Detailed changes
@@ -1129,7 +1129,7 @@ impl EditorElement {
bounds,
background: Some(color),
border,
- corner_radii: style.thumb.corner_radius.into(),
+ corner_radii: style.thumb.corner_radii.into(),
})
};
let background_ranges = editor
@@ -1189,7 +1189,7 @@ impl EditorElement {
bounds,
background: Some(color),
border,
- corner_radii: style.thumb.corner_radius.into(),
+ corner_radii: style.thumb.corner_radii.into(),
})
}
}
@@ -1198,7 +1198,7 @@ impl EditorElement {
bounds: thumb_bounds,
border: style.thumb.border,
background: style.thumb.background_color,
- corner_radii: style.thumb.corner_radius.into(),
+ corner_radii: style.thumb.corner_radii.into(),
});
}
@@ -9,7 +9,7 @@ use crate::{
},
json::ToJson,
platform::CursorStyle,
- scene::{self, Border, CursorRegion, Quad},
+ scene::{self, Border, CornerRadii, CursorRegion, Quad},
AnyElement, Element, LayoutContext, PaintContext, SceneBuilder, SizeConstraint, View,
ViewContext,
};
@@ -30,7 +30,7 @@ pub struct ContainerStyle {
#[serde(default)]
pub border: Border,
#[serde(default)]
- pub corner_radius: f32,
+ pub corner_radii: CornerRadii,
#[serde(default)]
pub shadow: Option<Shadow>,
#[serde(default)]
@@ -133,7 +133,10 @@ impl<V: View> Container<V> {
}
pub fn with_corner_radius(mut self, radius: f32) -> Self {
- self.style.corner_radius = radius;
+ self.style.corner_radii.top_left = radius;
+ self.style.corner_radii.top_right = radius;
+ self.style.corner_radii.bottom_right = radius;
+ self.style.corner_radii.bottom_left = radius;
self
}
@@ -225,7 +228,7 @@ impl<V: View> Element<V> for Container<V> {
if let Some(shadow) = self.style.shadow.as_ref() {
scene.push_shadow(scene::Shadow {
bounds: quad_bounds + shadow.offset,
- corner_radius: self.style.corner_radius,
+ corner_radii: self.style.corner_radii,
sigma: shadow.blur,
color: shadow.color,
});
@@ -248,7 +251,7 @@ impl<V: View> Element<V> for Container<V> {
bounds: quad_bounds,
background: self.style.background_color,
border: Default::default(),
- corner_radii: self.style.corner_radius.into(),
+ corner_radii: self.style.corner_radii.into(),
});
self.child
@@ -259,7 +262,7 @@ impl<V: View> Element<V> for Container<V> {
bounds: quad_bounds,
background: self.style.overlay_color,
border: self.style.border,
- corner_radii: self.style.corner_radius.into(),
+ corner_radii: self.style.corner_radii.into(),
});
scene.pop_layer();
} else {
@@ -267,7 +270,7 @@ impl<V: View> Element<V> for Container<V> {
bounds: quad_bounds,
background: self.style.background_color,
border: self.style.border,
- corner_radii: self.style.corner_radius.into(),
+ corner_radii: self.style.corner_radii.into(),
});
let child_origin = child_origin
@@ -284,7 +287,7 @@ impl<V: View> Element<V> for Container<V> {
bounds: quad_bounds,
background: self.style.overlay_color,
border: Default::default(),
- corner_radii: self.style.corner_radius.into(),
+ corner_radii: self.style.corner_radii.into(),
});
scene.pop_layer();
}
@@ -328,7 +331,7 @@ impl ToJson for ContainerStyle {
"padding": self.padding.to_json(),
"background_color": self.background_color.to_json(),
"border": self.border.to_json(),
- "corner_radius": self.corner_radius,
+ "corner_radius": self.corner_radii,
"shadow": self.shadow.to_json(),
})
}
@@ -509,10 +509,14 @@ impl Renderer {
};
for (ix, shadow) in shadows.iter().enumerate() {
let shape_bounds = shadow.bounds * scale_factor;
+ let corner_radii = shadow.corner_radii * scale_factor;
let shader_shadow = shaders::GPUIShadow {
origin: shape_bounds.origin().to_float2(),
size: shape_bounds.size().to_float2(),
- corner_radius: shadow.corner_radius * scale_factor,
+ corner_radius_top_left: corner_radii.top_left,
+ corner_radius_top_right: corner_radii.top_right,
+ corner_radius_bottom_right: corner_radii.bottom_right,
+ corner_radius_bottom_left: corner_radii.bottom_left,
sigma: shadow.sigma,
color: shadow.color.to_uchar4(),
};
@@ -34,7 +34,10 @@ typedef enum {
typedef struct {
vector_float2 origin;
vector_float2 size;
- float corner_radius;
+ float corner_radius_top_left;
+ float corner_radius_top_right;
+ float corner_radius_bottom_right;
+ float corner_radius_bottom_left;
float sigma;
vector_uchar4 color;
} GPUIShadow;
@@ -146,7 +146,10 @@ struct ShadowFragmentInput {
float4 position [[position]];
vector_float2 origin;
vector_float2 size;
- float corner_radius;
+ float corner_radius_top_left;
+ float corner_radius_top_right;
+ float corner_radius_bottom_right;
+ float corner_radius_bottom_left;
float sigma;
vector_uchar4 color;
};
@@ -169,7 +172,10 @@ vertex ShadowFragmentInput shadow_vertex(
device_position,
shadow.origin,
shadow.size,
- shadow.corner_radius,
+ shadow.corner_radius_top_left,
+ shadow.corner_radius_top_right,
+ shadow.corner_radius_bottom_right,
+ shadow.corner_radius_bottom_left,
shadow.sigma,
shadow.color,
};
@@ -179,10 +185,24 @@ fragment float4 shadow_fragment(
ShadowFragmentInput input [[stage_in]]
) {
float sigma = input.sigma;
- float corner_radius = input.corner_radius;
float2 half_size = input.size / 2.;
float2 center = input.origin + half_size;
float2 point = input.position.xy - center;
+ float2 center_to_point = input.position.xy - center;
+ float corner_radius;
+ if (center_to_point.x < 0.) {
+ if (center_to_point.y < 0.) {
+ corner_radius = input.corner_radius_top_left;
+ } else {
+ corner_radius = input.corner_radius_bottom_left;
+ }
+ } else {
+ if (center_to_point.y < 0.) {
+ corner_radius = input.corner_radius_top_right;
+ } else {
+ corner_radius = input.corner_radius_bottom_right;
+ }
+ }
// The signal is only non-zero in a limited range, so don't waste samples
float low = point.y - half_size.y;
@@ -6,6 +6,7 @@ use collections::HashSet;
use derive_more::Mul;
use schemars::JsonSchema;
use serde::Deserialize;
+use serde_derive::Serialize;
use serde_json::json;
use std::{borrow::Cow, sync::Arc};
@@ -69,7 +70,7 @@ pub struct Quad {
pub corner_radii: CornerRadii,
}
-#[derive(Default, Debug, Mul, Clone, Copy)]
+#[derive(Default, Debug, Mul, Clone, Copy, Deserialize, Serialize, JsonSchema)]
pub struct CornerRadii {
pub top_left: f32,
pub top_right: f32,
@@ -91,7 +92,7 @@ impl From<f32> for CornerRadii {
#[derive(Debug)]
pub struct Shadow {
pub bounds: RectF,
- pub corner_radius: f32,
+ pub corner_radii: CornerRadii,
pub sigma: f32,
pub color: Color,
}