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Add cosmic text example #739

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Add an example for cosmic text.

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@DJMcNab DJMcNab linked an issue Nov 20, 2024 that may be closed by this pull request
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DJMcNab commented Nov 20, 2024

Thanks, it's really good to see this.

Would you consider making this a test scene (i.e. in the scenes crate?). Possibly behind a feature gate.
The global context of fonts can be part of the shared SceneParams .

I think that would be useful because this new example has a lot of interleaving of logic between cosmic text and Vello and winit.
Additionally, it could allow us to use cosmic text in our tests.

If not, I think we can still land this nearly as-is, although it being another usage of winit is likely to cause us pain in future when we need to perform updates.

@AustinMReppert
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Sure, I will do that.

@waywardmonkeys waywardmonkeys added this to the Vello 0.4 Release milestone Nov 22, 2024
@AustinMReppert AustinMReppert marked this pull request as draft November 24, 2024 03:44
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This is looking good and runs as expected. Thanks for pulling this together

The exact integration with scenes could be cleaner, given that there's only one scene; if my guidance isn't clear enough, let me know and I can apply it myself.


for (font_id, index) in font_faces {
if let Some(font) = font_system.get_font(font_id) {
let resource = Arc::new(font.data().to_vec());
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There are two allocations here, one to put the data in the vec, and one to allocate the Arc. The first could be avoided by creating an adapter which implements AsRef<[u8]> by containing an Arc<Font> and using the data parameter. The second would use https://docs.rs/bytemuck/latest/bytemuck/allocation/trait.TransparentWrapperAlloc.html#method.wrap_arc, and is definitely out-of-scope.

The best resolution to this would probably be to have a comment: "These allocations are avoidable, but used for simplicity.", maybe with a link to this comment?

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Not in time for this patch, but improving this is also a design goal for splitting these resource handles out of Peniko. (linebender/peniko#68)

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I have used an adapter and added a link to this comment.

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A wrapper/adapter is fine, but we should probably just submit a PR to cosmic-text to make Font implement AsRef<[u8]>. Alternatively, the correct type can be obtained using unsafe { font_system.db().make_shared_face_data(font_id).unwrap() }.

@@ -34,6 +40,8 @@ pub struct SceneParams<'a> {
pub resolution: Option<Vec2>,
pub base_color: Option<vello::peniko::Color>,
pub complexity: usize,
#[cfg(feature = "cosmic_text")]
pub cosmic_text_scene_state: &'a CosmicTextSceneState,
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This is underdocumented, so I can understand this being unclear, but test scenes can have state.

The main result of this is that that we can make this feature gate be "localised", by making the cosmic_text_scene::text_scene function return an impl TestScene, which will be retained.
For an example, see the MMark scene.

This does lead to some things which are unidiomatic, such as not sharing the fonts between the scenes, but I think for this peripheral functionality, keeping it as localised as possible is better than improving the efficiency.

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Done.

@@ -53,6 +61,7 @@ macro_rules! scene {
}

export_scenes!(
#[cfg(feature = "cosmic_text")] cosmic_text_scene(cosmic_text),
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This can use:

Suggested change
#[cfg(feature = "cosmic_text")] cosmic_text_scene(cosmic_text),
#[cfg(feature = "cosmic_text")] cosmic_text_scene(crate::cosmic_text_scene::cosmic_text(), "cosmic text", false),

@@ -53,6 +61,7 @@ macro_rules! scene {
}

export_scenes!(
#[cfg(feature = "cosmic_text")] cosmic_text_scene(cosmic_text),
splash_with_tiger(impls::splash_with_tiger(), "splash_with_tiger", false),
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The splash screen should still be the first screen, to show the controls to anyone.

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Done

@@ -0,0 +1,425 @@
// Copyright 2024 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT

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A tiny bit of documentation would be good:

Suggested change
//! An example integrating Cosmic text with Vello.
//! This renders a read-only snapshot of a simplified text editor using system fonts.

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Done

buffer_glyphs
}

// Copied directly from cosmic_text.
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Can we have a link to the source?

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Done

@AustinMReppert
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Thanks for the feedback. I will work on this tomorrow.

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What needs to happen to get this out of draft? It's looking quite good

}
}

pub struct CosmicTextSceneState {
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"State" is rarely a meaningful suffix; I think this would be clearer if it were removed.

}
}

let text = "おはよう (ja) (ohayō) 🌅✨ (morning), こんにちは (ja) (konnichi wa) ☀️😊 (daytime), こんばんは (ja) (konban wa) 🌙🌟 (evening)";
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@@ -20,3 +20,6 @@ pollster = { workspace = true }
env_logger = "0.11.5"
png = "0.17.14"
futures-intrusive = { workspace = true }

[features]
cosmic_text = ["scenes/cosmic_text"]
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Our style is to have a final newline at the end of all files.
(This also applies to the other files where you've chosen to omit this.)

use std::collections::HashMap;
use std::sync::Arc;

pub struct CosmicData {}
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What is this for?

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Removed

@AustinMReppert AustinMReppert marked this pull request as ready for review December 2, 2024 11:20
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Would you be able to also document that this exists at the top level of the repository, in https://github.com/linebender/vello?tab=readme-ov-file#integrations

}

// Copied directly from https://github.com/pop-os/cosmic-text/blob/58c2ccd1fb3daf0abc792f9dd52b5766b7125ccd/src/edit/editor.rs#L66
fn cursor_position(cursor: &Cursor, run: &LayoutRun) -> Option<(i32, i32)> {
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I think this is exposed via https://docs.rs/cosmic-text/latest/cosmic_text/struct.Editor.html#method.cursor_position; I'd much prefer we used that if at all feasible.

vello_fonts,
buffer_glyphs: create_glyphs_for_editor(
&editor,
Color::from_rgba8(255, 255, 255, 255),
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use vello::peniko::color::palette and then these can be palette::css::WHITE, palette::css::RED, palette::css::BLUE, and palette::css::WHITE.

I'm working on fixing up other samples to do similar after the color changes.

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use vello::peniko::color

Ew. We should really add color to the examples as a top-level dependency.

};

if let Some(editor_info) = &editor_info {
if text_color.components != editor_info.selected_text_color.components {
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This isn't the right way to compare, but I understand that it is the easier for now.

We're addressing this in linebender/color#76 but it'll take some time, so this can get fixed after something else lands and gets propagated here.

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If you rebase on top of the current main as of a couple of minutes ago, the color now impl's PartialEq, so you can just if text_color != ... instead of looking at the components.


if let Some((last_font, last_glyph_color)) = last_font {
if last_font != glyph.font_id
|| last_glyph_color.components != glyph_color.components
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As above.

@waywardmonkeys
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Is there anything left here other than what I just commented on? Or is this basically ready to go? It would be nice to land it soon!

@AustinMReppert
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I will rebase this hopefully in the next day or two

@nicoburns nicoburns added the documentation Improvements or additions to documentation label Dec 12, 2024
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Cosmic Text example
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