2020-04-25 20:49:57 +00:00
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use std::sync::Arc;
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use crate::{widgets::*, *};
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use super::*;
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2020-04-26 20:30:24 +00:00
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/// A wrapper around other containers for things you often want in a window
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2020-05-10 17:02:34 +00:00
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pub struct Window<'open> {
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pub title_label: Label,
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open: Option<&'open mut bool>,
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pub area: Area,
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pub frame: Option<Frame>,
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pub resize: Resize,
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pub scroll: Option<ScrollArea>,
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}
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2020-05-10 17:02:34 +00:00
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impl<'open> Window<'open> {
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// TODO: Into<Label>
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pub fn new(title: impl Into<String>) -> Self {
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let title = title.into();
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let area = Area::new(&title);
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let title_label = Label::new(title)
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.text_style(TextStyle::Heading)
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.multiline(false);
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Self {
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title_label,
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open: None,
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area,
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frame: None,
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resize: Resize::default()
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.auto_expand_height(false)
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.auto_expand_width(true)
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.auto_shrink_height(false)
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.auto_shrink_width(true)
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.handle_offset(Vec2::splat(4.0))
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.outline(false),
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scroll: Some(
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ScrollArea::default()
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.always_show_scroll(false)
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.max_height(f32::INFINITY),
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), // As large as we can be
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}
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}
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/// If the given bool is false, the window will not be visible.
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/// If the given bool is true, the window will have a close button that sets this bool to false.
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pub fn open(mut self, open: &'open mut bool) -> Self {
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self.open = Some(open);
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self
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}
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/// Usage: `Winmdow::new(...).mutate(|w| w.resize = w.resize.auto_expand_width(true))`
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/// Not sure this is a good interface for this.
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pub fn mutate(mut self, mutate: impl Fn(&mut Self)) -> Self {
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mutate(&mut self);
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self
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}
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/// Usage: `Winmdow::new(...).resize(|r| r.auto_expand_width(true))`
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/// Not sure this is a good interface for this.
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pub fn resize(mut self, mutate: impl Fn(Resize) -> Resize) -> Self {
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self.resize = mutate(self.resize);
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self
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}
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/// Usage: `Winmdow::new(...).frame(|f| f.fill_color(Some(BLUE)))`
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/// Not sure this is a good interface for this.
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pub fn frame(mut self, frame: Frame) -> Self {
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self.frame = Some(frame);
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self
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}
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pub fn default_pos(mut self, default_pos: Pos2) -> Self {
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self.area = self.area.default_pos(default_pos);
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self
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}
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pub fn default_size(mut self, default_size: Vec2) -> Self {
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self.resize = self.resize.default_size(default_size);
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self
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}
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pub fn default_rect(self, rect: Rect) -> Self {
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self.default_pos(rect.min).default_size(rect.size())
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}
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pub fn min_size(mut self, min_size: Vec2) -> Self {
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self.resize = self.resize.min_size(min_size);
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self
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}
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pub fn max_size(mut self, max_size: Vec2) -> Self {
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self.resize = self.resize.max_size(max_size);
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self
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}
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pub fn fixed_size(mut self, size: Vec2) -> Self {
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self.resize = self.resize.fixed_size(size);
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self
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}
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/// Can you resize it with the mouse?
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/// Note that a window can still auto-resize
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pub fn resizable(mut self, resizable: bool) -> Self {
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self.resize = self.resize.resizable(resizable);
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self
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}
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/// Not resizable, just takes the size of its contents.
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pub fn auto_sized(mut self) -> Self {
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self.resize = self.resize.auto_sized();
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self.scroll = None;
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self
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}
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pub fn scroll(mut self, scroll: bool) -> Self {
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if !scroll {
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self.scroll = None;
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}
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self
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}
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}
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impl<'open> Window<'open> {
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pub fn show(
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self,
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ctx: &Arc<Context>,
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add_contents: impl FnOnce(&mut Ui),
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) -> Option<InteractInfo> {
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let Window {
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title_label,
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open,
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area,
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frame,
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resize,
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scroll,
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} = self;
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if matches!(open, Some(false)) {
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return None;
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}
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let frame = frame.unwrap_or_else(|| Frame::window(&ctx.style()));
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Some(area.show(ctx, |ui| {
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frame.show(ui, |ui| {
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let collapsing_id = ui.make_child_id("collapsing");
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let default_expanded = true;
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let mut collapsing = collapsing_header::State::from_memory_with_default_open(
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ui,
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collapsing_id,
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default_expanded,
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);
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let show_close_button = open.is_some();
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let title_bar = show_title_bar(
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ui,
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title_label,
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show_close_button,
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collapsing_id,
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&mut collapsing,
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);
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ui.memory()
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.collapsing_headers
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.insert(collapsing_id, collapsing);
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let content = collapsing.add_contents(ui, |ui| {
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resize.show(ui, |ui| {
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ui.add(Separator::new().line_width(1.0)); // TODO: nicer way to split window title from contents
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if let Some(scroll) = scroll {
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scroll.show(ui, add_contents)
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} else {
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add_contents(ui)
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}
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})
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});
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if let Some(open) = open {
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// Add close button now that we know our full width:
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let right = content
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.map(|c| c.rect.right())
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.unwrap_or(title_bar.rect.right());
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let button_size = ui.style().start_icon_width;
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let button_rect = Rect::from_min_size(
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pos2(
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right - ui.style().item_spacing.x - button_size,
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title_bar.rect.center().y - 0.5 * button_size,
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),
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Vec2::splat(button_size),
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);
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if close_button(ui, button_rect).clicked {
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*open = false;
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}
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}
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})
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}))
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}
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}
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fn show_title_bar(
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ui: &mut Ui,
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title_label: Label,
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show_close_button: bool,
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collapsing_id: Id,
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collapsing: &mut collapsing_header::State,
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) -> InteractInfo {
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ui.inner_layout(Layout::horizontal(Align::Center), |ui| {
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ui.set_desired_height(title_label.font_height(ui));
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let item_spacing = ui.style().item_spacing;
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let button_size = ui.style().start_icon_width;
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{
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// TODO: make clickable radius larger
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ui.reserve_space(vec2(0.0, 0.0), None); // HACK: will add left spacing
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let collapse_button_interact =
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ui.reserve_space(Vec2::splat(button_size), Some(collapsing_id));
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if collapse_button_interact.clicked {
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// TODO: also do this when double-clicking window title
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collapsing.toggle(ui);
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}
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collapsing.paint_icon(ui, &collapse_button_interact);
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}
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let title_rect = ui.add(title_label).rect;
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if show_close_button {
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// Reserve space for close button which will be added later:
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let close_max_x = title_rect.right() + item_spacing.x + button_size + item_spacing.x;
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let close_max_x = close_max_x.max(ui.rect_finite().right());
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let close_rect = Rect::from_min_size(
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pos2(
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close_max_x - button_size,
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title_rect.center().y - 0.5 * button_size,
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),
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Vec2::splat(button_size),
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);
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ui.expand_to_include_child(close_rect);
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}
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})
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}
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fn close_button(ui: &mut Ui, rect: Rect) -> InteractInfo {
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let close_id = ui.make_child_id("window_close_button");
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let interact = ui.interact_rect(rect, close_id);
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ui.expand_to_include_child(interact.rect);
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let stroke_color = ui.style().interact(&interact).stroke_color;
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let stroke_width = ui.style().interact(&interact).stroke_width;
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ui.add_paint_cmd(PaintCmd::line_segment(
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[rect.left_top(), rect.right_bottom()],
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stroke_color,
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stroke_width,
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));
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ui.add_paint_cmd(PaintCmd::line_segment(
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[rect.right_top(), rect.left_bottom()],
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stroke_color,
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stroke_width,
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));
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interact
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}
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