mirror of https://github.com/sgoudham/neovide.git
Merge pull request #159 from Kethku/framerate-independent-cursor
Framerate independent cursormacos-click-through
commit
2b76e0e665
@ -0,0 +1,81 @@
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use skulpin::skia_safe::Point;
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#[allow(dead_code)]
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pub fn ease_linear(t: f32) -> f32 {
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t
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}
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#[allow(dead_code)]
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pub fn ease_in_quad(t: f32) -> f32 {
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t * t
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}
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#[allow(dead_code)]
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pub fn ease_out_quad(t: f32) -> f32 {
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-t * (t - 2.0)
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}
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#[allow(dead_code)]
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pub fn ease_in_out_quad(t: f32) -> f32 {
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if t < 0.5 {
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2.0 * t * t
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} else {
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let n = t * 2.0 - 1.0;
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-0.5 * (n * (n - 2.0) - 1.0)
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}
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}
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#[allow(dead_code)]
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pub fn ease_in_cubic(t: f32) -> f32 {
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t * t * t
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}
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#[allow(dead_code)]
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pub fn ease_out_cubic(t: f32) -> f32 {
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let n = t - 1.0;
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n * n * n + 1.0
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}
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#[allow(dead_code)]
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pub fn ease_in_out_cubic(t: f32) -> f32 {
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let n = 2.0 * t;
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if n < 1.0 {
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0.5 * n * n * n
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} else {
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let n = n - 2.0;
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0.5 * (n * n * n + 2.0)
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}
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}
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#[allow(dead_code)]
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pub fn ease_in_expo(t: f32) -> f32 {
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if t == 0.0 {
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0.0
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} else {
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2.0f32.powf(10.0 * (t - 1.0))
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}
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}
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#[allow(dead_code)]
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pub fn ease_out_expo(t: f32) -> f32 {
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if t == 1.0 {
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1.0
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} else {
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1.0 - 2.0f32.powf(-10.0 * t)
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}
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}
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pub fn lerp(start: f32, end: f32, t: f32) -> f32 {
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start + (end - start) * t
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}
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pub fn ease(ease_func: fn(f32) -> f32, start: f32, end: f32, t: f32) -> f32 {
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lerp(start, end, ease_func(t))
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}
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pub fn ease_point(ease_func: fn(f32) -> f32, start: Point, end: Point, t: f32) -> Point {
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Point {
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x: ease(ease_func, start.x, end.x, t),
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y: ease(ease_func, start.y, end.y, t),
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}
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}
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@ -0,0 +1,401 @@
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use log::error;
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use skulpin::skia_safe::{paint::Style, BlendMode, Canvas, Color, Paint, Point, Rect};
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use super::animation_utils::*;
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use super::CursorSettings;
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use crate::editor::{Colors, Cursor};
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use crate::settings::*;
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pub trait CursorVfx {
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fn update(
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&mut self,
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settings: &CursorSettings,
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current_cursor_destination: Point,
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font_size: (f32, f32),
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dt: f32,
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) -> bool;
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fn restart(&mut self, position: Point);
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fn render(
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&self,
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settings: &CursorSettings,
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canvas: &mut Canvas,
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cursor: &Cursor,
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colors: &Colors,
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font_size: (f32, f32),
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);
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}
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#[derive(Clone, PartialEq)]
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pub enum HighlightMode {
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SonicBoom,
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Ripple,
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Wireframe,
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}
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#[derive(Clone, PartialEq)]
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pub enum TrailMode {
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Railgun,
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Torpedo,
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PixieDust,
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}
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#[derive(Clone, PartialEq)]
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pub enum VfxMode {
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Highlight(HighlightMode),
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Trail(TrailMode),
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Disabled,
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}
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impl FromValue for VfxMode {
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fn from_value(&mut self, value: Value) {
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if value.is_str() {
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*self = match value.as_str().unwrap() {
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"sonicboom" => VfxMode::Highlight(HighlightMode::SonicBoom),
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"ripple" => VfxMode::Highlight(HighlightMode::Ripple),
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"wireframe" => VfxMode::Highlight(HighlightMode::Wireframe),
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"railgun" => VfxMode::Trail(TrailMode::Railgun),
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"torpedo" => VfxMode::Trail(TrailMode::Torpedo),
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"pixiedust" => VfxMode::Trail(TrailMode::PixieDust),
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"" => VfxMode::Disabled,
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value => {
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error!("Expected a VfxMode name, but received {:?}", value);
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return;
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}
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};
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} else {
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error!("Expected a VfxMode string, but received {:?}", value);
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}
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}
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}
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impl From<VfxMode> for Value {
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fn from(mode: VfxMode) -> Self {
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match mode {
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VfxMode::Highlight(HighlightMode::SonicBoom) => Value::from("sonicboom"),
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VfxMode::Highlight(HighlightMode::Ripple) => Value::from("ripple"),
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VfxMode::Highlight(HighlightMode::Wireframe) => Value::from("wireframe"),
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VfxMode::Trail(TrailMode::Railgun) => Value::from("railgun"),
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VfxMode::Trail(TrailMode::Torpedo) => Value::from("torpedo"),
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VfxMode::Trail(TrailMode::PixieDust) => Value::from("pixiedust"),
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VfxMode::Disabled => Value::from(""),
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}
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}
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}
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pub fn new_cursor_vfx(mode: &VfxMode) -> Option<Box<dyn CursorVfx>> {
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match mode {
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VfxMode::Highlight(mode) => Some(Box::new(PointHighlight::new(mode))),
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VfxMode::Trail(mode) => Some(Box::new(ParticleTrail::new(mode))),
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VfxMode::Disabled => None,
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}
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}
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pub struct PointHighlight {
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t: f32,
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center_position: Point,
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mode: HighlightMode,
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}
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impl PointHighlight {
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pub fn new(mode: &HighlightMode) -> PointHighlight {
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PointHighlight {
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t: 0.0,
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center_position: Point::new(0.0, 0.0),
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mode: mode.clone(),
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}
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}
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}
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impl CursorVfx for PointHighlight {
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fn update(
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&mut self,
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_settings: &CursorSettings,
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_current_cursor_destination: Point,
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_font_size: (f32, f32),
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dt: f32,
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) -> bool {
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self.t = (self.t + dt * 5.0).min(1.0); // TODO - speed config
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self.t < 1.0
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}
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fn restart(&mut self, position: Point) {
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self.t = 0.0;
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self.center_position = position;
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}
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fn render(
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&self,
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settings: &CursorSettings,
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canvas: &mut Canvas,
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cursor: &Cursor,
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colors: &Colors,
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font_size: (f32, f32),
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) {
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if self.t == 1.0 {
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return;
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}
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let mut paint = Paint::new(skulpin::skia_safe::colors::WHITE, None);
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paint.set_blend_mode(BlendMode::SrcOver);
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let base_color: Color = cursor.background(&colors).to_color();
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let alpha = ease(ease_in_quad, settings.vfx_opacity, 0.0, self.t) as u8;
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let color = Color::from_argb(alpha, base_color.r(), base_color.g(), base_color.b());
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paint.set_color(color);
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let size = 3.0 * font_size.1;
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let radius = self.t * size;
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let hr = radius * 0.5;
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let rect = Rect::from_xywh(
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self.center_position.x - hr,
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self.center_position.y - hr,
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radius,
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radius,
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);
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match self.mode {
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HighlightMode::SonicBoom => {
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canvas.draw_oval(&rect, &paint);
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}
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HighlightMode::Ripple => {
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paint.set_style(Style::Stroke);
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paint.set_stroke_width(font_size.1 * 0.2);
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canvas.draw_oval(&rect, &paint);
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}
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HighlightMode::Wireframe => {
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paint.set_style(Style::Stroke);
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paint.set_stroke_width(font_size.1 * 0.2);
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canvas.draw_rect(&rect, &paint);
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}
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}
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}
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}
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#[derive(Clone)]
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struct ParticleData {
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pos: Point,
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speed: Point,
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lifetime: f32,
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}
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pub struct ParticleTrail {
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particles: Vec<ParticleData>,
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previous_cursor_dest: Point,
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trail_mode: TrailMode,
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rng: RngState,
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}
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impl ParticleTrail {
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pub fn new(trail_mode: &TrailMode) -> ParticleTrail {
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ParticleTrail {
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particles: vec![],
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previous_cursor_dest: Point::new(0.0, 0.0),
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trail_mode: trail_mode.clone(),
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rng: RngState::new(),
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}
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}
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fn add_particle(&mut self, pos: Point, speed: Point, lifetime: f32) {
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self.particles.push(ParticleData {
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pos,
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speed,
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lifetime,
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});
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}
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// Note this method doesn't keep particles in order
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fn remove_particle(&mut self, idx: usize) {
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self.particles[idx] = self.particles[self.particles.len() - 1].clone();
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self.particles.pop();
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}
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}
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impl CursorVfx for ParticleTrail {
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fn update(
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&mut self,
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settings: &CursorSettings,
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current_cursor_dest: Point,
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font_size: (f32, f32),
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dt: f32) -> bool {
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// Update lifetimes and remove dead particles
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let mut i = 0;
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while i < self.particles.len() {
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let particle: &mut ParticleData = &mut self.particles[i];
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particle.lifetime -= dt;
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if particle.lifetime <= 0.0 {
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self.remove_particle(i);
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} else {
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i += 1;
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}
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}
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// Update particle positions
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for i in 0..self.particles.len() {
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let particle = &mut self.particles[i];
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particle.pos += particle.speed * dt;
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}
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// Spawn new particles
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if current_cursor_dest != self.previous_cursor_dest {
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let travel = current_cursor_dest - self.previous_cursor_dest;
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let travel_distance = travel.length();
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// Increase amount of particles when cursor travels further
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let particle_count =
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((travel_distance / font_size.0).powf(1.5) * settings.vfx_particle_density * 0.01) as usize;
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|
|
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let prev_p = self.previous_cursor_dest;
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|
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for i in 0..particle_count {
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let t = i as f32 / (particle_count as f32);
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|
|
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let speed = match self.trail_mode {
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|
TrailMode::Railgun => {
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let phase = t * 60.0; // TODO -- Hardcoded spiral curl
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Point::new(phase.sin(), phase.cos()) * 20.0 // TODO -- Hardcoded spiral outward speed
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|
}
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TrailMode::Torpedo => {
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|
self.rng.rand_dir_normalized() * 10.0 // TODO -- Hardcoded particle speed
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|
}
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|
TrailMode::PixieDust => {
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let base_dir = self.rng.rand_dir_normalized();
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let dir = Point::new(base_dir.x * 0.5, 0.4 + base_dir.y.abs());
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dir * 30.0 // TODO -- hardcoded particle speed
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|
}
|
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|
};
|
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|
|
||||||
|
// Distribute particles along the travel distance, with a random offset to make it
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|
// look random
|
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|
|
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|
let pos = match self.trail_mode {
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|
TrailMode::Railgun => prev_p + travel * t,
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|
TrailMode::PixieDust | TrailMode::Torpedo => {
|
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|
prev_p + travel * self.rng.next_f32() + Point::new(0.0, font_size.1 * 0.5)
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|
}
|
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|
};
|
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|
|
||||||
|
self.add_particle(pos, speed, t * settings.vfx_particle_lifetime);
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||||||
|
}
|
||||||
|
|
||||||
|
self.previous_cursor_dest = current_cursor_dest;
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||||||
|
}
|
||||||
|
|
||||||
|
// Keep animating as long as there are particles alive
|
||||||
|
!self.particles.is_empty()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn restart(&mut self, _position: Point) {}
|
||||||
|
|
||||||
|
fn render(
|
||||||
|
&self,
|
||||||
|
settings: &CursorSettings,
|
||||||
|
canvas: &mut Canvas,
|
||||||
|
cursor: &Cursor,
|
||||||
|
colors: &Colors,
|
||||||
|
font_size: (f32, f32),
|
||||||
|
) {
|
||||||
|
let mut paint = Paint::new(skulpin::skia_safe::colors::WHITE, None);
|
||||||
|
match self.trail_mode {
|
||||||
|
TrailMode::Torpedo | TrailMode::Railgun => {
|
||||||
|
paint.set_style(Style::Stroke);
|
||||||
|
paint.set_stroke_width(font_size.1 * 0.2);
|
||||||
|
}
|
||||||
|
_ => {}
|
||||||
|
}
|
||||||
|
|
||||||
|
let base_color: Color = cursor.background(&colors).to_color();
|
||||||
|
|
||||||
|
paint.set_blend_mode(BlendMode::SrcOver);
|
||||||
|
|
||||||
|
self.particles.iter().for_each(|particle| {
|
||||||
|
let l = particle.lifetime / settings.vfx_particle_lifetime;
|
||||||
|
let alpha = (l * settings.vfx_opacity) as u8;
|
||||||
|
let color = Color::from_argb(alpha, base_color.r(), base_color.g(), base_color.b());
|
||||||
|
paint.set_color(color);
|
||||||
|
|
||||||
|
let radius = match self.trail_mode {
|
||||||
|
TrailMode::Torpedo | TrailMode::Railgun => font_size.0 * 0.5 * l,
|
||||||
|
TrailMode::PixieDust => font_size.0 * 0.2,
|
||||||
|
};
|
||||||
|
|
||||||
|
let hr = radius * 0.5;
|
||||||
|
let rect = Rect::from_xywh(particle.pos.x - hr, particle.pos.y - hr, radius, radius);
|
||||||
|
|
||||||
|
match self.trail_mode {
|
||||||
|
TrailMode::Torpedo | TrailMode::Railgun => {
|
||||||
|
canvas.draw_oval(&rect, &paint);
|
||||||
|
}
|
||||||
|
TrailMode::PixieDust => {
|
||||||
|
canvas.draw_rect(&rect, &paint);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Random number generator based on http://www.pcg-random.org/
|
||||||
|
struct RngState {
|
||||||
|
state: u64,
|
||||||
|
inc: u64,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl RngState {
|
||||||
|
fn new() -> RngState {
|
||||||
|
RngState {
|
||||||
|
state: 0x853C49E6748FEA9Bu64,
|
||||||
|
inc: (0xDA3E39CB94B95BDBu64 << 1) | 1,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
fn next(&mut self) -> u32 {
|
||||||
|
let old_state = self.state;
|
||||||
|
|
||||||
|
// Implementation copied from:
|
||||||
|
// https://rust-random.github.io/rand/src/rand_pcg/pcg64.rs.html#103
|
||||||
|
let new_state = old_state
|
||||||
|
.wrapping_mul(6_364_136_223_846_793_005u64)
|
||||||
|
.wrapping_add(self.inc);
|
||||||
|
|
||||||
|
self.state = new_state;
|
||||||
|
|
||||||
|
const ROTATE: u32 = 59; // 64 - 5
|
||||||
|
const XSHIFT: u32 = 18; // (5 + 32) / 2
|
||||||
|
const SPARE: u32 = 27; // 64 - 32 - 5
|
||||||
|
|
||||||
|
let rot = (old_state >> ROTATE) as u32;
|
||||||
|
let xsh = (((old_state >> XSHIFT) ^ old_state) >> SPARE) as u32;
|
||||||
|
xsh.rotate_right(rot)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn next_f32(&mut self) -> f32 {
|
||||||
|
let v = self.next();
|
||||||
|
|
||||||
|
// In C we'd do ldexp(v, -32) to bring a number in the range [0,2^32) down to [0,1) range.
|
||||||
|
// But as we don't have ldexp in Rust, we're implementing the same idea (subtracting 32
|
||||||
|
// from the floating point exponent) manually.
|
||||||
|
|
||||||
|
// First, extract exponent bits
|
||||||
|
let float_bits = (v as f64).to_bits();
|
||||||
|
let exponent = (float_bits >> 52) & ((1 << 11) - 1);
|
||||||
|
|
||||||
|
// Set exponent for [0-1) range
|
||||||
|
let new_exponent = exponent.max(32) - 32;
|
||||||
|
|
||||||
|
// Build the new f64 value from the old mantissa and sign, and the new exponent
|
||||||
|
let new_bits = (new_exponent << 52) | (float_bits & 0x801F_FFFF_FFFF_FFFFu64);
|
||||||
|
|
||||||
|
f64::from_bits(new_bits) as f32
|
||||||
|
}
|
||||||
|
|
||||||
|
// Produces a random vector with x and y in the [-1,1) range
|
||||||
|
// Note: Vector is not normalized.
|
||||||
|
fn rand_dir(&mut self) -> Point {
|
||||||
|
let x = self.next_f32();
|
||||||
|
let y = self.next_f32();
|
||||||
|
|
||||||
|
Point::new(x * 2.0 - 1.0, y * 2.0 - 1.0)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn rand_dir_normalized(&mut self) -> Point {
|
||||||
|
let mut v = self.rand_dir();
|
||||||
|
v.normalize();
|
||||||
|
v
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue