Window: store inner size + misc improvements
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8b4e506493
commit
a56a869f48
2 changed files with 128 additions and 58 deletions
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@ -44,10 +44,11 @@ impl Memory {
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}
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}
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/// TODO: call once at the start of the frame for the current mouse pos
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pub fn layer_at(&self, pos: Pos2) -> Layer {
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for window_id in self.window_order.iter().rev() {
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if let Some(state) = self.windows.get(window_id) {
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if state.rect.contains(pos) {
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if state.outer_rect.contains(pos) {
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return Layer::Window(*window_id);
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}
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}
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@ -4,12 +4,15 @@ use crate::{mesher::Path, widgets::*, *};
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#[derive(Clone, Copy, Debug)]
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pub struct WindowState {
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/// Last known pos/size
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/// TODO: replace with outer_pos and inner_rect
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/// so we can change style without content resizing.
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pub rect: Rect,
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/// Last known pos
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pub outer_pos: Pos2,
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pub inner_size: Vec2,
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/// used for catching clicks:
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pub outer_rect: Rect,
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}
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// TODO: separate out resizing into a contained and reusable Resize-region.
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#[derive(Clone, Debug)]
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pub struct Window {
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/// The title of the window and by default the source of its identity.
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@ -17,6 +20,9 @@ pub struct Window {
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/// Put the window here the first time
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default_pos: Option<Pos2>,
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/// Size of the window first time
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default_size: Option<Vec2>,
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resizeable: bool,
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// If true, won't allow you to make window so big that it creates spacing
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@ -24,6 +30,9 @@ pub struct Window {
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// If true, won't allow you to resize smaller than that everything fits.
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expand_to_fit_content: bool,
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min_size: Vec2,
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max_size: Option<Vec2>,
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}
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impl Default for Window {
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@ -31,9 +40,12 @@ impl Default for Window {
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Self {
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title: "".to_owned(),
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default_pos: None,
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default_size: None,
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resizeable: true,
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shrink_to_fit_content: false, // Normally you want this when resizable = false
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expand_to_fit_content: true,
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min_size: Vec2::splat(16.0),
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max_size: None,
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}
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}
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}
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@ -51,6 +63,33 @@ impl Window {
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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.default_size = Some(default_size);
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self
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}
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pub fn min_size(mut self, min_size: Vec2) -> Self {
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self.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.max_size = Some(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.shrink_to_fit_content = false;
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self.shrink_to_fit_content = false;
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self.expand_to_fit_content = false;
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self.default_size = Some(size);
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self.min_size = size;
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self.max_size = Some(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 resizeable(mut self, resizeable: bool) -> Self {
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self.resizeable = resizeable;
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self
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@ -65,21 +104,37 @@ impl Window {
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self.expand_to_fit_content = expand_to_fit_content;
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self
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}
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}
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impl Window {
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pub fn show<F>(self, ctx: &Arc<Context>, add_contents: F)
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where
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F: FnOnce(&mut Region),
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{
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let style = ctx.style();
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let window_padding = style.window_padding;
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let min_inner_size = self.min_size;
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let max_inner_size = self
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.max_size
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.unwrap_or(ctx.input.screen_size - 2.0 * window_padding);
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let default_pos = self.default_pos.unwrap_or(pos2(100.0, 100.0)); // TODO
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let default_size = vec2(200.0, 50.0); // TODO
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let default_rect = Rect::from_min_size(default_pos, default_size);
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let default_inner_size = self.default_size.unwrap_or(vec2(200.0, 200.0));
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let id = ctx.make_unique_id(&self.title, default_pos);
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let (mut state, is_new_window) = match ctx.memory.lock().get_window(id) {
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Some(state) => (state, false),
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None => {
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let state = WindowState { rect: default_rect };
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let state = WindowState {
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outer_pos: default_pos,
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inner_size: default_inner_size,
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outer_rect: Rect::from_min_size(
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default_pos,
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default_inner_size + 2.0 * window_padding,
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),
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};
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(state, true)
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}
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};
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@ -87,13 +142,7 @@ impl Window {
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let layer = Layer::Window(id);
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let where_to_put_background = ctx.graphics.lock().layer(layer).len();
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let style = ctx.style();
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let window_padding = style.window_padding;
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let inner_rect = Rect::from_min_size(
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state.rect.min() + window_padding,
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state.rect.size() - 2.0 * window_padding,
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);
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let inner_rect = Rect::from_min_size(state.outer_pos + window_padding, state.inner_size);
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let mut contents_region = Region::new(ctx.clone(), layer, id, inner_rect);
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// TODO: handle contents_region.clip_rect while resizing
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@ -103,23 +152,23 @@ impl Window {
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add_contents(&mut contents_region);
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// Now insert window background:
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// TODO: handle the last item_spacing in a nicer way
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let inner_size = contents_region.bounding_size - style.item_spacing;
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let inner_size = inner_size.ceil(); // Avoid rounding errors in math
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let desired_outer_size = inner_size + 2.0 * window_padding;
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let mut new_outer_size = state.rect.size();
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let desired_inner_size = contents_region.bounding_size - style.item_spacing;
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let desired_inner_size = desired_inner_size.ceil(); // Avoid rounding errors in math
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let mut new_inner_size = state.inner_size;
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if self.shrink_to_fit_content {
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new_outer_size = new_outer_size.min(desired_outer_size);
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new_inner_size = new_inner_size.min(desired_inner_size);
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}
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if self.expand_to_fit_content || is_new_window {
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new_outer_size = new_outer_size.max(desired_outer_size);
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new_inner_size = new_inner_size.max(desired_inner_size);
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}
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new_inner_size = new_inner_size.max(min_inner_size);
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new_inner_size = new_inner_size.min(max_inner_size);
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state.rect = Rect::from_min_size(state.rect.min(), new_outer_size);
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let new_outer_size = new_inner_size + 2.0 * window_padding;
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let outer_rect = Rect::from_min_size(state.outer_pos, new_outer_size);
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let mut graphics = ctx.graphics.lock();
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@ -132,64 +181,84 @@ impl Window {
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corner_radius,
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fill_color: Some(style.background_fill_color()),
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outline: Some(Outline::new(1.0, color::WHITE)),
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rect: state.rect,
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rect: outer_rect,
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},
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),
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);
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let corner_interact = if self.resizeable {
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// Resize-corner:
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let mut path = Path::default();
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let quadrant = 0.0; // Bottom-right
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let corner_center = state.rect.max() - Vec2::splat(corner_radius);
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let corner_center = outer_rect.max() - Vec2::splat(corner_radius);
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let corner_rect = Rect::from_min_size(corner_center, Vec2::splat(corner_radius));
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let corner_interact = ctx.interact(layer, corner_rect, Some(id.with(&"corner")));
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let corner_interact = ctx.interact(layer, corner_rect, Some(id.with("corner")));
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// TODO: Path::circle_sector() or something
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path.add_point(corner_center, vec2(0.0, -1.0));
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path.add_point(corner_center + vec2(corner_radius, 0.0), vec2(0.0, -1.0));
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path.add_circle_quadrant(corner_center, corner_radius, quadrant);
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path.add_point(corner_center + vec2(0.0, corner_radius), vec2(-1.0, 0.0));
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path.add_point(corner_center, vec2(-1.0, 0.0));
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graphics.layer(layer).insert(
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where_to_put_background + 1,
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(
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graphics.layer(layer).push((
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Rect::everything(),
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PaintCmd::Path {
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path,
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closed: true,
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fill_color: style.interact_fill_color(&corner_interact),
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outline: style.interact_outline(&corner_interact),
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},
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),
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);
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paint_resize_corner(corner_center, corner_radius, &style, &corner_interact),
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));
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corner_interact
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} else {
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InteractInfo::default()
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};
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let win_interact = ctx.interact(layer, state.rect, Some(id.with(&"window")));
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let win_interact = ctx.interact(layer, outer_rect, Some(id.with("window")));
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if corner_interact.active {
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if let Some(mouse_pos) = ctx.input().mouse_pos {
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let new_size = mouse_pos - state.rect.min() + 0.5 * corner_interact.rect.size();
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let min_size = 2.0 * window_padding + Vec2::splat(16.0); // TODO
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let new_size = new_size.max(min_size);
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state.rect = Rect::from_min_size(state.rect.min(), new_size);
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let new_outer_size =
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mouse_pos - state.outer_pos + 0.5 * corner_interact.rect.size();
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new_inner_size = new_outer_size - 2.0 * window_padding;
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new_inner_size = new_inner_size.max(min_inner_size);
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new_inner_size = new_inner_size.min(max_inner_size);
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}
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} else if win_interact.active {
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state.rect = state.rect.translate(ctx.input().mouse_move);
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state.outer_pos += ctx.input().mouse_move;
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}
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state = WindowState {
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outer_pos: state.outer_pos,
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inner_size: new_inner_size,
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outer_rect: outer_rect,
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};
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if corner_interact.hovered || corner_interact.active {
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*ctx.cursor_icon.lock() = CursorIcon::ResizeNorthWestSouthEast;
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}
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let mut memory = ctx.memory.lock();
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if win_interact.active || corner_interact.active {
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memory.move_window_to_top(id);
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if win_interact.active || corner_interact.active || mouse_pressed_on_window(ctx, id) {
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ctx.memory.lock().move_window_to_top(id);
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}
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memory.set_window_state(id, state);
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ctx.memory.lock().set_window_state(id, state);
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}
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}
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fn mouse_pressed_on_window(ctx: &Context, id: Id) -> bool {
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if let Some(mouse_pos) = ctx.input.mouse_pos {
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ctx.input.mouse_pressed && ctx.memory.lock().layer_at(mouse_pos) == Layer::Window(id)
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} else {
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false
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}
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}
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fn paint_resize_corner(
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center: Pos2,
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radius: f32,
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style: &Style,
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interact: &InteractInfo,
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) -> PaintCmd {
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// TODO: Path::circle_sector() or something
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let quadrant = 0.0; // Bottom-right
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let mut path = Path::default();
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path.add_point(center, vec2(0.0, -1.0));
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path.add_point(center + vec2(radius, 0.0), vec2(0.0, -1.0));
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path.add_circle_quadrant(center, radius, quadrant);
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path.add_point(center + vec2(0.0, radius), vec2(-1.0, 0.0));
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path.add_point(center, vec2(-1.0, 0.0));
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PaintCmd::Path {
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path,
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closed: true,
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fill_color: style.interact_fill_color(&interact),
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outline: style.interact_outline(&interact),
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}
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}
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