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use crate::*;
#[must_use = "You should put this widget in an ui with `ui.add(widget);`"]
#[derive(Clone, Copy, Debug)]
pub struct Image {
texture_id: TextureId,
uv: Rect,
size: Vec2,
bg_fill: Color32,
tint: Color32,
sense: Sense,
}
impl Image {
pub fn new(texture_id: TextureId, size: impl Into<Vec2>) -> Self {
Self {
texture_id,
uv: Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0)),
size: size.into(),
bg_fill: Default::default(),
tint: Color32::WHITE,
sense: Sense::hover(),
}
}
pub fn uv(mut self, uv: impl Into<Rect>) -> Self {
self.uv = uv.into();
self
}
pub fn bg_fill(mut self, bg_fill: impl Into<Color32>) -> Self {
self.bg_fill = bg_fill.into();
self
}
pub fn tint(mut self, tint: impl Into<Color32>) -> Self {
self.tint = tint.into();
self
}
pub fn sense(mut self, sense: Sense) -> Self {
self.sense = sense;
self
}
}
impl Image {
pub fn size(&self) -> Vec2 {
self.size
}
pub fn paint_at(&self, ui: &mut Ui, rect: Rect) {
use epaint::*;
let Self {
texture_id,
uv,
size: _,
bg_fill,
tint,
sense: _,
} = self;
if *bg_fill != Default::default() {
let mut mesh = Mesh::default();
mesh.add_colored_rect(rect, *bg_fill);
ui.painter().add(Shape::mesh(mesh));
}
{
let mut mesh = Mesh::with_texture(*texture_id);
mesh.add_rect_with_uv(rect, *uv, *tint);
ui.painter().add(Shape::mesh(mesh));
}
}
}
impl Widget for Image {
fn ui(self, ui: &mut Ui) -> Response {
let (rect, response) = ui.allocate_exact_size(self.size, self.sense);
self.paint_at(ui, rect);
response
}
}