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use super::{Color32, Margin, Rect, RectShape, Rounding, Vec2};
/// The color and fuzziness of a fuzzy shape.
///
/// Can be used for a rectangular shadow with a soft penumbra.
///
/// Very similar to a box-shadow in CSS.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Shadow {
/// Move the shadow by this much.
///
/// For instance, a value of `[1.0, 2.0]` will move the shadow 1 point to the right and 2 points down,
/// causing a drop-shadow effect.
pub offset: Vec2,
/// The width of the blur, i.e. the width of the fuzzy penumbra.
///
/// A value of 0.0 means a sharp shadow.
pub blur: f32,
/// Expand the shadow in all directions by this much.
pub spread: f32,
/// Color of the opaque center of the shadow.
pub color: Color32,
}
impl Shadow {
/// No shadow at all.
pub const NONE: Self = Self {
offset: Vec2::ZERO,
blur: 0.0,
spread: 0.0,
color: Color32::TRANSPARENT,
};
/// The argument is the rectangle of the shadow caster.
pub fn as_shape(&self, rect: Rect, rounding: impl Into<Rounding>) -> RectShape {
// tessellator.clip_rect = clip_rect; // TODO(emilk): culling
let Self {
offset,
blur,
spread,
color,
} = *self;
let rect = rect.translate(offset).expand(spread);
let rounding = rounding.into() + Rounding::same(spread.abs());
RectShape::filled(rect, rounding, color).with_blur_width(blur)
}
/// How much larger than the parent rect are we in each direction?
pub fn margin(&self) -> Margin {
let Self {
offset,
blur,
spread,
color: _,
} = *self;
Margin {
left: spread + 0.5 * blur - offset.x,
right: spread + 0.5 * blur + offset.x,
top: spread + 0.5 * blur - offset.y,
bottom: spread + 0.5 * blur + offset.y,
}
}
}