feat(k-ui): glass look: orb wallpaper + blurred, tinted glass panels (half-res backdrop per theme+size, integer code, frames only copy), soft analytic shadow, top gloss; contrast checked over wallpaper/glass per orb (light accent -> #0a5cb0); partial frames drawn in place; Rect geometry, tree lookups split out; settings/tally 6 MiB

This commit is contained in:
2026-10-28 14:19:54 +01:00
parent 3b71243dea
commit d26b265d38
13 changed files with 543 additions and 134 deletions

314
crates/k-ui/src/glass.rs Normal file
View File

@@ -0,0 +1,314 @@
//! 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::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]);
}
}
}
}
let mut glass = Image { w: sw, h: sh, px: wall.px.clone() };
blur(&mut glass, (t.blur_radius as usize).div_ceil(SCALE));
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);
}
/// 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);
}
}
/// The pixels of `r` (whole ones) inside `pm`: columns and rows.
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))
}
/// How much of pixel (`x`, `y`) is inside `r` with its corners rounded by
/// `radius`, in 256ths: worked out only in the corners.
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
}
fn blend(d: &mut [u8], s: [u8; 4], k: u32) {
for (d, s) in d.iter_mut().zip(s) {
*d = ((s as u32 * k + *d as u32 * (256 - k)) >> 8) as u8;
}
}
/// 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, pm.len() / 4 / width.max(1));
let (x0, x1) = (cols.start, cols.end);
let mut copied: Option<usize> = None;
for y in rows {
let corner = radius > 0.0 && ((y as f32) < r.y + radius || (y as f32 + 1.0) > r.y + r.h - radius);
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 row = &mut pm[at + x0 * 4..at + x1 * 4];
if corner {
for (i, d) in row.as_chunks_mut::<4>().0.iter_mut().enumerate() {
let s = src[((x0 + i) / SCALE).min(img.w - 1)];
match cover(r, radius, x0 + i, y) {
256 => d.copy_from_slice(&s),
0 => {}
k => blend(d, s, k),
}
}
copied = None;
} else {
for (i, d) in row.as_chunks_mut::<4>().0.iter_mut().enumerate() {
d.copy_from_slice(&src[((x0 + i) / SCALE).min(img.w - 1)]);
}
copied = Some(y);
}
}
}
/// 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 top = Rect { h: depth.min(r.h), ..r };
let (cols, rows) = span(top, width, pm.len() / 4 / width.max(1));
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 row = &mut pm[y * width * 4..(y + 1) * width * 4];
for x in cols.clone() {
let k = (cover(r, radius, x, y) * a) >> 8;
if k > 0 {
blend(&mut row[x * 4..x * 4 + 4], white, k);
}
}
}
}
/// How far (`x`, `y`) is outside `r` with its corners rounded by `radius`
/// (negative inside).
fn outside(r: Rect, radius: f32, x: f32, y: f32) -> f32 {
let (hw, hh) = (r.w / 2.0, r.h / 2.0);
let qx = libm::fabsf(x - (r.x + hw)) - (hw - radius);
let qy = libm::fabsf(y - (r.y + hh)) - (hh - radius);
let (ox, oy) = (qx.max(0.0), qy.max(0.0));
let out = if ox > 0.0 && oy > 0.0 { libm::sqrtf(ox * ox + oy * oy) } else { ox.max(oy) };
out + qx.max(qy).min(0.0) - radius
}
/// A soft shadow under `r` (corners rounded by `radius`): cast `down`
/// pixels below it, `dark` (percent) at its edge and gone `spread` out.
/// Only where it shows is touched: what `r` covers 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 caster = 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, pm.len() / 4 / width.max(1));
// Well inside `r`: covered by it.
let (in_x, in_y) = (r.x + radius..r.x + r.w - radius, r.y..r.y + r.h);
for y in rows {
let fy = y as f32 + 0.5;
let row = &mut pm[y * width * 4..(y + 1) * width * 4];
for x in cols.clone() {
let fx = x as f32 + 0.5;
if in_x.contains(&fx) && in_y.contains(&fy) {
continue;
}
let d = outside(caster, radius, fx, fy).max(0.0);
let fade = (1.0 - d / spread).max(0.0);
let k = (fade * fade * dark as f32 * 256.0 / 100.0) as u32;
if k > 0 {
blend(&mut row[x * 4..x * 4 + 4], [0, 0, 0, 255], k);
}
}
}
}
/// A box blur run three times over (close to a Gaussian), `r` pixels each
/// way, rows then columns.
fn blur(img: &mut Image, r: usize) {
if r == 0 {
return;
}
let (w, h) = (img.w, img.h);
let mut line = vec![[0u8; 4]; w.max(h)];
for _ in 0..3 {
for y in 0..h {
pass(&mut img.px, y * w, 1, w, r, &mut line);
}
for x in 0..w {
pass(&mut img.px, x, w, h, r, &mut line);
}
}
}
/// One box pass along `n` pixels starting at `start`, `step` apart; the
/// edges are held.
fn pass(px: &mut [[u8; 4]], start: usize, step: usize, n: usize, r: usize, line: &mut [[u8; 4]]) {
let at = |i: usize| start + i.min(n - 1) * step;
let width = (2 * r + 1) as u32;
for c in 0..4 {
// The window centred on pixel 0, the edge held.
let mut sum = px[at(0)][c] as u32 * (r as u32 + 1) + (1..=r).map(|i| px[at(i)][c] as u32).sum::<u32>();
for (i, out) in line.iter_mut().take(n).enumerate() {
out[c] = (sum / width) as u8;
sum = sum + px[at(i + r + 1)][c] as u32 - px[at(i.saturating_sub(r))][c] as u32;
}
}
for (i, p) in line.iter().take(n).enumerate() {
px[start + i * step] = *p;
}
}
#[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");
}
}

View File

@@ -23,6 +23,23 @@ pub struct Rect {
pub h: f32,
}
impl Rect {
pub fn overlaps(self, o: Rect) -> bool {
self.x < o.x + o.w && o.x < self.x + self.w && self.y < o.y + o.h && o.y < self.y + self.h
}
/// Bigger by `by` on every side.
pub fn grow(self, by: f32) -> Rect {
Rect { x: self.x - by, y: self.y - by, w: self.w + 2.0 * by, h: self.h + 2.0 * by }
}
/// The smallest rectangle holding both.
pub fn union(self, o: Rect) -> Rect {
let (x0, y0) = (self.x.min(o.x), self.y.min(o.y));
Rect { x: x0, y: y0, w: (self.x + self.w).max(o.x + o.w) - x0, h: (self.y + self.h).max(o.y + o.h) - y0 }
}
}
/// How big text is, from whoever has the fonts.
pub trait Measure {
fn text(&self, s: &str, style: TextStyle) -> (f32, f32);

View File

@@ -9,12 +9,14 @@
extern crate alloc;
pub mod element;
pub mod glass;
pub mod layout;
pub mod motion;
pub mod render;
pub mod run;
pub mod text;
pub mod theme;
mod tree;
pub mod ui;
pub use element::{Element, Size, button, column, list_item, row, text, text_input, toggle};

View File

@@ -1,10 +1,13 @@
//! Drawing a laid-out tree into a window's pixels (RGBA, premultiplied):
//! the theme decides every colour and shape.
//! 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.
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};
@@ -12,8 +15,14 @@ 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 reaches.
pub const RING_REACH: f32 = RING_GAP + RING_WIDTH + 1.0;
/// 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;
/// A field's outline, and its caret, across.
const OUTLINE: f32 = 1.5;
const CARET: f32 = 2.0;
@@ -56,6 +65,9 @@ pub struct Frame {
pub flip: Option<(usize, f32)>,
/// How far in a new screen has come: 1 is all the way.
pub enter: f32,
/// Only this part is drawn (what moved), if not all: it must hold
/// whole elements (see `Ui::draw`).
pub clip: Option<Rect>,
}
/// What drawing needs at hand: the pixels, the fonts, the theme, and the
@@ -65,6 +77,7 @@ 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 {
@@ -123,10 +136,10 @@ impl Painter<'_, '_> {
*index += 1;
let Some(&r) = rects.get(me) else { return };
let theme = self.theme;
// Off the pixels (drawing only part of the window): nothing to do.
// Off the window, or not in the part being drawn: nothing to do.
let (pw, ph) = (self.pm.width() as f32, self.pm.height() as f32);
let outside = r.x >= pw || r.y >= ph || r.x + r.w <= 0.0 || r.y + r.h <= 0.0;
if outside && !matches!(e.kind, Kind::Flex(_)) {
let all = Rect { x: 0.0, y: 0.0, w: pw, h: ph };
if !matches!(e.kind, Kind::Flex(_)) && !(r.overlaps(all) && self.frame.clip.is_none_or(|c| r.overlaps(c))) {
return;
}
match &e.kind {
@@ -139,12 +152,14 @@ 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);
}
Kind::Item(i) => {
self.fill(r, theme.corner_radius, theme.surface);
self.panel(r);
let inner = self.inset(r);
match &i.subtitle {
Some(sub) => {
@@ -159,7 +174,7 @@ impl Painter<'_, '_> {
self.text_in(">", TextStyle::Label, chevron, true, theme.text_secondary);
}
Kind::Toggle(g) => {
self.fill(r, theme.corner_radius, theme.surface);
self.panel(r);
let inner = self.inset(r);
self.text_in(&g.label, TextStyle::Body, inner, false, theme.text_primary);
let (tw, th) = crate::layout::SWITCH;
@@ -190,7 +205,7 @@ impl Painter<'_, '_> {
/// placeholder dimmed, and the caret while it has focus.
fn field<E>(&mut self, i: &crate::element::Input<E>, r: Rect, focused: bool) {
let theme = self.theme;
self.fill(r, theme.corner_radius, theme.surface);
self.panel(r);
if let Some(path) = rounded(r, theme.corner_radius) {
let stroke = Stroke { width: OUTLINE, ..Stroke::default() };
self.pm.stroke_path(&path, &paint(theme.surface_raised), &stroke, Transform::identity(), None);
@@ -226,6 +241,34 @@ impl Painter<'_, '_> {
}
}
/// A glass panel: its shadow, the wallpaper blurred through it, the
/// surface over that, and its highlight.
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::glass::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::glass::gloss(self.pm.data_mut(), width, r, self.theme.corner_radius, self.theme.highlight, GLOSS);
}
/// `r` filled with `c`, its corners rounded by `radius`.
fn fill(&mut self, r: Rect, radius: f32, c: Rgba) {
if let Some(path) = rounded(r, radius) {
@@ -240,12 +283,26 @@ impl Painter<'_, '_> {
}
}
/// Draws `root`, laid out as `rects`, as `frame` says; 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) {
/// 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>) {
let bg = theme.background;
pm.fill(Color::from_rgba8(bg.0, bg.1, bg.2, bg.3));
let mut p = Painter { pm, fonts, theme, frame };
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 };
p.draw(root, rects, &mut 0);
if let Some(r) = frame.ring {
p.ring(r);
@@ -256,24 +313,3 @@ pub fn render<E>(pm: &mut PixmapMut, root: &Element<E>, rects: &[Rect], fonts: &
p.fill(all, 0.0, veil);
}
}
/// Draws only `part` of the window (what moved), into `pm` there: the
/// rest of `pm` is left as it was.
pub fn render_part<E>(pm: &mut PixmapMut, root: &Element<E>, rects: &[Rect], fonts: &Fonts, theme: &Theme, frame: Frame, part: Rect) {
let (x0, y0) = (libm::floorf(part.x.max(0.0)), libm::floorf(part.y.max(0.0)));
let x1 = libm::ceilf(part.x + part.w).min(pm.width() as f32);
let y1 = libm::ceilf(part.y + part.h).min(pm.height() as f32);
let (w, h) = ((x1 - x0) as u32, (y1 - y0) as u32);
let Some(mut piece) = (x1 > x0 && y1 > y0).then(|| tiny_skia::Pixmap::new(w, h)).flatten() else { return };
let shift = |r: Rect| Rect { x: r.x - x0, y: r.y - y0, ..r };
let moved: alloc::vec::Vec<Rect> = rects.iter().map(|r| shift(*r)).collect();
let frame = Frame { ring: frame.ring.map(shift), ..frame };
render(&mut piece.as_mut(), root, &moved, fonts, theme, frame);
let stride = pm.width() as usize * 4;
let row = w as usize * 4;
let data = pm.data_mut();
for (i, line) in piece.data().chunks_exact(row).enumerate() {
let at = (y0 as usize + i) * stride + x0 as usize * 4;
data[at..at + row].copy_from_slice(line);
}
}

80
crates/k-ui/src/tree.rs Normal file
View File

@@ -0,0 +1,80 @@
//! Finding things in a view by their place in pre-order (an element, then
//! its children), the order layout, drawing and focus all walk it in.
use alloc::vec::Vec;
use crate::element::{Element, Input, Kind};
use crate::layout::Rect;
use crate::render::REACH;
/// The pre-order indices of every element focus can rest on in `e`.
pub fn pressables<E>(e: &Element<E>, index: &mut usize, out: &mut Vec<usize>) {
if e.kind.focusable() {
out.push(*index);
}
*index += 1;
if let Kind::Flex(f) = &e.kind {
for c in &f.children {
pressables(c, index, out);
}
}
}
/// The event of the pre-order `target`th element, if it is a button.
pub fn event_at<E: Clone>(e: &Element<E>, index: &mut usize, target: usize) -> Option<E> {
let me = *index;
*index += 1;
match &e.kind {
Kind::Flex(f) => f.children.iter().find_map(|c| event_at(c, index, target)),
k if me == target => k.event().cloned(),
_ => None,
}
}
/// The pre-order `target`th element, if it is a field.
pub fn input_at<'e, E>(e: &'e Element<E>, index: &mut usize, target: usize) -> Option<&'e Input<E>> {
let me = *index;
*index += 1;
match &e.kind {
Kind::Flex(f) => f.children.iter().find_map(|c| input_at(c, index, target)),
Kind::Input(i) if me == target => Some(i),
_ => None,
}
}
/// Whether the pre-order `target`th element is a toggle.
pub fn toggle_at<E>(e: &Element<E>, index: &mut usize, target: usize) -> bool {
let me = *index;
*index += 1;
match &e.kind {
Kind::Flex(f) => f.children.iter().any(|c| toggle_at(c, index, target)),
Kind::Toggle(_) => me == target,
_ => false,
}
}
/// `part`, grown to take in every element it touches: drawn in pieces, a
/// shape's anti-aliased edge would come out a little different where a
/// piece cuts it.
pub fn whole_elements<E>(view: &Element<E>, rects: &[Rect], part: Rect) -> Rect {
let mut leaves = Vec::new();
leaf_rects(view, rects, &mut 0, &mut leaves);
let mut part = part;
// Taking one in may reach another: until nothing more is touched.
loop {
let grown = leaves.iter().map(|r| r.grow(REACH)).filter(|r| r.overlaps(part)).fold(part, Rect::union);
if grown == part {
return grown;
}
part = grown;
}
}
fn leaf_rects<E>(e: &Element<E>, rects: &[Rect], index: &mut usize, out: &mut Vec<Rect>) {
let me = *index;
*index += 1;
match &e.kind {
Kind::Flex(f) => f.children.iter().for_each(|c| leaf_rects(c, rects, index, out)),
_ => out.extend(rects.get(me)),
}
}

View File

@@ -10,10 +10,12 @@
use alloc::vec::Vec;
use tiny_skia::PixmapMut;
use crate::element::{Element, Input, Kind};
use crate::element::{Element, Input};
use crate::glass::Backdrop;
use crate::layout::{self, Rect};
use crate::motion::{Ring, Tween};
use crate::render::{self, Frame};
use crate::tree::{event_at, input_at, pressables, toggle_at, whole_elements};
use crate::text::{Fonts, Measurer};
use crate::theme::Theme;
@@ -89,46 +91,13 @@ pub struct Ui<A: App> {
whole: bool,
/// Where the ring was last drawn.
last_ring: Option<Rect>,
}
/// The pre-order indices of every element focus can rest on in `e`.
fn pressables<E>(e: &Element<E>, index: &mut usize, out: &mut Vec<usize>) {
if e.kind.focusable() {
out.push(*index);
}
*index += 1;
if let Kind::Flex(f) = &e.kind {
for c in &f.children {
pressables(c, index, out);
}
}
}
/// The event of the pre-order `target`th element, if it is a button.
fn event_at<E: Clone>(e: &Element<E>, index: &mut usize, target: usize) -> Option<E> {
let me = *index;
*index += 1;
match &e.kind {
Kind::Flex(f) => f.children.iter().find_map(|c| event_at(c, index, target)),
k if me == target => k.event().cloned(),
_ => None,
}
}
/// The pre-order `target`th element, if it is a field.
fn input_at<'e, E>(e: &'e Element<E>, index: &mut usize, target: usize) -> Option<&'e Input<E>> {
let me = *index;
*index += 1;
match &e.kind {
Kind::Flex(f) => f.children.iter().find_map(|c| input_at(c, index, target)),
Kind::Input(i) if me == target => Some(i),
_ => None,
}
/// 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 }
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 }
}
/// A new screen: from its top, coming in, the ring where it lands.
@@ -260,6 +229,7 @@ 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);
@@ -297,21 +267,21 @@ impl<A: App> Ui<A> {
}
};
let flip = self.flip.as_mut().map(|(i, t)| (*i, t.progress(now)));
let frame = Frame { focused, caret: self.caret, ring, flip, enter };
let frame = Frame { focused, caret: self.caret, ring, flip, enter, clip: None };
let full = self.whole || self.enter.is_some();
let part = [self.last_ring, ring, flip.and_then(|(i, _)| rects.get(i).copied())]
.into_iter()
.flatten()
.map(|r| grow(r, render::RING_REACH))
.reduce(union)
.map(|r| r.grow(render::REACH))
.reduce(Rect::union)
.map(|p| whole_elements(&view, &rects, p));
let drew = match (full, part) {
(true, _) => {
render::render(pm, &view, &rects, fonts, &self.theme, frame);
render::render(pm, &view, &rects, fonts, &self.theme, frame, self.backdrop.as_ref());
None
}
(false, Some(p)) => {
render::render_part(pm, &view, &rects, fonts, &self.theme, frame, p);
render::render(pm, &view, &rects, fonts, &self.theme, Frame { clip: Some(p), ..frame }, self.backdrop.as_ref());
Some(p)
}
// Nothing moved and nothing changed.
@@ -330,51 +300,9 @@ impl<A: App> Ui<A> {
}
}
/// `part`, grown to take in every element it touches: drawn in pieces, a
/// shape's anti-aliased edge would come out a little different where a
/// piece cuts it.
fn whole_elements<E>(view: &Element<E>, rects: &[Rect], part: Rect) -> Rect {
let mut leaves = Vec::new();
leaf_rects(view, rects, &mut 0, &mut leaves);
leaves.into_iter().map(|r| grow(r, 1.0)).filter(|r| overlap(*r, part)).fold(part, union)
}
fn leaf_rects<E>(e: &Element<E>, rects: &[Rect], index: &mut usize, out: &mut Vec<Rect>) {
let me = *index;
*index += 1;
match &e.kind {
Kind::Flex(f) => f.children.iter().for_each(|c| leaf_rects(c, rects, index, out)),
_ => out.extend(rects.get(me)),
}
}
fn overlap(a: Rect, b: Rect) -> bool {
a.x < b.x + b.w && b.x < a.x + a.w && a.y < b.y + b.h && b.y < a.y + a.h
}
fn grow(r: Rect, by: f32) -> Rect {
Rect { x: r.x - by, y: r.y - by, w: r.w + 2.0 * by, h: r.h + 2.0 * by }
}
fn union(a: Rect, b: Rect) -> Rect {
let (x0, y0) = (a.x.min(b.x), a.y.min(b.y));
Rect { x: x0, y: y0, w: (a.x + a.w).max(b.x + b.w) - x0, h: (a.y + a.h).max(b.y + b.h) - y0 }
}
/// How far right a new screen starts, in pixels.
const SLIDE: f32 = 32.0;
/// Whether the pre-order `target`th element is a toggle.
fn toggle_at<E>(e: &Element<E>, index: &mut usize, target: usize) -> bool {
let me = *index;
*index += 1;
match &e.kind {
Kind::Flex(f) => f.children.iter().any(|c| toggle_at(c, index, target)),
Kind::Toggle(_) => me == target,
_ => false,
}
}
/// The scroll that shows `top..top + height` within a window `window` high
/// over a view `view` high, moving as little as possible from `scroll`.
fn keep_in_sight(scroll: f32, top: f32, height: f32, window: f32, view: f32) -> f32 {