Merge pull request #2969 from iced-rs/feature/snapping-reloaded

Add `crisp` feature for default quad snapping
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Héctor 2025-05-30 03:06:33 +02:00 committed by GitHub
commit ca6d992d67
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14 changed files with 184 additions and 138 deletions

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@ -55,6 +55,8 @@ smol = ["iced_futures/smol"]
system = ["iced_winit/system"]
# Enables broken "sRGB linear" blending to reproduce color management of the Web
web-colors = ["iced_renderer/web-colors"]
# Enables pixel snapping for crisp edges by default (can cause jitter!)
crisp = ["iced_core/crisp", "iced_widget/crisp"]
# Enables the WebGL backend
webgl = ["iced_renderer/webgl"]
# Enables syntax highligthing

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@ -16,6 +16,7 @@ workspace = true
[features]
auto-detect-theme = ["dep:dark-light"]
advanced = []
crisp = []
[dependencies]
bitflags.workspace = true

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@ -75,6 +75,9 @@ pub struct Quad {
/// The [`Shadow`] of the [`Quad`].
pub shadow: Shadow,
/// Whether the [`Quad`] should be snapped to the pixel grid.
pub snap: bool,
}
impl Default for Quad {
@ -83,6 +86,7 @@ impl Default for Quad {
bounds: Rectangle::with_size(Size::ZERO),
border: Border::default(),
shadow: Shadow::default(),
snap: cfg!(feature = "crisp"),
}
}
}

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@ -1,4 +1,134 @@
//! This example showcases a drawing a quad.
use iced::border;
use iced::widget::{center, column, slider, text, toggler};
use iced::{Center, Color, Element, Shadow, Vector};
pub fn main() -> iced::Result {
iced::run(Example::update, Example::view)
}
struct Example {
radius: border::Radius,
border_width: f32,
shadow: Shadow,
snap: bool,
}
#[derive(Debug, Clone, Copy)]
#[allow(clippy::enum_variant_names)]
enum Message {
RadiusTopLeftChanged(f32),
RadiusTopRightChanged(f32),
RadiusBottomRightChanged(f32),
RadiusBottomLeftChanged(f32),
BorderWidthChanged(f32),
ShadowXOffsetChanged(f32),
ShadowYOffsetChanged(f32),
ShadowBlurRadiusChanged(f32),
SnapToggled(bool),
}
impl Example {
fn new() -> Self {
Self {
radius: border::radius(50),
border_width: 0.0,
shadow: Shadow {
color: Color::from_rgba(0.0, 0.0, 0.0, 0.8),
offset: Vector::new(0.0, 8.0),
blur_radius: 16.0,
},
snap: false,
}
}
fn update(&mut self, message: Message) {
match message {
Message::RadiusTopLeftChanged(radius) => {
self.radius = self.radius.top_left(radius);
}
Message::RadiusTopRightChanged(radius) => {
self.radius = self.radius.top_right(radius);
}
Message::RadiusBottomRightChanged(radius) => {
self.radius = self.radius.bottom_right(radius);
}
Message::RadiusBottomLeftChanged(radius) => {
self.radius = self.radius.bottom_left(radius);
}
Message::BorderWidthChanged(width) => {
self.border_width = width;
}
Message::ShadowXOffsetChanged(x) => {
self.shadow.offset.x = x;
}
Message::ShadowYOffsetChanged(y) => {
self.shadow.offset.y = y;
}
Message::ShadowBlurRadiusChanged(s) => {
self.shadow.blur_radius = s;
}
Message::SnapToggled(snap) => {
self.snap = snap;
}
}
}
fn view(&self) -> Element<Message> {
let border::Radius {
top_left,
top_right,
bottom_right,
bottom_left,
} = self.radius;
let Shadow {
offset: Vector { x: sx, y: sy },
blur_radius: sr,
..
} = self.shadow;
let content = column![
quad::CustomQuad::new(
200.0,
self.radius,
self.border_width,
self.shadow,
self.snap,
),
text!("Radius: {top_left:.2}/{top_right:.2}/{bottom_right:.2}/{bottom_left:.2}"),
slider(1.0..=100.0, top_left, Message::RadiusTopLeftChanged).step(0.01),
slider(1.0..=100.0, top_right, Message::RadiusTopRightChanged).step(0.01),
slider(1.0..=100.0, bottom_right, Message::RadiusBottomRightChanged)
.step(0.01),
slider(1.0..=100.0, bottom_left, Message::RadiusBottomLeftChanged)
.step(0.01),
slider(1.0..=10.0, self.border_width, Message::BorderWidthChanged)
.step(0.01),
text!("Shadow: {sx:.2}x{sy:.2}, {sr:.2}"),
slider(-100.0..=100.0, sx, Message::ShadowXOffsetChanged)
.step(0.01),
slider(-100.0..=100.0, sy, Message::ShadowYOffsetChanged)
.step(0.01),
slider(0.0..=100.0, sr, Message::ShadowBlurRadiusChanged)
.step(0.01),
toggler(self.snap).label("Snap to pixel grid").on_toggle(Message::SnapToggled),
]
.padding(20)
.spacing(20)
.max_width(500)
.align_x(Center);
center(content).into()
}
}
impl Default for Example {
fn default() -> Self {
Self::new()
}
}
mod quad {
use iced::advanced::layout::{self, Layout};
use iced::advanced::renderer;
@ -12,6 +142,7 @@ mod quad {
radius: border::Radius,
border_width: f32,
shadow: Shadow,
snap: bool,
}
impl CustomQuad {
@ -20,12 +151,14 @@ mod quad {
radius: border::Radius,
border_width: f32,
shadow: Shadow,
snap: bool,
) -> Self {
Self {
size,
radius,
border_width,
shadow,
snap,
}
}
}
@ -69,6 +202,7 @@ mod quad {
color: Color::from_rgb(1.0, 0.0, 0.0),
},
shadow: self.shadow,
snap: self.snap,
},
Color::BLACK,
);
@ -81,125 +215,3 @@ mod quad {
}
}
}
use iced::border;
use iced::widget::{center, column, slider, text};
use iced::{Center, Color, Element, Shadow, Vector};
pub fn main() -> iced::Result {
iced::run(Example::update, Example::view)
}
struct Example {
radius: border::Radius,
border_width: f32,
shadow: Shadow,
}
#[derive(Debug, Clone, Copy)]
#[allow(clippy::enum_variant_names)]
enum Message {
RadiusTopLeftChanged(f32),
RadiusTopRightChanged(f32),
RadiusBottomRightChanged(f32),
RadiusBottomLeftChanged(f32),
BorderWidthChanged(f32),
ShadowXOffsetChanged(f32),
ShadowYOffsetChanged(f32),
ShadowBlurRadiusChanged(f32),
}
impl Example {
fn new() -> Self {
Self {
radius: border::radius(50),
border_width: 0.0,
shadow: Shadow {
color: Color::from_rgba(0.0, 0.0, 0.0, 0.8),
offset: Vector::new(0.0, 8.0),
blur_radius: 16.0,
},
}
}
fn update(&mut self, message: Message) {
match message {
Message::RadiusTopLeftChanged(radius) => {
self.radius = self.radius.top_left(radius);
}
Message::RadiusTopRightChanged(radius) => {
self.radius = self.radius.top_right(radius);
}
Message::RadiusBottomRightChanged(radius) => {
self.radius = self.radius.bottom_right(radius);
}
Message::RadiusBottomLeftChanged(radius) => {
self.radius = self.radius.bottom_left(radius);
}
Message::BorderWidthChanged(width) => {
self.border_width = width;
}
Message::ShadowXOffsetChanged(x) => {
self.shadow.offset.x = x;
}
Message::ShadowYOffsetChanged(y) => {
self.shadow.offset.y = y;
}
Message::ShadowBlurRadiusChanged(s) => {
self.shadow.blur_radius = s;
}
}
}
fn view(&self) -> Element<Message> {
let border::Radius {
top_left,
top_right,
bottom_right,
bottom_left,
} = self.radius;
let Shadow {
offset: Vector { x: sx, y: sy },
blur_radius: sr,
..
} = self.shadow;
let content = column![
quad::CustomQuad::new(
200.0,
self.radius,
self.border_width,
self.shadow
),
text!("Radius: {top_left:.2}/{top_right:.2}/{bottom_right:.2}/{bottom_left:.2}"),
slider(1.0..=100.0, top_left, Message::RadiusTopLeftChanged).step(0.01),
slider(1.0..=100.0, top_right, Message::RadiusTopRightChanged).step(0.01),
slider(1.0..=100.0, bottom_right, Message::RadiusBottomRightChanged)
.step(0.01),
slider(1.0..=100.0, bottom_left, Message::RadiusBottomLeftChanged)
.step(0.01),
slider(1.0..=10.0, self.border_width, Message::BorderWidthChanged)
.step(0.01),
text!("Shadow: {sx:.2}x{sy:.2}, {sr:.2}"),
slider(-100.0..=100.0, sx, Message::ShadowXOffsetChanged)
.step(0.01),
slider(-100.0..=100.0, sy, Message::ShadowYOffsetChanged)
.step(0.01),
slider(0.0..=100.0, sr, Message::ShadowBlurRadiusChanged)
.step(0.01),
]
.padding(20)
.spacing(20)
.max_width(500)
.align_x(Center);
center(content).into()
}
}
impl Default for Example {
fn default() -> Self {
Self::new()
}
}

View file

@ -54,6 +54,7 @@ impl Layer {
shadow_color: color::pack(quad.shadow.color),
shadow_offset: quad.shadow.offset.into(),
shadow_blur_radius: quad.shadow.blur_radius,
snap: quad.snap as u32,
};
self.quads.add(quad, &background);

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@ -41,6 +41,9 @@ pub struct Quad {
/// The shadow blur radius of the [`Quad`].
pub shadow_blur_radius: f32,
/// Whether the [`Quad`] should be snapped to the pixel grid.
pub snap: u32,
}
#[derive(Debug, Clone)]

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@ -153,7 +153,9 @@ impl Pipeline {
// Border radius
8 => Float32x4,
// Border width
9 => Float32
9 => Float32,
// Snap
10 => Uint32,
),
}],
compilation_options:

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@ -114,6 +114,8 @@ impl Pipeline {
7 => Float32x2,
// Shadow blur radius
8 => Float32,
// Snap
9 => Uint32,
),
}],
compilation_options:

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@ -10,6 +10,7 @@ struct GradientVertexInput {
@location(7) border_color: vec4<f32>,
@location(8) border_radius: vec4<f32>,
@location(9) border_width: f32,
@location(10) snap: u32,
}
struct GradientVertexOutput {
@ -33,6 +34,14 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
var pos: vec2<f32> = input.position_and_scale.xy * globals.scale;
var scale: vec2<f32> = input.position_and_scale.zw * globals.scale;
var pos_snap = vec2<f32>(0.0, 0.0);
var scale_snap = vec2<f32>(0.0, 0.0);
if bool(input.snap) {
pos_snap = round(pos + vec2(0.001, 0.001)) - pos;
scale_snap = round(pos + scale + vec2(0.001, 0.001)) - pos - pos_snap - scale;
}
var min_border_radius = min(input.position_and_scale.z, input.position_and_scale.w) * 0.5;
var border_radius: vec4<f32> = vec4<f32>(
min(input.border_radius.x, min_border_radius),
@ -42,10 +51,10 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
vec4<f32>(pos + pos_snap - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
@ -55,7 +64,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
out.colors_4 = input.colors_4;
out.offsets = input.offsets;
out.direction = input.direction * globals.scale;
out.position_and_scale = vec4<f32>(pos, scale);
out.position_and_scale = vec4<f32>(pos + pos_snap, scale + scale_snap);
out.border_color = premultiply(input.border_color);
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;

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@ -9,6 +9,7 @@ struct SolidVertexInput {
@location(6) shadow_color: vec4<f32>,
@location(7) shadow_offset: vec2<f32>,
@location(8) shadow_blur_radius: f32,
@location(9) snap: u32,
}
struct SolidVertexOutput {
@ -30,14 +31,13 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
var pos: vec2<f32> = (input.pos + min(input.shadow_offset, vec2<f32>(0.0, 0.0)) - input.shadow_blur_radius) * globals.scale;
var scale: vec2<f32> = (input.scale + vec2<f32>(abs(input.shadow_offset.x), abs(input.shadow_offset.y)) + input.shadow_blur_radius * 2.0) * globals.scale;
var snap: vec2<f32> = vec2<f32>(0.0, 0.0);
if input.scale.x == 1.0 {
snap.x = round(pos.x) - pos.x;
}
var pos_snap = vec2<f32>(0.0, 0.0);
var scale_snap = vec2<f32>(0.0, 0.0);
if input.scale.y == 1.0 {
snap.y = round(pos.y) - pos.y;
if bool(input.snap) {
pos_snap = round(pos + vec2(0.001, 0.001)) - pos;
scale_snap = round(pos + scale + vec2(0.001, 0.001)) - pos - pos_snap - scale;
}
var min_border_radius = min(input.scale.x, input.scale.y) * 0.5;
@ -49,17 +49,17 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(scale.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + 1.0, 0.0, 0.0),
vec4<f32>(scale.x + scale_snap.x + 1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y + scale_snap.y + 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos - vec2<f32>(0.5, 0.5) + snap, 0.0, 1.0)
vec4<f32>(pos + pos_snap - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
out.color = premultiply(input.color);
out.border_color = premultiply(input.border_color);
out.pos = input.pos * globals.scale + snap;
out.scale = input.scale * globals.scale;
out.pos = input.pos * globals.scale + pos_snap;
out.scale = input.scale * globals.scale + scale_snap;
out.border_radius = border_radius * globals.scale;
out.border_width = input.border_width * globals.scale;
out.shadow_color = premultiply(input.shadow_color);

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@ -27,6 +27,7 @@ wgpu = ["iced_renderer/wgpu"]
markdown = ["dep:pulldown-cmark", "dep:url"]
highlighter = ["dep:iced_highlighter"]
advanced = []
crisp = []
[dependencies]
iced_renderer.workspace = true

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@ -384,6 +384,7 @@ where
bounds,
border: style.border,
shadow: style.shadow,
snap: style.snap,
},
style
.background
@ -492,6 +493,8 @@ pub struct Style {
pub border: Border,
/// The [`Shadow`] of the button.
pub shadow: Shadow,
/// Whether the button should be snapped to the pixel grid.
pub snap: bool,
}
impl Style {
@ -511,6 +514,7 @@ impl Default for Style {
text_color: Color::BLACK,
border: Border::default(),
shadow: Shadow::default(),
snap: cfg!(feature = "crisp"),
}
}
}

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@ -451,6 +451,7 @@ pub fn draw_background<Renderer>(
bounds,
border: style.border,
shadow: style.shadow,
snap: style.snap,
},
style
.background
@ -592,6 +593,8 @@ pub struct Style {
pub border: Border,
/// The [`Shadow`] of the container.
pub shadow: Shadow,
/// Whether the container should be snapped to the pixel grid.
pub snap: bool,
}
impl Style {

View file

@ -167,6 +167,7 @@ where
bounds: layout.bounds().shrink(1.0),
shadow: style.shadow,
border: border::rounded(style.shadow_border_radius),
snap: false,
},
style.shadow.color,
);
@ -332,6 +333,7 @@ where
border: border::rounded(
style.shadow_border_radius,
),
snap: false,
},
style.shadow.color,
);