|
let mut last_pos = Pos2::new(f32::NEG_INFINITY, f32::INFINITY);
|
|
|
|
// positions are encoded as an array of f16s [x, y, x, y, x, y, ..]
|
|
let stroke: Vec<Pos2> = stroke
|
|
.positions
|
|
.chunks_exact(2)
|
|
.map(|chunk| [chunk[0], chunk[1]])
|
|
.map(|pos| pos.map(f16::from)) // interpret bytes as f16
|
|
.map(|pos| pos.map(f32::from)) // widen to f32
|
|
.filter(|pos| pos.iter().all(|f| f.is_finite())) // filter out NaNs and Infs
|
|
.map(|[x, y]| Pos2::new(x, y))
|
|
.filter(|pos| {
|
|
let is_duplicate = pos == &last_pos;
|
|
last_pos = *pos;
|
|
!is_duplicate // skip duplicates
|
|
})
|
|
.collect();
|
|
|
|
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(1.0, stroke_color),
|
|
bg_color,
|
|
bg_line_stroke: Stroke::new(0.5, line_color),
|
|
animate: true,
|
|
hide_cursor: false,
|
|
}
|
|
}
|
|
}
|
|
|
|
fn mesh_triangles(mesh: &Mesh) -> impl Iterator<Item = [&Vertex; 3]> + Clone {
|
|
mesh.indices
|
|
.chunks_exact(3)
|
|
.map(|chunk| [chunk[0], chunk[1], chunk[2]])
|
|
.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);
|
|
}
|
|
}
|