Fullscreen MediaViewer refactor

- Moved media related logic into notedeck instead of the ui crate,
  since they pertain to Images/ImageCache based systems

- Made RenderableMedia owned to make it less of a nightmware
  to work with and the perf should be negligible

- Added a ImageMetadata cache to Images. This is referenced
  whenever we encounter an image so we don't have to
  redo the work all of the time

- Relpaced our ad-hoc, hand(vibe?)-coded panning and zoom logic
  with the Scene widget, which is explicitly designed for
  this use case

- Extracted and detangle fullscreen media rendering from inside of note
  rendering.  We instead let the application decide what action they
  want to perform when note media is clicked on.

- We add an on_view_media action to MediaAction for the application to
  handle. The Columns app uses this toggle a FullscreenMedia app
  option bits whenever we get a MediaAction::ViewMedis(urls).

Signed-off-by: William Casarin <jb55@jb55.com>
This commit is contained in:
William Casarin
2025-07-25 13:45:54 -07:00
parent 96ab4ee681
commit 3d18db8fd2
45 changed files with 1284 additions and 1222 deletions

View File

@@ -0,0 +1,3 @@
mod viewer;
pub use viewer::{MediaViewer, MediaViewerState};

View File

@@ -0,0 +1,232 @@
/// Spiral layout for media galleries
use egui::{pos2, vec2, Color32, Rect, Sense, TextureId, Vec2};
#[derive(Clone, Copy, Debug)]
pub struct ImageItem {
pub texture: TextureId,
pub ar: f32, // width / height (must be > 0)
}
#[derive(Clone, Debug)]
struct Placed {
texture: TextureId,
rect: Rect,
}
#[derive(Clone, Copy, Debug)]
pub struct LayoutParams {
pub gutter: f32,
pub h_min: f32,
pub h_max: f32,
pub w_min: f32,
pub w_max: f32,
pub seed_center: bool,
}
pub fn layout_spiral(images: &[ImageItem], params: LayoutParams) -> (Vec<Placed>, Vec2) {
if images.is_empty() {
return (Vec::new(), vec2(0.0, 0.0));
}
let eps = f32::EPSILON;
let g = params.gutter.max(0.0);
let h_min = params.h_min.max(1.0);
let h_max = params.h_max.max(h_min);
let w_min = params.w_min.max(1.0);
let w_max = params.w_max.max(w_min);
let mut placed = Vec::with_capacity(images.len());
// Build around origin; normalize at the end.
let mut x_min = 0.0f32;
let mut x_max = 0.0f32;
let mut y_min = 0.0f32;
let mut y_max = 0.0f32;
// dir: 0 right-col, 1 top-row, 2 left-col, 3 bottom-row
let mut dir = 0usize;
let mut i = 0usize;
// Optional seed: center a single image
if params.seed_center && i < images.len() {
let ar = images[i].ar.max(eps);
let h = ((h_min + h_max) * 0.5).clamp(h_min, h_max);
let w = ar * h;
let rect = Rect::from_center_size(pos2(0.0, 0.0), vec2(w, h));
placed.push(Placed { texture: images[i].texture, rect });
x_min = rect.min.x;
x_max = rect.max.x;
y_min = rect.min.y;
y_max = rect.max.y;
i += 1;
dir = 1; // start by adding a row above
} else {
// ensure non-empty bbox for the first strip
x_min = 0.0; x_max = 1.0; y_min = 0.0; y_max = 1.0;
}
// --- helpers -------------------------------------------------------------
// Choose how many items fit and the strip size S (W for column, H for row).
fn choose_k<F: Fn(&ImageItem) -> f32>(
images: &[ImageItem],
L: f32,
g: f32,
s_min: f32,
s_max: f32,
weight: F,
) -> (usize, f32) {
// prefix sums of weights (sum over first k items)
let mut pref = Vec::with_capacity(images.len() + 1);
pref.push(0.0);
for im in images {
pref.push(pref.last().copied().unwrap_or(0.0) + weight(im));
}
let k_max = images.len().max(1);
let mut chosen_k = 1usize;
let mut chosen_s = f32::NAN;
for k in 1..=k_max {
let L_eff = (L - g * (k as f32 - 1.0)).max(1.0);
let sum_w = pref[k].max(f32::EPSILON);
let s = (L_eff / sum_w).max(1.0);
if s > s_max && k < k_max {
continue; // too big; add one more to thin the strip
}
if s < s_min {
// prefer one fewer if possible
if k > 1 {
let k2 = k - 1;
let L_eff2 = (L - g * (k2 as f32 - 1.0)).max(1.0);
let sum_w2 = pref[k2].max(f32::EPSILON);
chosen_k = k2;
chosen_s = (L_eff2 / sum_w2).max(1.0);
} else {
chosen_k = 1;
chosen_s = s_min;
}
return (chosen_k, chosen_s);
}
return (k, s); // within bounds
}
// Fell through: use k_max and clamp
let L_eff = (L - g * (k_max as f32 - 1.0)).max(1.0);
let sum_w = pref[k_max].max(f32::EPSILON);
let s = (L_eff / sum_w).clamp(s_min, s_max);
(k_max, s)
}
// Place a column (top→bottom). Returns the new right/left edge.
fn place_column(
placed: &mut Vec<Placed>,
strip: &[ImageItem],
W: f32,
x: f32,
y_top: f32,
g: f32,
) -> f32 {
let mut y = y_top;
for (idx, im) in strip.iter().enumerate() {
let h = (W / im.ar.max(f32::EPSILON)).max(1.0);
let rect = Rect::from_min_size(pos2(x, y), vec2(W, h));
placed.push(Placed { texture: im.texture, rect });
y += h;
if idx + 1 != strip.len() { y += g; }
}
x + W
}
// Place a row (left→right). Returns the new top/bottom edge.
fn place_row(
placed: &mut Vec<Placed>,
strip: &[ImageItem],
H: f32,
x_left: f32,
y: f32,
g: f32,
) -> f32 {
let mut x = x_left;
for (idx, im) in strip.iter().enumerate() {
let w = (im.ar.max(f32::EPSILON) * H).max(1.0);
let rect = Rect::from_min_size(pos2(x, y), vec2(w, H));
placed.push(Placed { texture: im.texture, rect });
x += w;
if idx + 1 != strip.len() { x += g; }
}
y + H
}
// --- main loop -----------------------------------------------------------
while i < images.len() {
let remaining = &images[i..];
if dir % 2 == 0 {
// COLUMN (dir 0: right, 2: left)
let L = (y_max - y_min).max(1.0);
let (k, W) = choose_k(
remaining,
L, g, w_min, w_max,
|im| 1.0 / im.ar.max(f32::EPSILON),
);
let x = if dir == 0 { x_max + g } else { x_min - g - W };
let new_edge = place_column(&mut placed, &remaining[..k], W, x, y_min, g);
if dir == 0 { x_max = new_edge; } else { x_min = x; }
i += k;
} else {
// ROW (dir 1: top, 3: bottom)
let L = (x_max - x_min).max(1.0);
let (k, H) = choose_k(
remaining,
L, g, h_min, h_max,
|im| im.ar.max(f32::EPSILON),
);
let y = if dir == 1 { y_max + g } else { y_min - g - H };
let new_edge = place_row(&mut placed, &remaining[..k], H, x_min, y, g);
if dir == 1 { y_max = new_edge; } else { y_min = y; }
i += k;
}
dir = (dir + 1) % 4;
}
// Normalize so bbox top-left is (0,0)
let shift = vec2(-x_min, -y_min);
for p in &mut placed {
p.rect = p.rect.translate(shift);
}
let total_size = vec2(x_max - x_min, y_max - y_min);
(placed, total_size)
}
pub fn spiral_gallery(ui: &mut egui::Ui, images: &[ImageItem], params: LayoutParams) {
use egui::{ScrollArea, Stroke};
let (placed, size) = layout_spiral(images, params);
ScrollArea::both().auto_shrink([false, false]).show(ui, |ui| {
let (rect, _resp) = ui.allocate_exact_size(size, Sense::hover());
let painter = ui.painter_at(rect);
painter.rect_stroke(
Rect::from_min_size(rect.min, size),
0.0,
Stroke::new(1.0, Color32::DARK_GRAY),
);
let uv = Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0));
for p in &placed {
let r = Rect::from_min_max(rect.min + p.rect.min.to_vec2(),
rect.min + p.rect.max.to_vec2());
painter.image(p.texture, r, uv, Color32::WHITE);
}
});
}

View File

@@ -0,0 +1,118 @@
use egui::{pos2, Color32, Rect};
use notedeck::{ImageType, Images};
/// State used in the MediaViewer ui widget.
///
#[derive(Default)]
pub struct MediaViewerState {
pub urls: Vec<String>,
}
/// A panning, scrolling, optionally fullscreen, and tiling media viewer
pub struct MediaViewer<'a> {
state: &'a MediaViewerState,
fullscreen: bool,
}
impl<'a> MediaViewer<'a> {
pub fn new(state: &'a MediaViewerState) -> Self {
let fullscreen = false;
Self { state, fullscreen }
}
pub fn fullscreen(mut self, enable: bool) -> Self {
self.fullscreen = enable;
self
}
pub fn ui(&self, images: &mut Images, ui: &mut egui::Ui) {
if self.fullscreen {
egui::Window::new("Media Viewer")
.title_bar(false)
.fixed_size(ui.ctx().screen_rect().size())
.fixed_pos(ui.ctx().screen_rect().min)
.frame(egui::Frame::NONE)
.show(ui.ctx(), |ui| self.ui_content(images, ui));
} else {
self.ui_content(images, ui);
}
}
fn ui_content(&self, images: &mut Images, ui: &mut egui::Ui) {
let avail_rect = ui.available_rect_before_wrap();
// TODO: id_salt
let id = ui.id().with("media_viewer");
let mut scene_rect = ui.ctx().data(|d| d.get_temp(id)).unwrap_or(avail_rect);
let prev = scene_rect;
// Draw background
ui.painter()
.rect_filled(avail_rect, 0.0, egui::Color32::from_black_alpha(128));
egui::Scene::new()
.zoom_range(0.0..=10.0) // enhance 🔬
.show(ui, &mut scene_rect, |ui| {
self.render_image_tiles(images, ui);
});
if scene_rect != prev {
ui.ctx().data_mut(|d| d.insert_temp(id, scene_rect));
}
}
///
/// Tile a scene with images.
///
/// TODO(jb55): Let's improve image tiling over time, spiraling outward. We
/// should have a way to click "next" and have the scene smoothly transition and
/// focus on the next image
fn render_image_tiles(&self, images: &mut Images, ui: &mut egui::Ui) {
for url in &self.state.urls {
// fetch image texture
let Some(texture) = images.latest_texture(ui, url, ImageType::Content(None)) else {
continue;
};
// the area the next image will be put in.
let mut img_rect = ui.available_rect_before_wrap();
if !ui.is_rect_visible(img_rect) {
// just stop rendering images if we're going out of the scene
// basic culling when we have lots of images
break;
}
{
let size = texture.size_vec2();
img_rect.set_height(size.y);
img_rect.set_width(size.x);
let uv = Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0));
// image actions
/*
let response = ui.interact(
render_rect,
carousel_id.with("img"),
Sense::click(),
);
if response.clicked() {
ui.data_mut(|data| {
data.insert_temp(carousel_id.with("show_popup"), true);
});
} else if background_response.clicked() || response.clicked_elsewhere() {
ui.data_mut(|data| {
data.insert_temp(carousel_id.with("show_popup"), false);
});
}
*/
// Paint image
ui.painter()
.image(texture.id(), img_rect, uv, Color32::WHITE);
ui.advance_cursor_after_rect(img_rect);
}
}
}
}