use crate::raster::{BlendMode, ImageFrame}; use crate::vector::{subpath, VectorData}; use crate::{Color, Node}; use bezier_rs::BezierHandles; use dyn_any::{DynAny, StaticType}; use node_macro::node_fn; use core::future::Future; use core::ops::{Deref, DerefMut}; use glam::{DAffine2, DVec2, IVec2, UVec2}; pub mod renderer; /// A list of [`GraphicElement`]s #[derive(Clone, Debug, Hash, PartialEq, DynAny, Default)] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] pub struct GraphicGroup(Vec); /// Internal data for a [`GraphicElement`]. Can be [`VectorData`], [`ImageFrame`], text, or a nested [`GraphicGroup`] #[derive(Clone, Debug, Hash, PartialEq, DynAny)] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] pub enum GraphicElementData { VectorShape(Box), ImageFrame(ImageFrame), Text(String), GraphicGroup(GraphicGroup), Artboard(Artboard), } /// A named [`GraphicElementData`] with a blend mode, opacity, as well as visibility, locked, and collapsed states. #[derive(Clone, Debug, PartialEq, DynAny)] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] pub struct GraphicElement { pub name: String, pub blend_mode: BlendMode, /// In range 0..=1 pub opacity: f32, pub visible: bool, pub locked: bool, pub collapsed: bool, pub graphic_element_data: GraphicElementData, } impl Default for GraphicElement { fn default() -> Self { Self { name: "".to_owned(), blend_mode: BlendMode::Normal, opacity: 1., visible: true, locked: false, collapsed: false, graphic_element_data: GraphicElementData::VectorShape(Box::new(VectorData::empty())), } } } /// Some [`ArtboardData`] with some optional clipping bounds that can be exported. /// Similar to an Inkscape page: https://media.inkscape.org/media/doc/release_notes/1.2/Inkscape_1.2.html#Page_tool #[derive(Clone, Debug, Hash, PartialEq, DynAny)] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] pub struct Artboard { pub graphic_group: GraphicGroup, pub location: IVec2, pub dimensions: IVec2, pub background: Color, pub clip: bool, } impl Artboard { pub fn new(location: IVec2, dimensions: IVec2) -> Self { Self { graphic_group: GraphicGroup::EMPTY, location: location.min(location + dimensions), dimensions: dimensions.abs(), background: Color::WHITE, clip: false, } } } pub struct ConstructLayerNode { graphic_element_data: GraphicElementData, name: Name, blend_mode: BlendMode, opacity: Opacity, visible: Visible, locked: Locked, collapsed: Collapsed, stack: Stack, } #[node_fn(ConstructLayerNode)] async fn construct_layer, Fut1: Future, Fut2: Future>( footprint: crate::transform::Footprint, graphic_element_data: impl Node, name: String, blend_mode: BlendMode, opacity: f32, visible: bool, locked: bool, collapsed: bool, mut stack: impl Node, ) -> GraphicGroup { let graphic_element_data = self.graphic_element_data.eval(footprint).await; let mut stack = self.stack.eval(footprint).await; stack.push(GraphicElement { name, blend_mode, opacity: opacity / 100., visible, locked, collapsed, graphic_element_data: graphic_element_data.into(), }); stack } pub struct ToGraphicElementData {} #[node_fn(ToGraphicElementData)] fn to_graphic_element_data>(graphic_element_data: Data) -> GraphicElementData { graphic_element_data.into() } pub struct ConstructArtboardNode { location: Location, dimensions: Dimensions, background: Background, clip: Clip, } #[node_fn(ConstructArtboardNode)] fn construct_artboard(graphic_group: GraphicGroup, location: IVec2, dimensions: IVec2, background: Color, clip: bool) -> Artboard { Artboard { graphic_group, location: location.min(location + dimensions), dimensions: dimensions.abs(), background, clip, } } impl From> for GraphicElementData { fn from(image_frame: ImageFrame) -> Self { GraphicElementData::ImageFrame(image_frame) } } impl From for GraphicElementData { fn from(vector_data: VectorData) -> Self { GraphicElementData::VectorShape(Box::new(vector_data)) } } impl From for GraphicElementData { fn from(graphic_group: GraphicGroup) -> Self { GraphicElementData::GraphicGroup(graphic_group) } } impl From for GraphicElementData { fn from(artboard: Artboard) -> Self { GraphicElementData::Artboard(artboard) } } impl Deref for GraphicGroup { type Target = Vec; fn deref(&self) -> &Self::Target { &self.0 } } impl DerefMut for GraphicGroup { fn deref_mut(&mut self) -> &mut Self::Target { &mut self.0 } } /// This is a helper trait used for the Into Implementation. /// We can't just implement this for all for which from is implemented /// as that would conflict with the implementation for `Self` trait ToGraphicElement: Into {} impl ToGraphicElement for VectorData {} impl ToGraphicElement for ImageFrame {} impl ToGraphicElement for Artboard {} impl From for GraphicGroup where T: ToGraphicElement, { fn from(value: T) -> Self { let element = GraphicElement { graphic_element_data: value.into(), ..Default::default() }; Self(vec![element]) } } impl GraphicGroup { pub const EMPTY: Self = Self(Vec::new()); pub fn to_usvg_tree(&self, resolution: UVec2, viewbox: [DVec2; 2]) -> usvg::Tree { let root_node = usvg::Node::new(usvg::NodeKind::Group(usvg::Group::default())); let tree = usvg::Tree { size: usvg::Size::from_wh(resolution.x as f32, resolution.y as f32).unwrap(), view_box: usvg::ViewBox { rect: usvg::NonZeroRect::from_ltrb(viewbox[0].x as f32, viewbox[0].y as f32, viewbox[1].x as f32, viewbox[1].y as f32).unwrap(), aspect: usvg::AspectRatio::default(), }, root: root_node.clone(), }; for element in self.0.iter() { root_node.append(element.to_usvg_node()); } tree } } impl GraphicElement { fn to_usvg_node(&self) -> usvg::Node { fn to_transform(transform: DAffine2) -> usvg::Transform { let cols = transform.to_cols_array(); usvg::Transform::from_row(cols[0] as f32, cols[1] as f32, cols[2] as f32, cols[3] as f32, cols[4] as f32, cols[5] as f32) } match &self.graphic_element_data { GraphicElementData::VectorShape(vector_data) => { use usvg::tiny_skia_path::PathBuilder; let mut builder = PathBuilder::new(); let transform = to_transform(vector_data.transform); let style = &vector_data.style; for subpath in vector_data.subpaths.iter() { let start = vector_data.transform.transform_point2(subpath[0].anchor); builder.move_to(start.x as f32, start.y as f32); for bezier in subpath.iter() { bezier.apply_transformation(|pos| vector_data.transform.transform_point2(pos)); let end = bezier.end; match bezier.handles { BezierHandles::Linear => builder.line_to(end.x as f32, end.y as f32), BezierHandles::Quadratic { handle } => builder.quad_to(handle.x as f32, handle.y as f32, end.x as f32, end.y as f32), BezierHandles::Cubic { handle_start, handle_end } => { builder.cubic_to(handle_start.x as f32, handle_start.y as f32, handle_end.x as f32, handle_end.y as f32, end.x as f32, end.y as f32) } } } if subpath.closed { builder.close() } } let path = builder.finish().unwrap(); let mut path = usvg::Path::new(path.into()); path.transform = transform; // TODO: use proper style path.fill = None; path.stroke = Some(usvg::Stroke::default()); usvg::Node::new(usvg::NodeKind::Path(path)) } GraphicElementData::ImageFrame(image_frame) => { if image_frame.image.width * image_frame.image.height == 0 { return usvg::Node::new(usvg::NodeKind::Group(usvg::Group::default())); } let png = image_frame.image.to_png(); usvg::Node::new(usvg::NodeKind::Image(usvg::Image { id: String::new(), transform: to_transform(image_frame.transform), visibility: usvg::Visibility::Visible, view_box: usvg::ViewBox { rect: usvg::NonZeroRect::from_xywh(0., 0., 1., 1.).unwrap(), aspect: usvg::AspectRatio::default(), }, rendering_mode: usvg::ImageRendering::OptimizeSpeed, kind: usvg::ImageKind::PNG(png.into()), })) } GraphicElementData::Text(text) => usvg::Node::new(usvg::NodeKind::Text(usvg::Text { id: String::new(), transform: usvg::Transform::identity(), rendering_mode: usvg::TextRendering::OptimizeSpeed, positions: Vec::new(), rotate: Vec::new(), writing_mode: usvg::WritingMode::LeftToRight, chunks: vec![usvg::TextChunk { text: text.clone(), x: None, y: None, anchor: usvg::TextAnchor::Start, spans: vec![], text_flow: usvg::TextFlow::Linear, }], })), GraphicElementData::GraphicGroup(group) => { let group_element = usvg::Node::new(usvg::NodeKind::Group(usvg::Group::default())); for element in group.0.iter() { group_element.append(element.to_usvg_node()); } group_element } // TODO GraphicElementData::Artboard(board) => usvg::Node::new(usvg::NodeKind::Group(usvg::Group::default())), } } } impl core::hash::Hash for GraphicElement { fn hash(&self, state: &mut H) { self.name.hash(state); self.blend_mode.hash(state); self.opacity.to_bits().hash(state); self.visible.hash(state); self.locked.hash(state); self.collapsed.hash(state); self.graphic_element_data.hash(state); } }