egui/egui/src/layers.rs

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//! Handles paint layers, i.e. how things
//! are sometimes painted behind or in front of other things.
use crate::{Id, *};
use epaint::mutex::Mutex;
use epaint::{ClippedShape, Shape};
use std::sync::Arc;
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/// Different layer categories
#[derive(Clone, Copy, Debug, Hash, Eq, PartialEq, Ord, PartialOrd)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub enum Order {
/// Painted behind all floating windows
Background,
/// Special layer between panels and windows
PanelResizeLine,
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/// Normal moveable windows that you reorder by click
Middle,
/// Popups, menus etc that should always be painted on top of windows
/// Foreground objects can also have tooltips
Foreground,
/// Things floating on top of everything else, like tooltips.
/// You cannot interact with these.
Tooltip,
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/// Debug layer, always painted last / on top
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Debug,
}
impl Order {
const COUNT: usize = 6;
const ALL: [Order; Self::COUNT] = [
Self::Background,
Self::PanelResizeLine,
Self::Middle,
Self::Foreground,
Self::Tooltip,
Self::Debug,
];
#[inline(always)]
pub fn allow_interaction(&self) -> bool {
match self {
Self::Background
| Self::PanelResizeLine
| Self::Middle
| Self::Foreground
| Self::Debug => true,
Self::Tooltip => false,
}
}
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/// Short and readable summary
pub fn short_debug_format(&self) -> &'static str {
match self {
Self::Background => "backg",
Self::PanelResizeLine => "panel",
Self::Middle => "middl",
Self::Foreground => "foreg",
Self::Tooltip => "toolt",
Self::Debug => "debug",
}
}
}
/// An identifier for a paint layer.
/// Also acts as an identifier for [`Area`]:s.
#[derive(Clone, Copy, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct LayerId {
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pub order: Order,
pub id: Id,
}
impl LayerId {
pub fn new(order: Order, id: Id) -> Self {
Self { order, id }
}
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pub fn debug() -> Self {
Self {
order: Order::Debug,
id: Id::new("debug"),
}
}
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pub fn background() -> Self {
Self {
order: Order::Background,
id: Id::background(),
}
}
#[inline(always)]
pub fn allow_interaction(&self) -> bool {
self.order.allow_interaction()
}
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/// Short and readable summary
pub fn short_debug_format(&self) -> String {
format!(
"{} {}",
self.order.short_debug_format(),
self.id.short_debug_format()
)
}
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}
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/// A unique identifier of a specific [`Shape`] in a [`PaintList`].
#[derive(Clone, Copy, PartialEq)]
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pub struct ShapeIdx(usize);
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/// A list of [`Shape`]s paired with a clip rectangle.
#[derive(Clone, Default)]
pub struct PaintList(Vec<ClippedShape>);
impl PaintList {
#[inline(always)]
pub fn is_empty(&self) -> bool {
self.0.is_empty()
}
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/// Returns the index of the new [`Shape`] that can be used with `PaintList::set`.
#[inline(always)]
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pub fn add(&mut self, clip_rect: Rect, shape: Shape) -> ShapeIdx {
let idx = ShapeIdx(self.0.len());
self.0.push(ClippedShape(clip_rect, shape));
idx
}
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pub fn extend(&mut self, clip_rect: Rect, mut shapes: Vec<Shape>) {
self.0
.extend(shapes.drain(..).map(|shape| ClippedShape(clip_rect, shape)));
}
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/// Modify an existing [`Shape`].
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///
/// Sometimes you want to paint a frame behind some contents, but don't know how large the frame needs to be
/// until the contents have been added, and therefor also painted to the `PaintList`.
///
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/// The solution is to allocate a `Shape` using `let idx = paint_list.add(cr, Shape::Noop);`
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/// and then later setting it using `paint_list.set(idx, cr, frame);`.
#[inline(always)]
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pub fn set(&mut self, idx: ShapeIdx, clip_rect: Rect, shape: Shape) {
self.0[idx.0] = ClippedShape(clip_rect, shape);
}
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/// Translate each [`Shape`] and clip rectangle by this much, in-place
pub fn translate(&mut self, delta: Vec2) {
for ClippedShape(clip_rect, shape) in &mut self.0 {
*clip_rect = clip_rect.translate(delta);
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shape.translate(delta);
}
}
}
#[derive(Clone, Default)]
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pub(crate) struct GraphicLayers([IdMap<Arc<Mutex<PaintList>>>; Order::COUNT]);
impl GraphicLayers {
pub fn list(&mut self, layer_id: LayerId) -> &Arc<Mutex<PaintList>> {
self.0[layer_id.order as usize]
.entry(layer_id.id)
.or_default()
}
pub fn drain(&mut self, area_order: &[LayerId]) -> impl ExactSizeIterator<Item = ClippedShape> {
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let mut all_shapes: Vec<_> = Default::default();
for &order in &Order::ALL {
let order_map = &mut self.0[order as usize];
// If a layer is empty at the start of the frame
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// then nobody has added to it, and it is old and defunct.
// Free it to save memory:
order_map.retain(|_, list| !list.lock().is_empty());
// First do the layers part of area_order:
for layer_id in area_order {
if layer_id.order == order {
if let Some(list) = order_map.get_mut(&layer_id.id) {
all_shapes.append(&mut list.lock().0);
}
}
}
// Also draw areas that are missing in `area_order`:
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for shapes in order_map.values_mut() {
all_shapes.append(&mut shapes.lock().0);
}
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}
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all_shapes.into_iter()
}
}