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248 lines
7.6 KiB
Rust
248 lines
7.6 KiB
Rust
//! Runtime support for layouting.
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//!
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//! Currently this is a very basic implementation
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use crate::{abi::slice::Slice, Property};
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type Coord = f32;
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mod internal {
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use super::*;
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#[derive(Debug, Default)]
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pub struct LayoutData {
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// inputs
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pub min: Coord,
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pub max: Coord,
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pub pref: Coord,
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pub stretch: f32,
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// outputs
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pub pos: Coord,
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pub size: Coord,
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}
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/// Layout the items within a specified size
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///
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/// This is quite a simple implementation for now
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pub fn layout_items(data: &mut [LayoutData], start_pos: Coord, size: Coord) {
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let (min, _max, perf, mut s) =
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data.iter().fold((0., 0., 0., 0.), |(min, max, pref, s), it| {
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(min + it.min, max + it.max, pref + it.pref, s + it.stretch)
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});
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if size >= perf {
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// bigger than the prefered size
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// distribute each item its prefered size
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let mut pos = start_pos;
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for it in data.iter_mut() {
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it.size = it.pref;
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it.pos = pos;
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pos += it.size;
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}
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// Allocate the space according to the stretch. Until all space is distributed, or all item
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// have reached their maximum size
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let mut extra_space = size - perf;
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while s > 0. && extra_space > 0. {
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let extra_per_stretch = extra_space / s;
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s = 0.;
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let mut pos = start_pos;
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for it in data.iter_mut() {
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let give = (extra_per_stretch * it.stretch).min(it.max - it.size);
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it.size += give;
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extra_space -= give;
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if give > 0. {
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s += it.stretch;
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}
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it.pos = pos;
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pos += it.size;
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}
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}
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} else
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/*if size < min*/
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{
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// We have less than the minimum size
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// distribute the difference proportional to the size (TODO: and stretch)
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let ratio = size / min;
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let mut pos = start_pos;
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for it in data {
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it.size = it.min * ratio;
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it.pos = pos;
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pos += it.size;
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}
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}
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}
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#[test]
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fn test_layout_items() {
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let my_items = &mut [
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LayoutData { min: 100., max: 200., pref: 100., stretch: 1., ..Default::default() },
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LayoutData { min: 50., max: 300., pref: 100., stretch: 1., ..Default::default() },
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LayoutData { min: 50., max: 150., pref: 100., stretch: 1., ..Default::default() },
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];
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layout_items(my_items, 100., 650.);
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assert_eq!(my_items[0].size, 200.);
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assert_eq!(my_items[1].size, 300.);
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assert_eq!(my_items[2].size, 150.);
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layout_items(my_items, 100., 200.);
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assert_eq!(my_items[0].size, 100.);
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assert_eq!(my_items[1].size, 50.);
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assert_eq!(my_items[2].size, 50.);
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layout_items(my_items, 100., 300.);
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assert_eq!(my_items[0].size, 100.);
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assert_eq!(my_items[1].size, 100.);
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assert_eq!(my_items[2].size, 100.);
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}
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}
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#[repr(C)]
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pub struct Constraint {
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pub min: Coord,
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pub max: Coord,
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}
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impl Default for Constraint {
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fn default() -> Self {
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Constraint { min: 0., max: Coord::MAX }
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}
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}
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#[repr(C)]
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pub struct GridLayoutData<'a> {
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pub row_constraint: Slice<'a, Constraint>,
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pub col_constraint: Slice<'a, Constraint>,
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pub width: Coord,
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pub height: Coord,
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pub x: Coord,
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pub y: Coord,
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pub cells: Slice<'a, Slice<'a, GridLayoutCellData<'a>>>,
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}
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#[repr(C)]
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#[derive(Default)]
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pub struct GridLayoutCellData<'a> {
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pub x: Option<&'a Property<Coord>>,
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pub y: Option<&'a Property<Coord>>,
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pub width: Option<&'a Property<Coord>>,
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pub height: Option<&'a Property<Coord>>,
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}
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/// FIXME: rename with sixstyfps prefix
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#[no_mangle]
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pub extern "C" fn solve_grid_layout(data: &GridLayoutData) {
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let map = |c: &Constraint| internal::LayoutData {
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min: c.min,
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max: c.max,
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pref: c.min,
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stretch: 1.,
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pos: 0.,
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size: 0.,
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};
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let mut row_layout_data = data.row_constraint.iter().map(map).collect::<Vec<_>>();
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let mut col_layout_data = data.col_constraint.iter().map(map).collect::<Vec<_>>();
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internal::layout_items(&mut row_layout_data, data.y, data.height);
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internal::layout_items(&mut col_layout_data, data.x, data.width);
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for (row_data, row) in row_layout_data.iter().zip(data.cells.iter()) {
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for (col_data, cell) in col_layout_data.iter().zip(row.iter()) {
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cell.x.map(|p| p.set(col_data.pos));
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cell.width.map(|p| p.set(col_data.size));
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cell.y.map(|p| p.set(row_data.pos));
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cell.height.map(|p| p.set(row_data.size));
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}
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}
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}
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#[repr(C)]
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pub struct PathLayoutData<'a> {
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pub elements: &'a crate::abi::datastructures::PathData,
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pub items: Slice<'a, PathLayoutItemData<'a>>,
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pub x: Coord,
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pub y: Coord,
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pub width: Coord,
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pub height: Coord,
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pub offset: f32,
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}
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#[repr(C)]
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#[derive(Default)]
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pub struct PathLayoutItemData<'a> {
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pub x: Option<&'a Property<Coord>>,
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pub y: Option<&'a Property<Coord>>,
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pub width: Coord,
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pub height: Coord,
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}
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/// FIXME: rename with sixstyfps prefix
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#[no_mangle]
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pub extern "C" fn solve_path_layout(data: &PathLayoutData) {
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use lyon::geom::*;
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use lyon::path::iterator::PathIterator;
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if data.items.is_empty() {
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return;
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}
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let path_iter = data.elements.iter().fitted(data.width, data.height);
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let tolerance = lyon::tessellation::StrokeOptions::DEFAULT_TOLERANCE;
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let segment_lengths: Vec<Coord> = path_iter
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.iter()
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.bezier_segments()
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.map(|segment| match segment {
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BezierSegment::Linear(line_segment) => line_segment.length(),
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BezierSegment::Quadratic(quadratic_segment) => {
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quadratic_segment.approximate_length(tolerance)
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}
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BezierSegment::Cubic(cubic_segment) => cubic_segment.approximate_length(tolerance),
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})
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.collect();
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let path_length: Coord = segment_lengths.iter().sum();
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// the max(2) is there to put the item in the middle when there is a single item
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let item_distance = 1. / ((data.items.len() - 1) as f32).max(2.);
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let mut i = 0;
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let mut next_t: f32 = data.offset;
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if data.items.len() == 1 {
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next_t += item_distance;
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}
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'main_loop: while i < data.items.len() {
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let mut current_length: f32 = 0.;
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next_t %= 1.;
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for (seg_idx, segment) in path_iter.iter().bezier_segments().enumerate() {
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let seg_len = segment_lengths[seg_idx];
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let seg_start = current_length;
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current_length += seg_len;
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let seg_end_t = (seg_start + seg_len) / path_length;
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while next_t <= seg_end_t {
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let local_t = ((next_t * path_length) - seg_start) / seg_len;
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let item_pos = segment.sample(local_t);
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let center_x_offset = data.items[i].width / 2.;
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let center_y_offset = data.items[i].height / 2.;
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data.items[i].x.map(|prop| prop.set(item_pos.x - center_x_offset + data.x));
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data.items[i].y.map(|prop| prop.set(item_pos.y - center_y_offset + data.y));
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i += 1;
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next_t += item_distance;
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if i >= data.items.len() {
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break 'main_loop;
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}
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}
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if next_t > 1. {
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break;
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}
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}
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}
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}
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