1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
#![crate_name = "graphics"]
#![deny(missing_docs)]
#![deny(missing_copy_implementations)]

//! A library for 2D graphics that works with multiple back-ends.
//!
//! Piston-Graphics was started in 2014 by Sven Nilsen to test
//! back-end agnostic design for 2D in Rust.
//! This means generic code can be reused across projects and platforms.
//!
//! ### Design
//!
//! A graphics back-end implements the `Graphics` trait.
//!
//! This library uses immediate design for flexibility.
//! By default, triangles are generated from 2D shapes and passed in chunks
//! to the back-end. This behavior can be overridden by a back-end library.
//!
//! The structures used for drawing 2D shapes contains settings for rendering.
//! The separation of shapes and settings allows more reuse and flexibility.
//! For example, to render an image, you use an `Image` object.
//!
//! The `math` module contains useful methods for 2D geometry.
//!
//! `Context` stores settings that are commonly shared when rendering.
//! It can be copied and changed without affecting any global state.
//!
//! At top level, there are some shortcut methods for common operations.
//! For example, `ellipse` is a simplified version of `Ellipse`.

extern crate vecmath;
extern crate texture;
extern crate read_color;
extern crate interpolation;
extern crate viewport;

pub use texture::ImageSize;
pub use viewport::Viewport;

pub use graphics::Graphics;
pub use source_rectangled::SourceRectangled;
pub use rectangled::Rectangled;
pub use transformed::Transformed;
pub use colored::Colored;
pub use rectangle::Rectangle;
pub use line::Line;
pub use ellipse::Ellipse;
pub use circle_arc::CircleArc;
pub use image::Image;
pub use polygon::Polygon;
pub use text::Text;
pub use context::Context;
pub use draw_state::DrawState;

/// Any triangulation method called on the back-end
/// never exceeds this number of vertices.
/// This can be used to initialize buffers that fit the chunk size.
///
/// Must be a multiple of 3 because you need 3 vertices per triangle
/// in a triangle list.
pub const BACK_END_MAX_VERTEX_COUNT: usize = 1023;

mod graphics;
mod source_rectangled;
mod rectangled;
mod transformed;
mod colored;

pub mod draw_state;
pub mod character;
pub mod context;
pub mod color;
pub mod polygon;
pub mod line;
pub mod circle_arc;
pub mod ellipse;
pub mod rectangle;
pub mod image;
pub mod types;
pub mod modular_index;
pub mod text;
pub mod triangulation;
pub mod math;
pub mod grid;
pub mod glyph_cache;
pub mod texture_packer;

pub mod radians {
    //! Reexport radians helper trait from vecmath

    pub use vecmath::traits::Radians;
}

/// Clears the screen.
pub fn clear<G>(color: types::Color, g: &mut G)
    where G: Graphics
{
    g.clear_color(color);
    g.clear_stencil(0);
}

/// Draws image.
pub fn image<G>(image: &<G as Graphics>::Texture, transform: math::Matrix2d, g: &mut G)
    where G: Graphics
{
    Image::new().draw(image, &Default::default(), transform, g);
}

/// Draws ellipse by corners.
pub fn ellipse_from_to<P: Into<types::Vec2d>, G>(color: types::Color,
                                        from: P,
                                        to: P,
                                        transform: math::Matrix2d,
                                        g: &mut G)
    where G: Graphics
{
    Ellipse::new(color).draw_from_to(from, to, &Default::default(), transform, g);
}

/// Draws ellipse.
pub fn ellipse<R: Into<types::Rectangle>, G>(color: types::Color,
                                             rect: R,
                                             transform: math::Matrix2d,
                                             g: &mut G)
    where G: Graphics
{
    Ellipse::new(color).draw(rect, &Default::default(), transform, g);
}

/// Draws arc
pub fn circle_arc<R: Into<types::Rectangle>, G>(color: types::Color,
                                                radius: types::Radius,
                                                start: types::Scalar,
                                                end: types::Scalar,
                                                rect: R,
                                                transform: math::Matrix2d,
                                                g: &mut G)
    where G: Graphics
{
    CircleArc::new(color, radius, start, end).draw(rect, &Default::default(), transform, g);
}

/// Draws rectangle.
pub fn rectangle_from_to<P: Into<types::Vec2d>, G>(color: types::Color,
                                               from: P,
                                               to: P,
                                               transform: math::Matrix2d,
                                               g: &mut G)
    where G: Graphics
{
    Rectangle::new(color).draw_from_to(from, to, &Default::default(), transform, g);
}

/// Draws rectangle.
pub fn rectangle<R: Into<types::Rectangle>, G>(color: types::Color,
                                               rect: R,
                                               transform: math::Matrix2d,
                                               g: &mut G)
    where G: Graphics
{
    Rectangle::new(color).draw(rect, &Default::default(), transform, g);
}

/// Draws polygon.
pub fn polygon<G>(color: types::Color,
                  polygon: types::Polygon,
                  transform: math::Matrix2d,
                  g: &mut G)
    where G: Graphics
{
    Polygon::new(color).draw(polygon, &Default::default(), transform, g);
}

/// Draws line between points.
pub fn line_from_to<P: Into<types::Vec2d>, G>(color: types::Color,
                                     radius: types::Radius,
                                     from: P,
                                     to: P,
                                     transform: math::Matrix2d,
                                     g: &mut G)
    where G: Graphics
{
    Line::new(color, radius).draw_from_to(from, to, &Default::default(), transform, g)
}

/// Draws line.
pub fn line<L: Into<types::Line>, G>(color: types::Color,
                                     radius: types::Radius,
                                     line: L,
                                     transform: math::Matrix2d,
                                     g: &mut G)
    where G: Graphics
{
    Line::new(color, radius).draw(line, &Default::default(), transform, g)
}

/// Draws text.
pub fn text<C, G>(
    color: types::Color,
    font_size: types::FontSize,
    text: &str,
    cache: &mut C,
    transform: math::Matrix2d,
    g: &mut G
) -> Result<(), C::Error>
    where
        C: character::CharacterCache,
        G: Graphics<Texture = <C as character::CharacterCache>::Texture>
{
    Text::new_color(color, font_size).draw(text, cache, &Default::default(), transform, g)
}