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Rename the legacy Graphene crate to document-legacy (#899)
* Rename /graphene to /document-legacy * Update names in code
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@@ -0,0 +1,174 @@
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use super::layer_info::LayerData;
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use super::style::{self, PathStyle, RenderData, ViewMode};
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use crate::intersection::{intersect_quad_bez_path, Quad};
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use crate::layers::text_layer::FontCache;
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use crate::LayerId;
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use graphene_std::vector::subpath::Subpath;
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use glam::{DAffine2, DMat2, DVec2};
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use serde::{Deserialize, Serialize};
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use std::fmt::Write;
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/// A generic SVG element defined using Bezier paths.
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/// Shapes are rendered as
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/// [`<path>`](https://developer.mozilla.org/en-US/docs/Web/SVG/Element/path)
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/// elements inside a
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/// [`<g>`](https://developer.mozilla.org/en-US/docs/Web/SVG/Element/g)
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/// group that the transformation matrix is applied to.
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#[derive(Debug, Clone, PartialEq, Deserialize, Serialize)]
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pub struct ShapeLayer {
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/// The geometry of the layer.
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pub shape: Subpath,
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/// The visual style of the shape.
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pub style: style::PathStyle,
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// TODO: We might be able to remove this in a future refactor
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pub render_index: i32,
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}
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impl LayerData for ShapeLayer {
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fn render(&mut self, svg: &mut String, svg_defs: &mut String, transforms: &mut Vec<DAffine2>, render_data: RenderData) {
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let mut subpath = self.shape.clone();
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let layer_bounds = subpath.bounding_box().unwrap_or_default();
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let transform = self.transform(transforms, render_data.view_mode);
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let inverse = transform.inverse();
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if !inverse.is_finite() {
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let _ = write!(svg, "<!-- SVG shape has an invalid transform -->");
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return;
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}
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subpath.apply_affine(transform);
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let transformed_bounds = subpath.bounding_box().unwrap_or_default();
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let _ = writeln!(svg, r#"<g transform="matrix("#);
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inverse.to_cols_array().iter().enumerate().for_each(|(i, entry)| {
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let _ = svg.write_str(&(entry.to_string() + if i == 5 { "" } else { "," }));
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});
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let _ = svg.write_str(r#")">"#);
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let _ = write!(
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svg,
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r#"<path d="{}" {} />"#,
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subpath.to_svg(),
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self.style.render(render_data.view_mode, svg_defs, transform, layer_bounds, transformed_bounds)
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);
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let _ = svg.write_str("</g>");
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}
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fn bounding_box(&self, transform: glam::DAffine2, _font_cache: &FontCache) -> Option<[DVec2; 2]> {
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let mut subpath = self.shape.clone();
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if transform.matrix2 == DMat2::ZERO {
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return None;
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}
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subpath.apply_affine(transform);
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subpath.bounding_box()
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}
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fn intersects_quad(&self, quad: Quad, path: &mut Vec<LayerId>, intersections: &mut Vec<Vec<LayerId>>, _font_cache: &FontCache) {
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let filled = self.style.fill().is_some() || self.shape.manipulator_groups().last().filter(|manipulator_group| manipulator_group.is_close()).is_some();
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if intersect_quad_bez_path(quad, &(&self.shape).into(), filled) {
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intersections.push(path.clone());
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}
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}
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}
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impl ShapeLayer {
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/// Construct a new [ShapeLayer] with the specified [Subpath] and [PathStyle]
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pub fn new(shape: Subpath, style: PathStyle) -> Self {
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Self { shape, style, render_index: 1 }
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}
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pub fn transform(&self, transforms: &[DAffine2], mode: ViewMode) -> DAffine2 {
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let start = match (mode, self.render_index) {
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(ViewMode::Outline, _) => 0,
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(_, -1) => 0,
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(_, x) => (transforms.len() as i32 - x).max(0) as usize,
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};
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transforms.iter().skip(start).fold(DAffine2::IDENTITY, |a, b| a * *b)
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}
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/// TODO The behavior of ngon changed from the previous iteration slightly, match original behavior
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/// Create an N-gon.
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///
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/// # Panics
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/// This function panics if `sides` is zero.
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pub fn ngon(sides: u32, style: PathStyle) -> Self {
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use std::f64::consts::{FRAC_PI_2, TAU};
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fn unit_rotation(theta: f64) -> DVec2 {
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DVec2::new(theta.sin(), theta.cos())
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}
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let mut path = kurbo::BezPath::new();
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let apothem_offset_angle = TAU / (sides as f64);
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// Rotate odd sided shapes by 90 degrees
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let offset = ((sides + 1) % 2) as f64 * FRAC_PI_2;
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let relative_points = (0..sides).map(|i| apothem_offset_angle * i as f64 + offset).map(unit_rotation);
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let min = relative_points.clone().reduce(|a, b| a.min(b)).unwrap_or_default();
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let transform = DAffine2::from_scale_angle_translation(DVec2::ONE / 2., 0., -min / 2.);
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let point = |vec: DVec2| kurbo::Point::new(vec.x, vec.y);
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let mut relative_points = relative_points.map(|p| point(transform.transform_point2(p)));
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path.move_to(relative_points.next().expect("Tried to create an ngon with 0 sides"));
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relative_points.for_each(|p| path.line_to(p));
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path.close_path();
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Self {
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shape: Subpath::new_ngon(DVec2::new(0., 0.), sides.into(), 1.),
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style,
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render_index: 1,
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}
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}
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/// Create a rectangular shape.
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pub fn rectangle(style: PathStyle) -> Self {
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Self {
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shape: Subpath::new_rect(DVec2::new(0., 0.), DVec2::new(1., 1.)),
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style,
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render_index: 1,
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}
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}
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/// Create an elliptical shape.
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pub fn ellipse(style: PathStyle) -> Self {
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Self {
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shape: Subpath::new_ellipse(DVec2::new(0., 0.), DVec2::new(1., 1.)),
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style,
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render_index: 1,
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}
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}
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/// Create a straight line from (0, 0) to (1, 0).
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pub fn line(style: PathStyle) -> Self {
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Self {
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shape: Subpath::new_line(DVec2::new(0., 0.), DVec2::new(1., 0.)),
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style,
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render_index: 1,
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}
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}
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/// Create a polygonal line that visits each provided point.
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pub fn poly_line(points: Vec<impl Into<glam::DVec2>>, style: PathStyle) -> Self {
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Self {
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shape: Subpath::new_poly_line(points),
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style,
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render_index: 0,
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}
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}
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/// Creates a smooth bezier spline that passes through all given points.
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/// The algorithm used in this implementation is described here: <https://www.particleincell.com/2012/bezier-splines/>
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pub fn spline(points: Vec<impl Into<glam::DVec2>>, style: PathStyle) -> Self {
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Self {
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shape: Subpath::new_spline(points),
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style,
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render_index: 0,
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}
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}
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}
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