Refactor window resize code

This commit is contained in:
Emil Ernerfeldt 2020-05-23 01:22:26 +02:00
parent d1b00ff1b0
commit a0b12a36e7

View file

@ -225,32 +225,14 @@ impl<'open> Window<'open> {
if movable || resizable { if movable || resizable {
let possible = PossibleInteractions { movable, resizable }; let possible = PossibleInteractions { movable, resizable };
// TODO: not when collapsed, and not when resizing or moving is disabled etc interact(
let pre_resize = ctx.round_rect_to_pixels(full_interact.rect);
let new_rect = resize_window(
ctx, ctx,
possible, possible,
area_layer, area_layer,
window_id.with("frame_resize"), window_id,
pre_resize, resize_id,
full_interact.rect,
); );
if let Some(new_rect) = new_rect {
let new_rect = ctx.round_rect_to_pixels(new_rect);
// TODO: add this to a Window state instead as a command "move here next frame"
let mut area_state = ctx.memory().areas.get(area_layer.id).unwrap();
area_state.pos = new_rect.min;
ctx.memory().areas.set_state(area_layer, area_state);
let mut resize_state = ctx.memory().resize.get(&resize_id).cloned().unwrap();
// resize_state.size += new_rect.size() - pre_resize.size();
// resize_state.size = new_rect.size() - some margin;
resize_state.requested_size =
Some(resize_state.size + new_rect.size() - pre_resize.size());
ctx.memory().resize.insert(resize_id, resize_state);
ctx.memory().areas.move_to_top(area_layer);
}
} }
Some(full_interact) Some(full_interact)
@ -294,16 +276,44 @@ impl WindowInteraction {
} }
} }
fn resize_window( fn interact(
ctx: &Context, ctx: &Context,
possible: PossibleInteractions, possible: PossibleInteractions,
area_layer: Layer, area_layer: Layer,
id: Id, window_id: Id,
resize_id: Id,
rect: Rect, rect: Rect,
) -> Option<Rect> { ) -> Option<()> {
if let Some(window_interaction) = window_interaction(ctx, possible, area_layer, id, rect) { let pre_resize = ctx.round_rect_to_pixels(rect);
let window_interaction = window_interaction(
ctx,
possible,
area_layer,
window_id.with("frame_resize"),
rect,
)?;
let new_rect = resize_window(ctx, &window_interaction)?;
let new_rect = ctx.round_rect_to_pixels(new_rect);
// TODO: add this to a Window state instead as a command "move here next frame"
let mut area_state = ctx.memory().areas.get(area_layer.id).unwrap();
area_state.pos = new_rect.min;
ctx.memory().areas.set_state(area_layer, area_state);
let mut resize_state = ctx.memory().resize.get(&resize_id).cloned().unwrap();
// resize_state.size += new_rect.size() - pre_resize.size();
// resize_state.size = new_rect.size() - some margin;
resize_state.requested_size = Some(resize_state.size + new_rect.size() - pre_resize.size());
ctx.memory().resize.insert(resize_id, resize_state);
ctx.memory().areas.move_to_top(area_layer);
Some(())
}
fn resize_window(ctx: &Context, window_interaction: &WindowInteraction) -> Option<Rect> {
window_interaction.set_cursor(ctx); window_interaction.set_cursor(ctx);
if let Some(mouse_pos) = ctx.input().mouse.pos { let mouse_pos = ctx.input().mouse.pos?;
let mut rect = window_interaction.start_rect; // prevent drift let mut rect = window_interaction.start_rect; // prevent drift
if window_interaction.is_resize() { if window_interaction.is_resize() {
@ -324,10 +334,6 @@ fn resize_window(
} }
return Some(rect); return Some(rect);
}
}
None
} }
fn window_interaction( fn window_interaction(