Window: store inner size + misc improvements

This commit is contained in:
Emil Ernerfeldt 2020-04-21 20:46:30 +02:00
parent 8b4e506493
commit a56a869f48
2 changed files with 128 additions and 58 deletions

View file

@ -44,10 +44,11 @@ impl Memory {
}
}
/// TODO: call once at the start of the frame for the current mouse pos
pub fn layer_at(&self, pos: Pos2) -> Layer {
for window_id in self.window_order.iter().rev() {
if let Some(state) = self.windows.get(window_id) {
if state.rect.contains(pos) {
if state.outer_rect.contains(pos) {
return Layer::Window(*window_id);
}
}

View file

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