Add various enums and operations.
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//! Additional enums for the operations.
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use crate::gegl_enum;
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gegl_enum!(
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FocusBlurShape,
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Circle: "circle",
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Square: "square",
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Diamond: "diamond",
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Horizontal: "horizontal",
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Vertical: "vertical",
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);
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gegl_enum!(
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FocusBlurType,
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Gaussian: "gaussian",
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Lens: "lens",
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);
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gegl_enum!(
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MazeAlgorithmType,
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DepthFirst: "depth-first",
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Prim: "prim",
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);
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@ -1,7 +1,10 @@
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//! All supported GEGL operations.
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mod enums;
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mod generator;
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pub use enums::*;
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pub use crate::gegl_operation;
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gegl_operation!(
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@ -26,3 +29,89 @@ gegl_operation!(
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pct_black: f64, 0.2, "The percentage of black.",
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),
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);
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gegl_operation!(
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struct_name: CellNoise,
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gegl_name: "cell-noise",
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append_crop: true,
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values: (
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iterations: i64, 1, "The number of noise octaves.",
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palettize: bool, false, "Fill each cell with a random color.",
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rank: i64, 1, "Select the n-th closest point",
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scale: f64, 1.0, "The scale of the noise function.",
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seed: f64, 0.0, "The random seed for the noise function.",
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shape: f64, 2.0, "Interpolate between Manhattan and Euclidean distance.",
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),
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);
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gegl_operation!(
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struct_name: Crop,
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gegl_name: "crop",
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append_crop: false,
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values: (
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height: f64, 0.0, "The wanted height of the buffer.",
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reset_origin: bool, false, "Reset the origin for the coordinates.",
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width: f64, 0.0, "The wanted width of the buffer.",
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x: f64, 0.0, "The X coordinate to start from.",
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y: f64, 0.0, "The Y coordinate to start from.",
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),
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);
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gegl_operation!(
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struct_name: DiffractionPatterns,
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gegl_name: "diffraction-patterns",
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append_crop: true,
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values: (
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blue_contours: f64, 0.97, "Number of contours (blue);",
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blue_frequency: f64, 1.12, "Light frequency (blue).",
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blue_sedges: f64, 0.64, "Number of sharp edges (blue).",
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brightness: f64, 0.07, "Brightness and shifting/fattening of contours.",
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green_contours: f64, 0.82, "Number of contours (green);",
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green_frequency: f64, 1.22, "Light frequency (green).",
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green_sedges: f64, 0.68, "Number of sharp edges (green).",
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height: i64, 200, "Height of the generated buffer.",
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polarization: f64, -0.47, "Polarization.",
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red_contours: f64, 0.82, "Number of contours (red);",
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red_frequency: f64, 0.81, "Light frequency (red).",
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red_sedges: f64, 0.61, "Number of sharp edges (red).",
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scattering: f64, 37.13, "Scattering (speed vs. quality).",
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width: i64, 200, "Width of the generated buffer.",
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),
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);
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gegl_operation!(
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struct_name: FocusBlur,
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gegl_name: "focus-blur",
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append_crop: false,
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values: (
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aspect_ratio: f64, 0.0, "The aspect ratio of the focus region.",
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blur_radius: f64, 25.0, "Out-of-focus blur radius.",
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blur_type: FocusBlurType, FocusBlurType::Gaussian, "The blur type.",
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focus: f64, 0.25, "The focus region's inner limit.",
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highlight_factor: f64, 0.0, "Relative highlight strength.",
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highlight_threshold_high: f64, 1.0, "Highlight threshold (high).",
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highlight_threshold_low: f64, 0.0, "Highlight threshold (low).",
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high_quality: bool, false, "Generate more accurate and consistent output.",
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midpoint: f64, 0.5, "The focus region's transition midpoint.",
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radius: f64, 0.75, "The focus region's outer radius.",
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rotation: f64, 0.0, "The rotation of the focus region.",
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shape: FocusBlurShape, FocusBlurShape::Circle, "The blur shape.",
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x: f64, 0.5, "The X coordinate for the center of the blur.",
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y: f64, 0.5, "The Y coordinate for the center of the blur.",
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),
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);
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gegl_operation!(
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struct_name: Maze,
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gegl_name: "maze",
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append_crop: false,
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values: (
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algorithm_type: MazeAlgorithmType, MazeAlgorithmType::DepthFirst, "Maze algorithm type",
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bg_color: String, "#fff".to_string(), "The background color.",
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fg_color: String, "#000".to_string(), "The foreground color.",
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seed: f64, 0.0, "The random seed.",
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tileable: bool, false, "Whether the maze should be tileable.",
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x: i64, 16, "Horizontal width of cells pixels.",
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y: i64, 16, "Vertical width of cells pixels.",
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),
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);
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