refactor(k-ui): retire glass look (wallpaper, blur, shadow, gloss): flat surfaces; theme drops [wallpaper]/[glass] tokens + orb contrast checks; light accent back to #0b6bcb; settings/tally 3 MiB

This commit is contained in:
2026-10-28 15:09:38 +01:00
parent 7804934008
commit 8c518b84aa
15 changed files with 67 additions and 667 deletions

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@@ -1,338 +0,0 @@
//! The Whimsy look (see the vision's K-UI note): a wallpaper glowing with
//! the theme's orbs, and glass panels over it, the wallpaper blurred and
//! tinted through them. Both are made once per theme and window size, at
//! half the size each way (they are soft, and an app's memory is small),
//! by plain integer code; a frame only copies from them, each pixel
//! doubled, so it costs about what clearing the window does.
use alloc::vec;
use alloc::vec::Vec;
use crate::layout::Rect;
use crate::pixels::{between_corners, blend, corner_row, cover, height, span};
use crate::theme::{Rgba, Theme};
/// The backdrop is made at 1 / `SCALE` of the window, each way.
const SCALE: usize = 2;
/// Where the orbs sit, as fractions of the window, and how big they are
/// (of its larger side).
const ORBS: [(f32, f32, f32); 3] = [(0.18, 0.22, 0.38), (0.82, 0.38, 0.32), (0.45, 0.92, 0.42)];
/// An orb is at full strength out to this fraction of its radius, then
/// fades: a shape with an edge, which the blur softens behind the glass.
const ORB_CORE: f32 = 0.6;
/// An image in pixels of the bytes R, G, B, A (opaque).
struct Image {
w: usize,
h: usize,
px: Vec<[u8; 4]>,
}
/// The wallpaper, and the glass over it (blurred, tinted), for one theme
/// and window size.
pub struct Backdrop {
key: (Rgba, Rgba, [Rgba; 3], u8, u8, usize, usize),
wall: Image,
glass: Image,
}
/// `a` moved toward `b` by `k` 256ths.
fn mix(a: [u8; 4], b: Rgba, k: u32) -> [u8; 4] {
let m = |x: u8, y: u8| ((x as u32 * (256 - k) + y as u32 * k) >> 8) as u8;
[m(a[0], b.0), m(a[1], b.1), m(a[2], b.2), 255]
}
/// How strongly an orb shows (256ths) at a squared distance of `i`/`FALL_STEPS`
/// of its radius squared.
const FALL_STEPS: usize = 256;
fn falloff() -> [u32; FALL_STEPS + 1] {
let mut t = [0u32; FALL_STEPS + 1];
for (i, k) in t.iter_mut().enumerate() {
let d = libm::sqrtf(i as f32 / FALL_STEPS as f32);
*k = (((1.0 - d) / (1.0 - ORB_CORE)).clamp(0.0, 1.0) * theme::ORB_STRENGTH * 256.0) as u32;
}
t
}
impl Backdrop {
/// The backdrop for `t` in a window `w` by `h`: `cached` if it still is.
pub fn for_window(cached: Option<Backdrop>, t: &Theme, w: u32, h: u32) -> Option<Backdrop> {
let (w, h) = (w as usize, h as usize);
let key = (t.background, t.surface, t.orbs, t.blur_radius, t.panel_opacity, w, h);
if let Some(b) = cached.filter(|b| b.key == key) {
return Some(b);
}
let (sw, sh) = (w.div_ceil(SCALE).max(1), h.div_ceil(SCALE).max(1));
let bg = [t.background.0, t.background.1, t.background.2, 255];
let mut wall = Image { w: sw, h: sh, px: vec![bg; sw * sh] };
let big = sw.max(sh) as f32;
let fall = falloff();
for (orb, (fx, fy, fr)) in t.orbs.iter().zip(ORBS) {
let (cx, cy, r) = ((fx * sw as f32) as i64, (fy * sh as f32) as i64, ((fr * big) as i64).max(1));
let r2 = r * r;
let rows = (cy - r).max(0) as usize..((cy + r + 1) as usize).min(sh);
let cols = (cx - r).max(0) as usize..((cx + r + 1) as usize).min(sw);
for y in rows {
let dy2 = (y as i64 - cy) * (y as i64 - cy);
for x in cols.clone() {
let d2 = (x as i64 - cx) * (x as i64 - cx) + dy2;
if d2 < r2 {
let p = &mut wall.px[y * sw + x];
*p = mix(*p, *orb, fall[(d2 * FALL_STEPS as i64 / r2) as usize]);
}
}
}
}
// Blurred at half this size again (it is soft), then brought back.
let mut small = halve(&wall);
blur(&mut small, (t.blur_radius as usize).div_ceil(2 * SCALE));
let mut glass = double(&small, sw, sh);
let opacity = t.panel_opacity as u32 * 256 / 100;
for p in &mut glass.px {
*p = mix(*p, t.surface, opacity);
}
Some(Backdrop { key, wall, glass })
}
/// The wallpaper over `part` of the window's pixels `pm`
/// (premultiplied RGBA, `width` pixels a row).
pub fn wall(&self, pm: &mut [u8], width: usize, part: Rect) {
copy(&self.wall, pm, width, part, 0.0);
}
/// `part` of `pm` moved back toward the wallpaper by `k` 256ths: what
/// is drawn there fading in.
pub fn fade(&self, pm: &mut [u8], width: usize, part: Rect, k: u32) {
let (cols, rows) = span(part, width, height(pm, width));
for y in rows {
let src = &self.wall.px[(y / SCALE).min(self.wall.h - 1) * self.wall.w..][..self.wall.w];
let row = pm[(y * width + cols.start) * 4..(y * width + cols.end) * 4].as_chunks_mut::<4>().0;
for (i, d) in row.iter_mut().enumerate() {
blend(d, src[((cols.start + i) / SCALE).min(self.wall.w - 1)], k);
}
}
}
/// A glass panel over `r`, its corners rounded by `radius`.
pub fn glass(&self, pm: &mut [u8], width: usize, r: Rect, radius: f32) {
copy(&self.glass, pm, width, r, radius);
}
}
/// Copies `img` (scaled up) into `r` of `pm`, the corners rounded by
/// `radius` and anti-aliased there.
fn copy(img: &Image, pm: &mut [u8], width: usize, r: Rect, radius: f32) {
let radius = radius.min(r.w / 2.0).min(r.h / 2.0).max(0.0);
let (cols, rows) = span(r, width, height(pm, width));
let mid = between_corners(r, radius, &cols);
let (x0, x1) = (cols.start, cols.end);
let mut copied: Option<usize> = None;
for y in rows {
let corner = corner_row(r, radius, y);
let at = y * width * 4;
// A row made from the same source row as the one above: the same.
if let Some(above) = copied.filter(|a| *a + 1 == y && a / SCALE == y / SCALE && !corner) {
let from = above * width * 4;
pm.copy_within(from + x0 * 4..from + x1 * 4, at + x0 * 4);
copied = Some(y);
continue;
}
let src = &img.px[(y / SCALE).min(img.h - 1) * img.w..][..img.w];
let straight = if corner { mid.clone() } else { cols.clone() };
let row = &mut pm[at + straight.start * 4..at + straight.end * 4];
for (i, d) in row.as_chunks_mut::<4>().0.iter_mut().enumerate() {
*d = src[((straight.start + i) / SCALE).min(img.w - 1)];
}
if corner {
let row = pm[at..at + width * 4].as_chunks_mut::<4>().0;
for x in (x0..mid.start).chain(mid.end..x1) {
let s = src[(x / SCALE).min(img.w - 1)];
match cover(r, radius, x, y) {
256 => row[x] = s,
0 => {}
k => blend(&mut row[x], s, k),
}
}
}
copied = (!corner).then_some(y);
}
}
/// `img` at half the size each way, each pixel the average of four.
fn halve(img: &Image) -> Image {
let (w, h) = (img.w.div_ceil(2), img.h.div_ceil(2));
let mut px = vec![[0u8; 4]; w * h];
for y in 0..h {
let (r0, r1) = (2 * y, (2 * y + 1).min(img.h - 1));
for x in 0..w {
let (c0, c1) = (2 * x, (2 * x + 1).min(img.w - 1));
let mut sum = [0u32; 4];
for p in [img.px[r0 * img.w + c0], img.px[r0 * img.w + c1], img.px[r1 * img.w + c0], img.px[r1 * img.w + c1]] {
add(&mut sum, p);
}
px[y * w + x] = sum.map(|s| (s / 4) as u8);
}
}
Image { w, h, px }
}
/// The average of two pixels, all four bytes at once.
fn mid(a: [u8; 4], b: [u8; 4]) -> [u8; 4] {
let (a, b) = (u32::from_le_bytes(a), u32::from_le_bytes(b));
((a & b) + (((a ^ b) & 0xfefe_fefe) >> 1)).to_le_bytes()
}
/// `img` at twice the size (cut to `w` by `h`), the new pixels between
/// the old ones the average of their neighbours: the even rows from the
/// source rows, the odd ones from the rows either side.
fn double(img: &Image, w: usize, h: usize) -> Image {
let mut px = vec![[0u8; 4]; w * h];
for y in (0..h).step_by(2) {
let src = &img.px[(y / 2).min(img.h - 1) * img.w..][..img.w];
let out = &mut px[y * w..(y + 1) * w];
for (x, o) in out.iter_mut().enumerate() {
let s = src[(x / 2).min(img.w - 1)];
*o = if x % 2 == 0 { s } else { mid(s, src[(x / 2 + 1).min(img.w - 1)]) };
}
}
for y in (1..h).step_by(2) {
let below = if y + 1 < h { y + 1 } else { y - 1 };
for x in 0..w {
px[y * w + x] = mid(px[(y - 1) * w + x], px[below * w + x]);
}
}
Image { w, h, px }
}
/// A box blur run three times over (close to a Gaussian), `r` pixels each
/// way: along each row, then down every column at once, so memory is
/// walked in order.
fn blur(img: &mut Image, r: usize) {
if r == 0 {
return;
}
let mut line = vec![[0u8; 4]; img.w];
let mut sums = vec![[0u32; 4]; img.w];
for _ in 0..3 {
for y in 0..img.h {
across(&mut img.px[y * img.w..(y + 1) * img.w], r, &mut line);
}
down(img, r, &mut sums);
}
}
/// Dividing a sum of `2r + 1` bytes by that, as a multiply and a shift:
/// exact for such sums.
fn reciprocal(r: usize) -> u32 {
(65536 + 2 * r as u32) / (2 * r as u32 + 1)
}
fn add(sum: &mut [u32; 4], p: [u8; 4]) {
sum[0] += p[0] as u32;
sum[1] += p[1] as u32;
sum[2] += p[2] as u32;
sum[3] += p[3] as u32;
}
fn sub(sum: &mut [u32; 4], p: [u8; 4]) {
sum[0] -= p[0] as u32;
sum[1] -= p[1] as u32;
sum[2] -= p[2] as u32;
sum[3] -= p[3] as u32;
}
fn average(sum: &[u32; 4], inv: u32) -> [u8; 4] {
[((sum[0] * inv) >> 16) as u8, ((sum[1] * inv) >> 16) as u8, ((sum[2] * inv) >> 16) as u8, ((sum[3] * inv) >> 16) as u8]
}
/// One pass along `row`, its ends held.
fn across(row: &mut [[u8; 4]], r: usize, line: &mut [[u8; 4]]) {
let n = row.len();
let line = &mut line[..n];
line.copy_from_slice(row);
let inv = reciprocal(r);
let mut sum = [0u32; 4];
for i in 0..=2 * r {
add(&mut sum, line[i.saturating_sub(r).min(n - 1)]);
}
for (i, out) in row.iter_mut().enumerate() {
*out = average(&sum, inv);
add(&mut sum, line[(i + r + 1).min(n - 1)]);
sub(&mut sum, line[i.saturating_sub(r)]);
}
}
/// One pass down every column, a row at a time; the top and bottom held.
fn down(img: &mut Image, r: usize, sums: &mut [[u32; 4]]) {
let (w, h) = (img.w, img.h);
let src = img.px.clone();
let row = |i: usize| &src[i.min(h - 1) * w..][..w];
let inv = reciprocal(r);
sums.fill([0; 4]);
for i in 0..=2 * r {
for (s, p) in sums.iter_mut().zip(row(i.saturating_sub(r))) {
add(s, *p);
}
}
for y in 0..h {
for (out, s) in img.px[y * w..(y + 1) * w].iter_mut().zip(sums.iter()) {
*out = average(s, inv);
}
for ((s, a), b) in sums.iter_mut().zip(row(y + r + 1)).zip(row(y.saturating_sub(r))) {
add(s, *a);
sub(s, *b);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
fn image(w: usize, h: usize, c: [u8; 4]) -> Image {
Image { w, h, px: vec![c; w * h] }
}
#[test]
fn blur_spreads_a_shape_and_keeps_flat_colour_flat() {
let mut img = image(40, 40, [10, 20, 30, 255]);
blur(&mut img, 3);
assert!(img.px.iter().all(|p| *p == [10, 20, 30, 255]), "nothing to blur, nothing changes");
for y in 15..25 {
for x in 15..25 {
img.px[y * 40 + x] = [250, 250, 250, 255];
}
}
blur(&mut img, 3);
let red = |x: usize, y: usize| img.px[y * 40 + x][0];
assert!(red(20, 20) > 150, "the middle, {}", red(20, 20));
assert!((40..200).contains(&red(13, 20)), "just outside the edge: between, {}", red(13, 20));
assert_eq!(red(2, 2), 10, "far away: untouched");
}
#[test]
fn the_backdrop_is_made_once_per_theme_and_size_and_glass_is_tinted() {
let t = Theme::WHIMSY_DARK;
let b = Backdrop::for_window(None, &t, 100, 60).unwrap();
assert_eq!((b.wall.w, b.wall.h), (50, 30));
let flat = Theme { orbs: [t.background; 3], ..t };
let f = Backdrop::for_window(Some(b), &flat, 100, 60).unwrap();
let bg = [t.background.0, t.background.1, t.background.2, 255];
assert!(f.wall.px.iter().all(|p| *p == bg), "no orbs, no glow");
assert_eq!(f.glass.px[0], mix(bg, t.surface, t.panel_opacity as u32 * 256 / 100));
}
#[test]
fn a_panel_is_copied_with_round_soft_corners() {
let t = Theme { orbs: [Rgba::rgb(0xffffff); 3], ..Theme::WHIMSY_DARK };
let b = Backdrop::for_window(None, &t, 40, 40).unwrap();
let mut pm = vec![0u8; 40 * 40 * 4];
b.glass(&mut pm, 40, Rect { x: 10.0, y: 10.0, w: 20.0, h: 20.0 }, 8.0);
let at = |x: usize, y: usize| pm[(y * 40 + x) * 4 + 3];
assert_eq!(at(20, 20), 255, "inside");
assert_eq!(at(10, 10), 0, "the very corner is cut off");
assert!((1..255).contains(&at(12, 12)), "the corner's edge is soft: {}", at(12, 12));
assert_eq!(at(5, 20), 0, "outside");
}
}

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@@ -9,7 +9,6 @@
extern crate alloc;
pub mod element;
pub mod glass;
pub mod layout;
mod pixels;
pub mod motion;

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@@ -1,68 +1,40 @@
//! K-UI's own pixel loops over a window's bytes (R, G, B, A, premultiplied,
//! `width` pixels a row): tiny-skia's translucent fills, gradients and
//! patterns go through its float pipeline, which is slow wherever float is
//! (QEMU emulates every float operation). Here float is kept to the
//! rounded corners; straight runs share one value a row (or column) and
//! blend in integers, two channels at a time.
//! `width` pixels a row), for what covers much of the window: tiny-skia's
//! translucent fills go through its float pipeline, which is slow wherever
//! float is (QEMU emulates every float operation). These are integer, and
//! blend two channels at a time.
use crate::layout::Rect;
use crate::theme::Rgba;
/// The pixels of `r` (whole ones) inside a `width` by `height` window:
/// columns and rows.
pub fn span(r: Rect, width: usize, height: usize) -> (core::ops::Range<usize>, core::ops::Range<usize>) {
fn span(r: Rect, width: usize, height: usize) -> (core::ops::Range<usize>, core::ops::Range<usize>) {
let (x0, y0) = (r.x.max(0.0) as usize, r.y.max(0.0) as usize);
let (x1, y1) = (((r.x + r.w).max(0.0) as usize).min(width), ((r.y + r.h).max(0.0) as usize).min(height));
(x0..x1.max(x0), y0..y1.max(y0))
}
pub fn height(pm: &[u8], width: usize) -> usize {
fn height(pm: &[u8], width: usize) -> usize {
pm.len() / 4 / width.max(1)
}
/// The columns of `cols` clear of `r`'s rounded corners (radius `radius`):
/// what lies between them.
pub fn between_corners(r: Rect, radius: f32, cols: &core::ops::Range<usize>) -> core::ops::Range<usize> {
let lo = (libm::ceilf(r.x + radius).max(0.0) as usize).clamp(cols.start, cols.end);
let hi = (libm::floorf(r.x + r.w - radius).max(0.0) as usize).clamp(lo, cols.end);
lo..hi
}
/// Whether row `y` passes through `r`'s rounded corners.
pub fn corner_row(r: Rect, radius: f32, y: usize) -> bool {
radius > 0.0 && ((y as f32) < r.y + radius || (y as f32 + 1.0) > r.y + r.h - radius)
}
/// How much of pixel (`x`, `y`) is inside `r` with its corners rounded by
/// `radius`, in 256ths.
pub fn cover(r: Rect, radius: f32, x: usize, y: usize) -> u32 {
let (fx, fy) = (x as f32 + 0.5, y as f32 + 0.5);
let dx = (r.x + radius - fx).max(fx - (r.x + r.w - radius));
let dy = (r.y + radius - fy).max(fy - (r.y + r.h - radius));
if dx <= 0.0 || dy <= 0.0 {
return 256;
}
((radius + 0.5 - libm::sqrtf(dx * dx + dy * dy)).clamp(0.0, 1.0) * 256.0) as u32
}
/// The pixel `d` moved toward `s` by `k` 256ths.
pub fn blend(d: &mut [u8; 4], s: [u8; 4], k: u32) {
fn blend(d: &mut [u8; 4], s: [u8; 4], k: u32) {
let (d32, s32) = (u32::from_le_bytes(*d), u32::from_le_bytes(s));
let (keep, take) = (256 - k, k);
// Red and blue, then green and alpha, each pair in one word.
let rb = ((d32 & 0x00ff_00ff) * keep + (s32 & 0x00ff_00ff) * take) >> 8 & 0x00ff_00ff;
let rb = (((d32 & 0x00ff_00ff) * keep + (s32 & 0x00ff_00ff) * take) >> 8) & 0x00ff_00ff;
let ga = (((d32 >> 8) & 0x00ff_00ff) * keep + ((s32 >> 8) & 0x00ff_00ff) * take) & 0xff00_ff00;
*d = (rb | ga).to_le_bytes();
}
/// Pixels `cols` of row `y` moved toward `s` by `k` 256ths.
pub fn blend_run(pm: &mut [u8], width: usize, y: usize, cols: core::ops::Range<usize>, s: [u8; 4], k: u32) {
if k == 0 || cols.is_empty() {
return;
}
let row = &mut pm[(y * width + cols.start) * 4..(y * width + cols.end) * 4];
for px in row.as_chunks_mut::<4>().0 {
blend(px, s, k);
/// `part` of `pm` in `c`, opaque.
pub fn fill(pm: &mut [u8], width: usize, part: Rect, c: Rgba) {
let (cols, rows) = span(part, width, height(pm, width));
for y in rows {
let row = pm[(y * width + cols.start) * 4..(y * width + cols.end) * 4].as_chunks_mut::<4>().0;
row.fill([c.0, c.1, c.2, 255]);
}
}
@@ -70,81 +42,9 @@ pub fn blend_run(pm: &mut [u8], width: usize, y: usize, cols: core::ops::Range<u
pub fn veil(pm: &mut [u8], width: usize, part: Rect, c: Rgba, k: u32) {
let (cols, rows) = span(part, width, height(pm, width));
for y in rows {
blend_run(pm, width, y, cols.clone(), [c.0, c.1, c.2, 255], k);
}
}
/// The wet highlight: white along the top of `r`, `alpha` (percent) at
/// the edge and gone `depth` pixels down.
pub fn gloss(pm: &mut [u8], width: usize, r: Rect, radius: f32, alpha: u8, depth: f32) {
let radius = radius.min(r.w / 2.0).min(r.h / 2.0).max(0.0);
let (cols, rows) = span(Rect { h: depth.min(r.h), ..r }, width, height(pm, width));
let mid = between_corners(r, radius, &cols);
let white = [255u8; 4];
for y in rows {
let fade = 1.0 - (y as f32 + 0.5 - r.y) / depth;
let a = (fade.max(0.0) * alpha as f32 * 256.0 / 100.0) as u32;
let corner = corner_row(r, radius, y);
let straight = if corner { mid.clone() } else { cols.clone() };
blend_run(pm, width, y, straight, white, a);
if corner {
for x in (cols.start..mid.start).chain(mid.end..cols.end) {
let k = (cover(r, radius, x, y) * a) >> 8;
if k > 0 {
blend_run(pm, width, y, x..x + 1, white, k);
}
}
}
}
}
/// How dark a shadow is (256ths) `d` pixels outside what casts it.
fn shade(d: f32, spread: f32, dark: u8) -> u32 {
let fade = (1.0 - d.max(0.0) / spread).max(0.0);
(fade * fade * dark as f32 * 256.0 / 100.0) as u32
}
/// A soft shadow under `r` (corners rounded by `radius`): cast `down`
/// pixels below it, `dark` (percent) at its edge and gone `spread` out.
/// What `r` covers is left alone: it is drawn over anyway.
pub fn shadow(pm: &mut [u8], width: usize, r: Rect, radius: f32, down: f32, spread: f32, dark: u8) {
let radius = radius.min(r.w / 2.0).min(r.h / 2.0).max(0.0);
let c = Rect { y: r.y + down, ..r };
let around = Rect { x: r.x - spread, y: r.y - spread, w: r.w + 2.0 * spread, h: r.h + down + 2.0 * spread };
let (cols, rows) = span(around, width, height(pm, width));
let (panel, _) = span(r, width, height(pm, width));
// Where the caster's edges are straight, across and down.
let mid = between_corners(c, radius, &cols);
let (sy0, sy1) = (c.y + radius, c.y + c.h - radius);
let black = [0, 0, 0, 255];
for y in rows {
let fy = y as f32 + 0.5;
let in_panel = fy >= r.y && fy < r.y + r.h;
// Above or below the caster, where its top and bottom are straight:
// one darkness for the whole run.
let k = shade((c.y - fy).max(fy - (c.y + c.h)), spread, dark);
let segments = match in_panel {
true => [cols.start..panel.start, panel.end..cols.end],
false => [cols.clone(), 0..0],
};
for seg in segments {
let straight = seg.start.max(mid.start)..seg.end.min(mid.end);
if !in_panel {
blend_run(pm, width, y, straight.clone(), black, k);
}
for x in seg.filter(|x| in_panel || !straight.contains(x)) {
let fx = x as f32 + 0.5;
let d = match fy >= sy0 && fy < sy1 {
// Beside the caster's straight sides.
true => (c.x - fx).max(fx - (c.x + c.w)),
false => {
let dx = (c.x + radius - fx).max(fx - (c.x + c.w - radius)).max(0.0);
let dy = (sy0 - fy).max(fy - sy1).max(0.0);
libm::sqrtf(dx * dx + dy * dy) - radius
}
};
blend_run(pm, width, y, x..x + 1, black, shade(d, spread, dark));
}
let row = pm[(y * width + cols.start) * 4..(y * width + cols.end) * 4].as_chunks_mut::<4>().0;
for px in row {
blend(px, [c.0, c.1, c.2, 255], k);
}
}
}
@@ -164,21 +64,4 @@ mod tests {
blend(&mut d, [99, 98, 97, 96], 256);
assert_eq!(d, [99, 98, 97, 96], "all of it");
}
#[test]
fn a_shadow_darkens_around_and_below_but_not_under_or_far() {
let w = 60;
let mut pm = vec![200u8; w * w * 4];
let r = Rect { x: 20.0, y: 20.0, w: 20.0, h: 20.0 };
shadow(&mut pm, w, r, 6.0, 3.0, 7.0, 30);
let red = |x: usize, y: usize| pm[(y * w + x) * 4];
assert_eq!(red(30, 30), 200, "under the panel: left alone");
assert!(red(30, 41) < red(30, 18), "darker below than above");
assert!(red(17, 30) < 200, "beside it");
assert_eq!(red(5, 5), 200, "far off");
assert_eq!(red(30, 55), 200, "past its spread");
}
extern crate std;
use std::vec;
}

View File

@@ -1,13 +1,10 @@
//! Drawing a laid-out tree into a window's pixels (RGBA, premultiplied):
//! the theme decides every colour and shape. Rows, toggles and fields are
//! glass over the wallpaper (`glass`); buttons are solid, with a shadow
//! and a highlight.
//! the theme decides every colour and shape.
use alloc::string::String;
use tiny_skia::{Color, FillRule, Paint, PathBuilder, PixmapMut, Stroke, Transform};
use crate::element::{Element, Kind};
use crate::glass::Backdrop;
use crate::layout::Rect;
use crate::text::Fonts;
use crate::theme::{Rgba, TextStyle, Theme, Weight};
@@ -15,14 +12,8 @@ use crate::theme::{Rgba, TextStyle, Theme, Weight};
/// The focus ring's distance outside the button, and its width.
const RING_GAP: f32 = 3.0;
const RING_WIDTH: f32 = 2.0;
/// How far outside an element its ring or its shadow reaches.
pub const REACH: f32 = SHADOW.0 + SHADOW.1 + 1.0;
/// The shadow: how far down it is cast, how far it spreads, how dark it is
/// at the edge (percent).
const SHADOW: (f32, f32, u8) = (3.0, 7.0, 28);
/// How far down from a panel's top its highlight fades out: above the
/// text, which starts a row's padding down.
const GLOSS: f32 = 12.0;
/// How far outside an element its ring reaches.
pub const REACH: f32 = RING_GAP + RING_WIDTH + 1.0;
/// A field's outline, and its caret, across.
const OUTLINE: f32 = 1.5;
const CARET: f32 = 2.0;
@@ -77,7 +68,6 @@ struct Painter<'p, 'a> {
fonts: &'p Fonts,
theme: &'p Theme,
frame: Frame,
backdrop: Option<&'p Backdrop>,
}
fn mix(a: Rgba, b: Rgba, t: f32) -> Rgba {
@@ -152,9 +142,7 @@ impl Painter<'_, '_> {
Kind::Button(b) => {
let (fill, label) = theme.button(b.variant);
if let Some(fill) = fill {
self.shadow(r);
self.fill(r, theme.corner_radius, fill);
self.gloss(r);
}
self.text_in(&b.label, TextStyle::Label, r, true, label);
}
@@ -241,32 +229,9 @@ impl Painter<'_, '_> {
}
}
/// A glass panel: its shadow, the wallpaper blurred through it, the
/// surface over that, and its highlight.
/// A row's, a toggle's or a field's panel.
fn panel(&mut self, r: Rect) {
let theme = self.theme;
self.shadow(r);
match self.backdrop {
Some(b) => {
let width = self.pm.width() as usize;
b.glass(self.pm.data_mut(), width, r, theme.corner_radius);
}
None => self.fill(r, theme.corner_radius, theme.surface),
}
self.gloss(r);
}
/// Soft and below: it lifts what casts it off the wallpaper.
fn shadow(&mut self, r: Rect) {
let width = self.pm.width() as usize;
let (down, spread, dark) = SHADOW;
crate::pixels::shadow(self.pm.data_mut(), width, r, self.theme.corner_radius, down, spread, dark);
}
/// The wet highlight along the top.
fn gloss(&mut self, r: Rect) {
let width = self.pm.width() as usize;
crate::pixels::gloss(self.pm.data_mut(), width, r, self.theme.corner_radius, self.theme.highlight, GLOSS);
self.fill(r, self.theme.corner_radius, self.theme.surface);
}
/// `r` filled with `c`, its corners rounded by `radius`.
@@ -284,39 +249,23 @@ impl Painter<'_, '_> {
}
/// Draws `root`, laid out as `rects`, as `frame` says (all of it, or its
/// `clip`), over the wallpaper (`backdrop`, or the plain background). A
/// screen still coming in is faded toward the background.
pub fn render<E>(pm: &mut PixmapMut, root: &Element<E>, rects: &[Rect], fonts: &Fonts, theme: &Theme, frame: Frame, backdrop: Option<&Backdrop>) {
/// `clip`). A screen still coming in fades up from the background.
pub fn render<E>(pm: &mut PixmapMut, root: &Element<E>, rects: &[Rect], fonts: &Fonts, theme: &Theme, frame: Frame) {
let bg = theme.background;
let width = pm.width() as usize;
let all = Rect { x: 0.0, y: 0.0, w: pm.width() as f32, h: pm.height() as f32 };
let under = frame.clip.unwrap_or(all);
match backdrop {
Some(b) => {
let width = pm.width() as usize;
b.wall(pm.data_mut(), width, under);
}
None => {
let r = tiny_skia::Rect::from_xywh(under.x, under.y, under.w, under.h);
if let Some(r) = r {
pm.fill_rect(r, &paint(bg), Transform::identity(), None);
}
}
}
let mut p = Painter { pm, fonts, theme, frame, backdrop };
crate::pixels::fill(pm.data_mut(), width, frame.clip.unwrap_or(all), bg);
let mut p = Painter { pm, fonts, theme, frame };
p.draw(root, rects, &mut 0);
if let Some(r) = frame.ring {
p.ring(r);
}
if frame.enter < 1.0 {
// The new screen's things fade up over the wallpaper, which stays.
// Only what is on it fades: the background is the same anyway.
let mut leaves = alloc::vec::Vec::new();
crate::tree::leaf_rects(root, rects, &mut 0, &mut leaves);
if let Some(content) = leaves.into_iter().map(|r| r.grow(REACH)).reduce(Rect::union) {
let (width, k) = (p.pm.width() as usize, ((1.0 - frame.enter) * 256.0) as u32);
match backdrop {
Some(b) => b.fade(p.pm.data_mut(), width, content, k),
None => crate::pixels::veil(p.pm.data_mut(), width, content, bg, k),
}
crate::pixels::veil(p.pm.data_mut(), width, content, bg, ((1.0 - frame.enter) * 256.0) as u32);
}
}
}

View File

@@ -11,7 +11,6 @@ use alloc::vec::Vec;
use tiny_skia::PixmapMut;
use crate::element::{Element, Input};
use crate::glass::Backdrop;
use crate::layout::{self, Rect};
use crate::motion::{Ring, Tween};
use crate::render::{self, Frame};
@@ -91,13 +90,11 @@ pub struct Ui<A: App> {
whole: bool,
/// Where the ring was last drawn.
last_ring: Option<Rect>,
/// The wallpaper and its blur, for this theme and window size.
backdrop: Option<Backdrop>,
}
impl<A: App> Ui<A> {
pub fn new(theme: Theme) -> Self {
Self { app: A::init(), focus: 0, scroll: 0.0, caret: usize::MAX, theme, ring: None, flip: None, enter: None, drawn: None, whole: true, last_ring: None, backdrop: None }
Self { app: A::init(), focus: 0, scroll: 0.0, caret: usize::MAX, theme, ring: None, flip: None, enter: None, drawn: None, whole: true, last_ring: None }
}
/// A new screen: from its top, coming in, the ring where it lands.
@@ -229,7 +226,6 @@ impl<A: App> Ui<A> {
pub fn draw(&mut self, pm: &mut PixmapMut, fonts: &Fonts, now: u64) -> (bool, Option<Rect>) {
let view = self.app.view();
let (w, h) = (pm.width() as f32, pm.height() as f32);
self.backdrop = Backdrop::for_window(self.backdrop.take(), &self.theme, pm.width(), pm.height());
let measurer = Measurer { fonts, theme: &self.theme };
// As tall as it needs: what does not fit is scrolled to.
let tall = layout::natural(&view, &measurer, &self.theme).1.max(h);
@@ -277,11 +273,11 @@ impl<A: App> Ui<A> {
.map(|p| whole_elements(&view, &rects, p));
let drew = match (full, part) {
(true, _) => {
render::render(pm, &view, &rects, fonts, &self.theme, frame, self.backdrop.as_ref());
render::render(pm, &view, &rects, fonts, &self.theme, frame);
None
}
(false, Some(p)) => {
render::render(pm, &view, &rects, fonts, &self.theme, Frame { clip: Some(p), ..frame }, self.backdrop.as_ref());
render::render(pm, &view, &rects, fonts, &self.theme, Frame { clip: Some(p), ..frame });
Some(p)
}
// Nothing moved and nothing changed.