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trezor-firmware/core/embed/rust/src/ui/geometry.rs

801 lines
22 KiB

use crate::ui::lerp::Lerp;
use core::ops::{Add, Neg, Sub};
const fn min(a: i16, b: i16) -> i16 {
if a < b {
a
} else {
b
}
}
const fn max(a: i16, b: i16) -> i16 {
if a > b {
a
} else {
b
}
}
const fn clamp(x: i16, min: i16, max: i16) -> i16 {
if x < min {
min
} else if x > max {
max
} else {
x
}
}
/// Relative offset in 2D space, used for representing translation and
/// dimensions of objects. Absolute positions on the screen are represented by
/// the `Point` type.
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub struct Offset {
pub x: i16,
pub y: i16,
}
impl Offset {
pub const fn new(x: i16, y: i16) -> Self {
Self { x, y }
}
pub const fn uniform(a: i16) -> Self {
Self::new(a, a)
}
pub const fn zero() -> Self {
Self::new(0, 0)
}
pub const fn x(x: i16) -> Self {
Self::new(x, 0)
}
pub const fn y(y: i16) -> Self {
Self::new(0, y)
}
pub const fn on_axis(axis: Axis, a: i16) -> Self {
match axis {
Axis::Horizontal => Self::new(a, 0),
Axis::Vertical => Self::new(0, a),
}
}
pub const fn axis(&self, axis: Axis) -> i16 {
match axis {
Axis::Horizontal => self.x,
Axis::Vertical => self.y,
}
}
pub const fn abs(self) -> Self {
Self::new(self.x.abs(), self.y.abs())
}
/// With `self` representing a rectangle size, returns top-left corner of
/// the rectangle such that it is aligned relative to the `point`.
pub const fn snap(self, point: Point, alignment: Alignment2D) -> Point {
let x_off = match alignment.0 {
Alignment::Start => 0,
Alignment::Center => self.x / 2,
Alignment::End => self.x,
};
let y_off = match alignment.1 {
Alignment::Start => 0,
Alignment::Center => self.y / 2,
Alignment::End => self.y,
};
point.ofs(Self::new(-x_off, -y_off))
}
pub const fn neg(self) -> Self {
Self::new(-self.x, -self.y)
}
pub const fn add(self, rhs: Offset) -> Self {
Self::new(self.x + rhs.x, self.y + rhs.y)
}
pub const fn sub(self, rhs: Offset) -> Self {
self.add(rhs.neg())
}
}
impl Add<Offset> for Offset {
type Output = Offset;
fn add(self, rhs: Offset) -> Self::Output {
Offset::add(self, rhs)
}
}
impl Neg for Offset {
type Output = Offset;
fn neg(self) -> Self::Output {
Offset::neg(self)
}
}
impl Sub<Offset> for Offset {
type Output = Offset;
fn sub(self, rhs: Offset) -> Self::Output {
Offset::sub(self, rhs)
}
}
impl From<Point> for Offset {
fn from(val: Point) -> Self {
Offset::new(val.x, val.y)
}
}
/// A point in 2D space defined by the the `x` and `y` coordinate. Relative
/// coordinates, vectors, and offsets are represented by the `Offset` type.
#[derive(Copy, Clone, PartialEq, Eq)]
pub struct Point {
pub x: i16,
pub y: i16,
}
impl Point {
pub const fn new(x: i16, y: i16) -> Self {
Self { x, y }
}
pub const fn zero() -> Self {
Self::new(0, 0)
}
pub const fn center(self, rhs: Self) -> Self {
Self::new((self.x + rhs.x) / 2, (self.y + rhs.y) / 2)
}
pub const fn ofs(self, rhs: Offset) -> Self {
Self::new(self.x + rhs.x, self.y + rhs.y)
}
pub const fn sub(self, rhs: Point) -> Offset {
Offset::new(self.x - rhs.x, self.y - rhs.y)
}
}
impl Add<Offset> for Point {
type Output = Point;
fn add(self, rhs: Offset) -> Self::Output {
self.ofs(rhs)
}
}
impl Sub<Offset> for Point {
type Output = Point;
fn sub(self, rhs: Offset) -> Self::Output {
self.ofs(-rhs)
}
}
impl Sub<Point> for Point {
type Output = Offset;
fn sub(self, rhs: Point) -> Self::Output {
Point::sub(self, rhs)
}
}
impl core::ops::Neg for Point {
type Output = Point;
fn neg(self) -> Self::Output {
Point {
x: -self.x,
y: -self.y,
}
}
}
impl Lerp for Point {
fn lerp(a: Self, b: Self, t: f32) -> Self {
Point::new(i16::lerp(a.x, b.x, t), i16::lerp(a.y, b.y, t))
}
}
impl From<Offset> for Point {
fn from(val: Offset) -> Self {
Point::new(val.x, val.y)
}
}
/// A rectangle in 2D space defined by the top-left point `x0`,`y0` and the
/// bottom-right point `x1`,`y1`.
/// NOTE: bottom-right point is not included in the rectangle, it is outside of
/// it.
#[derive(Copy, Clone, PartialEq, Eq)]
pub struct Rect {
pub x0: i16,
pub y0: i16,
pub x1: i16,
pub y1: i16,
}
impl Rect {
pub const fn new(p0: Point, p1: Point) -> Self {
Self {
x0: p0.x,
y0: p0.y,
x1: p1.x,
y1: p1.y,
}
}
pub const fn zero() -> Self {
Self::new(Point::zero(), Point::zero())
}
/// Returns a rectangle of `size` such that `point` is on position specified
/// by `alignment`.
pub const fn snap(point: Point, size: Offset, alignment: Alignment2D) -> Rect {
Self::from_top_left_and_size(size.snap(point, alignment), size)
}
pub const fn from_top_left_and_size(p0: Point, size: Offset) -> Self {
Self {
x0: p0.x,
y0: p0.y,
x1: p0.x + size.x,
y1: p0.y + size.y,
}
}
pub fn from_size(size: Offset) -> Self {
Self::from_top_left_and_size(Point::zero(), size)
}
pub const fn from_top_right_and_size(p0: Point, size: Offset) -> Self {
let top_left = Point::new(p0.x - size.x, p0.y);
Self::from_top_left_and_size(top_left, size)
}
pub const fn from_bottom_left_and_size(p0: Point, size: Offset) -> Self {
let top_left = Point::new(p0.x, p0.y - size.y);
Self::from_top_left_and_size(top_left, size)
}
pub const fn from_bottom_right_and_size(p0: Point, size: Offset) -> Self {
let top_left = Point::new(p0.x - size.x, p0.y - size.y);
Self::from_top_left_and_size(top_left, size)
}
pub const fn from_center_and_size(p: Point, size: Offset) -> Self {
let x0 = p.x - size.x / 2;
let y0 = p.y - size.y / 2;
let x1 = x0 + size.x;
let y1 = y0 + size.y;
Self { x0, y0, x1, y1 }
}
pub const fn with_top_left(self, p0: Point) -> Self {
Self::from_top_left_and_size(p0, self.size())
}
pub const fn with_size(self, size: Offset) -> Self {
Self::from_top_left_and_size(self.top_left(), size)
}
pub const fn with_width(self, width: i16) -> Self {
self.with_size(Offset::new(width, self.height()))
}
pub const fn with_height(self, height: i16) -> Self {
self.with_size(Offset::new(self.width(), height))
}
pub const fn width(&self) -> i16 {
self.x1 - self.x0
}
pub const fn height(&self) -> i16 {
self.y1 - self.y0
}
pub const fn size(&self) -> Offset {
Offset::new(self.width(), self.height())
}
pub const fn top_left(&self) -> Point {
Point::new(self.x0, self.y0)
}
pub const fn top_right(&self) -> Point {
Point::new(self.x1, self.y0)
}
pub const fn bottom_left(&self) -> Point {
Point::new(self.x0, self.y1)
}
pub const fn bottom_right(&self) -> Point {
Point::new(self.x1, self.y1)
}
pub const fn center(&self) -> Point {
self.top_left().center(self.bottom_right())
}
pub const fn top_center(&self) -> Point {
self.top_left().center(self.top_right())
}
pub const fn bottom_center(&self) -> Point {
self.bottom_left().center(self.bottom_right())
}
pub const fn left_center(&self) -> Point {
self.bottom_left().center(self.top_left())
}
pub const fn right_center(&self) -> Point {
self.bottom_right().center(self.top_right())
}
pub fn is_empty(&self) -> bool {
self.x0 >= self.x1 || self.y0 >= self.y1
}
/// Whether a `Point` is inside the `Rect`.
pub const fn contains(&self, point: Point) -> bool {
point.x >= self.x0 && point.x < self.x1 && point.y >= self.y0 && point.y < self.y1
}
pub fn has_intersection(&self, r: Rect) -> bool {
self.x0 < r.x1 && self.x1 > r.x0 && self.y0 < r.y1 && self.y1 > r.y0
}
pub fn intersect(&self, r: Rect) -> Rect {
Rect::new(
Point::new(core::cmp::max(self.x0, r.x0), core::cmp::max(self.y0, r.y0)),
Point::new(core::cmp::min(self.x1, r.x1), core::cmp::min(self.y1, r.y1)),
)
}
/// Create a bigger `Rect` that contains both `self` and `other`.
pub const fn union(&self, other: Self) -> Self {
Self {
x0: min(self.x0, other.x0),
y0: min(self.y0, other.y0),
x1: max(self.x1, other.x1),
y1: max(self.y1, other.y1),
}
}
/// Create a smaller `Rect` from the bigger one by moving
/// all the four sides closer to the center.
pub const fn inset(&self, insets: Insets) -> Self {
Self {
x0: self.x0 + insets.left,
y0: self.y0 + insets.top,
x1: self.x1 - insets.right,
y1: self.y1 - insets.bottom,
}
}
pub const fn outset(&self, insets: Insets) -> Self {
Self {
x0: self.x0 - insets.left,
y0: self.y0 - insets.top,
x1: self.x1 + insets.right,
y1: self.y1 + insets.bottom,
}
}
/// Move all the sides further from the center by the same distance.
pub const fn expand(&self, size: i16) -> Self {
self.outset(Insets::uniform(size))
}
/// Move all the sides closer to the center by the same distance.
pub const fn shrink(&self, size: i16) -> Self {
self.inset(Insets::uniform(size))
}
/// Split `Rect` into top and bottom, given the top one's `height`.
pub const fn split_top(self, height: i16) -> (Self, Self) {
let height = clamp(height, 0, self.height());
let top = Self {
y1: self.y0 + height,
..self
};
let bottom = Self {
y0: self.y0 + height,
..self
};
(top, bottom)
}
/// Split `Rect` into top and bottom, given the bottom one's `height`.
pub const fn split_bottom(self, height: i16) -> (Self, Self) {
self.split_top(self.height() - height)
}
/// Split `Rect` into left and right, given the left one's `width`.
pub const fn split_left(self, width: i16) -> (Self, Self) {
let width = clamp(width, 0, self.width());
let left = Self {
x1: self.x0 + width,
..self
};
let right = Self {
x0: self.x0 + width,
..self
};
(left, right)
}
/// Split `Rect` into left and right, given the right one's `width`.
pub const fn split_right(self, width: i16) -> (Self, Self) {
self.split_left(self.width() - width)
}
/// Split `Rect` into left, center and right, given the center one's
/// `width`. Center element is symmetric, left and right have the same
/// size. In case left and right cannot be the same size, right is 1px
/// wider.
pub const fn split_center(self, width: i16) -> (Self, Self, Self) {
let left_right_width = (self.width() - width) / 2;
let (left, center_right) = self.split_left(left_right_width);
let (center, right) = center_right.split_left(width);
(left, center, right)
}
pub const fn clamp(self, limit: Rect) -> Self {
Self {
x0: max(self.x0, limit.x0),
y0: max(self.y0, limit.y0),
x1: min(self.x1, limit.x1),
y1: min(self.y1, limit.y1),
}
}
pub const fn ensure_even_width(self) -> Self {
if self.width() % 2 == 0 {
self
} else {
self.with_size(Offset::new(self.size().x - 1, self.size().y))
}
}
/// Moving `Rect` by the given offset.
pub const fn translate(&self, offset: Offset) -> Self {
Self {
x0: self.x0 + offset.x,
y0: self.y0 + offset.y,
x1: self.x1 + offset.x,
y1: self.y1 + offset.y,
}
}
/// Get all four corner points.
pub fn corner_points(&self) -> [Point; 4] {
[
self.top_left(),
self.top_right() - Offset::x(1),
self.bottom_right() - Offset::uniform(1),
self.bottom_left() - Offset::y(1),
]
}
/// Normalizes the rectangle coordinates.
///
/// Returns a new `Rect` with potentially swapped left/right,
/// top/bottom coordinates, ensuring that `x0`, `y0` represents
/// the top-left corner and `x1`, `y1` represents the bottom-right corner.
pub fn normalize(&self) -> Self {
Rect {
x0: core::cmp::min(self.x0, self.x1),
y0: core::cmp::min(self.y0, self.y1),
x1: core::cmp::max(self.x0, self.x1),
y1: core::cmp::max(self.y0, self.y1),
}
}
}
#[derive(Copy, Clone, PartialEq, Eq)]
pub struct Insets {
pub top: i16,
pub right: i16,
pub bottom: i16,
pub left: i16,
}
impl Insets {
pub const fn new(top: i16, right: i16, bottom: i16, left: i16) -> Self {
Self {
top,
right,
bottom,
left,
}
}
pub const fn uniform(d: i16) -> Self {
Self::new(d, d, d, d)
}
pub const fn top(d: i16) -> Self {
Self::new(d, 0, 0, 0)
}
pub const fn right(d: i16) -> Self {
Self::new(0, d, 0, 0)
}
pub const fn bottom(d: i16) -> Self {
Self::new(0, 0, d, 0)
}
pub const fn left(d: i16) -> Self {
Self::new(0, 0, 0, d)
}
pub const fn sides(d: i16) -> Self {
Self::new(0, d, 0, d)
}
}
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Alignment {
Start,
Center,
End,
}
#[derive(Copy, Clone, PartialEq, Eq)]
pub struct Alignment2D(pub Alignment, pub Alignment);
impl Alignment2D {
pub const TOP_LEFT: Alignment2D = Alignment2D(Alignment::Start, Alignment::Start);
pub const TOP_RIGHT: Alignment2D = Alignment2D(Alignment::End, Alignment::Start);
pub const TOP_CENTER: Alignment2D = Alignment2D(Alignment::Center, Alignment::Start);
pub const CENTER: Alignment2D = Alignment2D(Alignment::Center, Alignment::Center);
pub const CENTER_LEFT: Alignment2D = Alignment2D(Alignment::Start, Alignment::Center);
pub const CENTER_RIGHT: Alignment2D = Alignment2D(Alignment::End, Alignment::Center);
pub const BOTTOM_LEFT: Alignment2D = Alignment2D(Alignment::Start, Alignment::End);
pub const BOTTOM_RIGHT: Alignment2D = Alignment2D(Alignment::End, Alignment::End);
pub const BOTTOM_CENTER: Alignment2D = Alignment2D(Alignment::Center, Alignment::End);
}
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Axis {
Horizontal,
Vertical,
}
impl Axis {
pub fn main<T>(self, x: T, y: T) -> T {
match self {
Axis::Horizontal => x,
Axis::Vertical => y,
}
}
pub const fn cross(self) -> Self {
match self {
Axis::Horizontal => Axis::Vertical,
Axis::Vertical => Axis::Horizontal,
}
}
}
pub struct Grid {
/// Number of rows (cells on the y-axis) in the grid.
pub rows: usize,
/// Number of columns (cells on the x-axis) in the grid.
pub cols: usize,
/// Padding between cells.
pub spacing: i16,
/// Total area covered by this grid.
pub area: Rect,
}
impl Grid {
pub const fn new(area: Rect, rows: usize, cols: usize) -> Self {
Self {
rows,
cols,
spacing: 0,
area,
}
}
pub const fn with_spacing(self, spacing: i16) -> Self {
Self { spacing, ..self }
}
pub const fn row_col(&self, row: usize, col: usize) -> Rect {
let ncols = self.cols as i16;
let nrows = self.rows as i16;
let col = min(col as i16, ncols - 1);
let row = min(row as i16, nrows - 1);
// Total number of horizontal pixels used for spacing.
let spacing_width = self.spacing * (ncols - 1);
let spacing_height = self.spacing * (nrows - 1);
// Divide what is left by number of cells to obtain width of each cell.
let cell_width = (self.area.width() - spacing_width) / ncols;
let cell_height = (self.area.height() - spacing_height) / nrows;
// Not every area can be fully covered by equal-sized cells and spaces, there
// might be several pixels left unused. We'll distribute them by 1px to
// the leftmost cells.
let leftover_width = (self.area.width() - spacing_width) % ncols;
let leftover_height = (self.area.height() - spacing_height) % nrows;
let mut top_left = self.area.top_left().ofs(Offset::new(
col * (cell_width + self.spacing),
row * (cell_height + self.spacing),
));
// Some previous cells were 1px wider.
top_left.x += min(leftover_width, col);
top_left.y += min(leftover_height, row);
let mut size = Offset::new(cell_width, cell_height);
// This cell might be 1px wider.
if col < leftover_width {
size.x += 1
}
if row < leftover_height {
size.y += 1
}
Rect::from_top_left_and_size(top_left, size)
}
pub const fn cell(&self, index: usize) -> Rect {
self.row_col(index / self.cols, index % self.cols)
}
pub const fn cells(&self, cells: GridCellSpan) -> Rect {
let from = self.row_col(cells.from.0, cells.from.1);
let to = self.row_col(cells.to.0, cells.to.1);
from.union(to)
}
}
#[derive(Copy, Clone)]
pub struct GridCellSpan {
pub from: (usize, usize),
pub to: (usize, usize),
}
#[derive(Copy, Clone)]
pub struct LinearPlacement {
pub axis: Axis,
pub align: Alignment,
pub spacing: i16,
}
impl LinearPlacement {
pub const fn new(axis: Axis) -> Self {
Self {
axis,
align: Alignment::Start,
spacing: 0,
}
}
pub const fn horizontal() -> Self {
Self::new(Axis::Horizontal)
}
pub const fn vertical() -> Self {
Self::new(Axis::Vertical)
}
pub const fn align_at_start(self) -> Self {
Self {
align: Alignment::Start,
..self
}
}
pub const fn align_at_center(self) -> Self {
Self {
align: Alignment::Center,
..self
}
}
pub const fn align_at_end(self) -> Self {
Self {
align: Alignment::End,
..self
}
}
pub const fn with_spacing(self, spacing: i16) -> Self {
Self { spacing, ..self }
}
/// Arranges all `items` by parameters configured in `self` into `area`.
/// Does not change the size of the items (only the position).
pub fn arrange(&self, area: Rect, items: &mut [impl Dimensions]) {
let size_sum: i16 = items
.iter_mut()
.map(|i| i.area().size().axis(self.axis))
.sum();
let (mut cursor, spacing) = self.compute_spacing(area, items.len(), size_sum);
for item in items {
let item_origin = area.top_left() + Offset::on_axis(self.axis, cursor);
let item_area = item.area().with_top_left(item_origin);
item.fit(item_area);
cursor += item_area.size().axis(self.axis);
cursor += spacing;
}
}
/// Arranges number of items of the same size into `area`. The `sink`
/// closure is called `count` times with top left point of each item as
/// argument. Items are centered along the cross axis.
pub fn arrange_uniform(
&self,
area: Rect,
count: usize,
size: Offset,
sink: &mut dyn FnMut(Point),
) {
let item_size = size.axis(self.axis);
let (mut cursor, spacing) = self.compute_spacing(area, count, (count as i16) * item_size);
let cross_coord =
area.size().axis(self.axis.cross()) / 2 - size.axis(self.axis.cross()) / 2;
for _ in 0..count {
let top_left = area.top_left()
+ Offset::on_axis(self.axis, cursor)
+ Offset::on_axis(self.axis.cross(), cross_coord);
sink(top_left);
cursor += item_size;
cursor += spacing;
}
}
const fn compute_spacing(&self, area: Rect, count: usize, size_sum: i16) -> (i16, i16) {
let spacing_count = count.saturating_sub(1);
let spacing_sum = spacing_count as i16 * self.spacing;
let naive_size = size_sum + spacing_sum;
let available_space = area.size().axis(self.axis);
// scale down spacing to fit everything into area
let (total_size, spacing) = if naive_size > available_space {
let scaled_space = (available_space - size_sum) / max(spacing_count as i16, 1);
// forbid negative spacing
(available_space, max(scaled_space, 0))
} else {
(naive_size, self.spacing)
};
let initial_cursor = match self.align {
Alignment::Start => 0,
Alignment::Center => available_space / 2 - total_size / 2,
Alignment::End => available_space - total_size,
};
(initial_cursor, spacing)
}
}
/// Types that can place themselves within area specified by `bounds`.
pub trait Dimensions {
fn fit(&mut self, bounds: Rect);
fn area(&self) -> Rect;
}