mirror of
https://github.com/typst/typst
synced 2025-05-14 04:56:26 +08:00
Instead of separating functionality into layout and library, everything lives in the library now. This way, related things live side by side and there are no duplicate file names in the two directories.
184 lines
5.4 KiB
Rust
184 lines
5.4 KiB
Rust
//! Finished layouts.
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use std::fmt::{self, Debug, Formatter};
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use std::rc::Rc;
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use serde::{Deserialize, Serialize};
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use crate::font::FaceId;
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use crate::geom::{Em, Length, Paint, Path, Point, Size};
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use crate::image::ImageId;
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/// A finished layout with elements at fixed positions.
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#[derive(Default, Clone, Eq, PartialEq, Serialize, Deserialize)]
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pub struct Frame {
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/// The size of the frame.
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pub size: Size,
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/// The baseline of the frame measured from the top.
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pub baseline: Length,
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/// The elements composing this layout.
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pub children: Vec<(Point, FrameChild)>,
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}
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impl Frame {
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/// Create a new, empty frame.
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#[track_caller]
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pub fn new(size: Size, baseline: Length) -> Self {
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assert!(size.is_finite());
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Self { size, baseline, children: vec![] }
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}
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/// Add an element at a position in the foreground.
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pub fn push(&mut self, pos: Point, element: Element) {
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self.children.push((pos, FrameChild::Element(element)));
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}
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/// Add an element at a position in the background.
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pub fn prepend(&mut self, pos: Point, element: Element) {
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self.children.insert(0, (pos, FrameChild::Element(element)));
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}
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/// Add a frame element.
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pub fn push_frame(&mut self, pos: Point, subframe: Rc<Self>) {
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self.children.push((pos, FrameChild::Group(subframe)))
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}
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/// Add all elements of another frame, placing them relative to the given
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/// position.
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pub fn merge_frame(&mut self, pos: Point, subframe: Self) {
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if pos == Point::zero() && self.children.is_empty() {
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self.children = subframe.children;
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} else {
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for (subpos, child) in subframe.children {
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self.children.push((pos + subpos, child));
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}
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}
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}
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/// An iterator over all elements in the frame and its children.
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pub fn elements(&self) -> Elements {
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Elements { stack: vec![(0, Point::zero(), self)] }
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}
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}
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impl Debug for Frame {
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fn fmt(&self, f: &mut Formatter) -> fmt::Result {
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struct Children<'a>(&'a [(Point, FrameChild)]);
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impl Debug for Children<'_> {
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fn fmt(&self, f: &mut Formatter) -> fmt::Result {
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f.debug_map().entries(self.0.iter().map(|(k, v)| (k, v))).finish()
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}
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}
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f.debug_struct("Frame")
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.field("size", &self.size)
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.field("baseline", &self.baseline)
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.field("children", &Children(&self.children))
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.finish()
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}
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}
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/// A frame can contain two different kinds of children: a leaf element or a
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/// nested frame.
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#[derive(Clone, Eq, PartialEq, Serialize, Deserialize)]
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pub enum FrameChild {
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/// A leaf node in the frame tree.
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Element(Element),
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/// An interior group.
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Group(Rc<Frame>),
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}
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impl Debug for FrameChild {
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fn fmt(&self, f: &mut Formatter) -> fmt::Result {
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match self {
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Self::Element(element) => element.fmt(f),
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Self::Group(frame) => frame.fmt(f),
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}
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}
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}
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/// An iterator over all elements in a frame, alongside with their positions.
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pub struct Elements<'a> {
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stack: Vec<(usize, Point, &'a Frame)>,
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}
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impl<'a> Iterator for Elements<'a> {
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type Item = (Point, &'a Element);
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fn next(&mut self) -> Option<Self::Item> {
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let (cursor, offset, frame) = self.stack.last_mut()?;
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match frame.children.get(*cursor) {
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Some((pos, FrameChild::Group(f))) => {
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let new_offset = *offset + *pos;
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self.stack.push((0, new_offset, f.as_ref()));
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self.next()
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}
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Some((pos, FrameChild::Element(e))) => {
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*cursor += 1;
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Some((*offset + *pos, e))
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}
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None => {
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self.stack.pop();
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if let Some((cursor, _, _)) = self.stack.last_mut() {
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*cursor += 1;
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}
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self.next()
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}
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}
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}
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}
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/// The building block frames are composed of.
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#[derive(Debug, Clone, Eq, PartialEq, Serialize, Deserialize)]
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pub enum Element {
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/// Shaped text.
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Text(Text),
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/// A geometric shape and the paint which with it should be filled or
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/// stroked (which one depends on the kind of geometry).
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Geometry(Geometry, Paint),
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/// A raster image.
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Image(ImageId, Size),
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/// A link to an external resource.
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Link(String, Size),
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}
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/// A run of shaped text.
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#[derive(Debug, Clone, Eq, PartialEq, Serialize, Deserialize)]
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pub struct Text {
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/// The font face the glyphs are contained in.
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pub face_id: FaceId,
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/// The font size.
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pub size: Length,
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/// The width of the text run.
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pub width: Length,
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/// Glyph color.
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pub fill: Paint,
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/// The glyphs.
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pub glyphs: Vec<Glyph>,
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}
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/// A glyph in a run of shaped text.
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#[derive(Debug, Copy, Clone, Eq, PartialEq, Serialize, Deserialize)]
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pub struct Glyph {
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/// The glyph's index in the face.
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pub id: u16,
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/// The advance width of the glyph.
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pub x_advance: Em,
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/// The horizontal offset of the glyph.
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pub x_offset: Em,
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}
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/// A geometric shape.
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#[derive(Debug, Clone, Eq, PartialEq, Serialize, Deserialize)]
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pub enum Geometry {
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/// A filled rectangle with its origin in the topleft corner.
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Rect(Size),
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/// A filled ellipse with its origin in the center.
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Ellipse(Size),
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/// A stroked line to a point (relative to its position) with a thickness.
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Line(Point, Length),
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/// A filled bezier path.
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Path(Path),
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}
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