use std::{hash::Hash, sync::Arc}; use crate::{color::*, containers::*, font::TextFragment, layout::*, widgets::*, *}; /// Represents a region of the screen /// with a type of layout (horizontal or vertical). pub struct Ui { /// How we access input, output and memory ctx: Arc, /// ID of this ui. /// Generated based on id of parent ui together with /// another source of child identity (e.g. window title). /// Acts like a namespace for child uis. /// Hopefully unique. id: Id, /// Where to put the graphics output of this Ui layer: Layer, /// Everything painted in this ui will be clipped against this. /// This means nothing outside of this rectangle will be visible on screen. clip_rect: Rect, /// The `rect` represents where in screen-space the ui is /// and its max size (original available_space). /// Note that the size may be infinite in one or both dimensions. /// The widgets will TRY to fit within the rect, /// but may overflow (which you will see in child_bounds). /// Some widgets (like separator lines) will try to fill the full desired width of the ui. /// If the desired size is zero, it is a signal that child widgets should be as small as possible. /// If the desired size is initie, it is a signal that child widgets should take up as much room as they want. desired_rect: Rect, // TODO: rename as max_rect ? /// Bounding box of all children. /// This is used to see how large a ui actually /// needs to be after all children has been added. /// You can think of this as the minimum size. child_bounds: Rect, // TODO: rename as min_rect ? /// Overide default style in this ui style: Style, layout: Layout, /// Where the next widget will be put. /// Progresses along self.dir. /// Initially set to rect.min /// If something has already been added, this will point ot style.item_spacing beyond the latest child. /// The cursor can thus be style.item_spacing pixels outside of the child_bounds. cursor: Pos2, // TODO: move into Layout? } impl Ui { // ------------------------------------------------------------------------ // Creation: pub fn new(ctx: Arc, layer: Layer, id: Id, rect: Rect) -> Self { let style = ctx.style(); Ui { ctx, id, layer, clip_rect: rect.expand(style.clip_rect_margin), desired_rect: rect, child_bounds: Rect::from_min_size(rect.min, Vec2::zero()), // TODO: Rect::nothing() ? style, layout: Default::default(), cursor: rect.min, } } pub fn child_ui(&self, child_rect: Rect) -> Self { // let clip_rect = self // .clip_rect // .intersect(&child_rect.expand(self.style().clip_rect_margin)); let clip_rect = self.clip_rect(); // Keep it unless the child explciitly desires differently Ui { ctx: self.ctx.clone(), id: self.id, layer: self.layer, clip_rect, desired_rect: child_rect, child_bounds: Rect::from_min_size(child_rect.min, Vec2::zero()), // TODO: Rect::nothing() ? style: self.style, layout: self.layout, cursor: child_rect.min, } } // ------------------------------------------------- pub fn round_to_pixel(&self, point: f32) -> f32 { self.ctx.round_to_pixel(point) } pub fn round_vec_to_pixels(&self, vec: Vec2) -> Vec2 { self.ctx.round_vec_to_pixels(vec) } pub fn round_pos_to_pixels(&self, pos: Pos2) -> Pos2 { self.ctx.round_pos_to_pixels(pos) } pub fn id(&self) -> Id { self.id } /// Options for this ui, and any child uis we may spawn. pub fn style(&self) -> &Style { &self.style } pub fn set_style(&mut self, style: Style) { self.style = style } pub fn ctx(&self) -> &Arc { &self.ctx } pub fn input(&self) -> &GuiInput { self.ctx.input() } pub fn memory(&self) -> parking_lot::MutexGuard<'_, Memory> { self.ctx.memory() } pub fn output(&self) -> parking_lot::MutexGuard<'_, Output> { self.ctx.output() } pub fn fonts(&self) -> &Fonts { self.ctx.fonts() } /// Screen-space rectangle for clipping what we paint in this ui. /// This is used, for instance, to avoid painting outside a window that is smaller /// than its contents. pub fn clip_rect(&self) -> Rect { self.clip_rect } pub fn set_clip_rect(&mut self, clip_rect: Rect) { self.clip_rect = clip_rect; } // ------------------------------------------------------------------------ /// Screen-space position of this Ui. /// This may have moved from its original if a child overflowed to the left or up (rare). pub fn top_left(&self) -> Pos2 { // If a child doesn't fit in desired_rect, we have effectively expanded: self.desired_rect.min.min(self.child_bounds.min) } /// Screen-space position of the current bottom right corner of this Ui. /// This may move when we add children that overflow our desired rectangle bounds. /// This position may be at inifnity if the desired rect is initinite, /// which mappens when a parent widget says "be as big as you want to be". pub fn bottom_right(&self) -> Pos2 { // If a child doesn't fit in desired_rect, we have effectively expanded: self.desired_rect.max.max(self.child_bounds.max) } /// Position and current size of the ui. /// The size is the maximum of the origional (minimum/desired) size and /// the size of the containted children. pub fn rect(&self) -> Rect { Rect::from_min_max(self.top_left(), self.bottom_right()) } /// This is like `rect()`, but will never be infinite. /// If the desired rect is infinite ("be as big as you want") /// this will be bounded by child bounds. pub fn rect_finite(&self) -> Rect { let mut bottom_right = self.child_bounds.max; if self.desired_rect.max.x.is_finite() { bottom_right.x = bottom_right.x.max(self.desired_rect.max.x); } if self.desired_rect.max.y.is_finite() { bottom_right.y = bottom_right.y.max(self.desired_rect.max.y); } Rect::from_min_max(self.top_left(), bottom_right) } /// Set the width of the ui. /// You won't be able to shrink it beyond its current child bounds. pub fn set_desired_width(&mut self, width: f32) { let min_width = self.child_bounds.max.x - self.top_left().x; let width = width.max(min_width); self.desired_rect.max.x = self.top_left().x + width; } /// Set the height of the ui. /// You won't be able to shrink it beyond its current child bounds. pub fn set_desired_height(&mut self, height: f32) { let min_height = self.child_bounds.max.y - self.top_left().y; let height = height.max(min_height); self.desired_rect.max.y = self.top_left().y + height; } /// Size of content pub fn bounding_size(&self) -> Vec2 { self.child_bounds.size() } /// Expand the bounding rect of this ui to include a child at the given rect. pub fn expand_to_include_child(&mut self, rect: Rect) { self.child_bounds.extend_with(rect.min); self.child_bounds.extend_with(rect.max); } pub fn expand_to_size(&mut self, size: Vec2) { self.child_bounds.extend_with(self.top_left() + size); } /// Bounding box of all contained children pub fn child_bounds(&self) -> Rect { self.child_bounds } pub fn force_set_child_bounds(&mut self, child_bounds: Rect) { self.child_bounds = child_bounds; } // ------------------------------------------------------------------------ // Layout related measures: /// The available space at the moment, given the current cursor. /// This how much more space we can take up without overflowing our parent. /// Shrinks as widgets allocate space and the cursor moves. /// A small rectangle should be intepreted as "as little as possible". /// An infinite rectangle should be interpred as "as much as you want". /// In most layouts the next widget will be put in the top left corner of this `Rect`. pub fn available(&self) -> Rect { self.layout.available(self.cursor, self.rect()) } /// This is like `available()`, but will never be infinite. /// Use this for components that want to grow without bounds (but shouldn't). /// In most layouts the next widget will be put in the top left corner of this `Rect`. pub fn available_finite(&self) -> Rect { self.layout.available(self.cursor, self.rect_finite()) } pub fn layout(&self) -> &Layout { &self.layout } // TODO: remove pub fn set_layout(&mut self, layout: Layout) { self.layout = layout; // TODO: remove this HACK: if layout.is_reversed() { self.cursor = self.rect_finite().max; } } // ------------------------------------------------------------------------ pub fn contains_mouse(&self, rect: Rect) -> bool { self.ctx.contains_mouse(self.layer, self.clip_rect, rect) } pub fn has_kb_focus(&self, id: Id) -> bool { self.memory().kb_focus_id == Some(id) } pub fn request_kb_focus(&self, id: Id) { self.memory().kb_focus_id = Some(id); } // ------------------------------------------------------------------------ /// Will warn if the returned id is not guaranteed unique. /// Use this to generate widget ids for widgets that have persistent state in Memory. /// If the `id_source` is not unique within this ui /// then an error will be printed at the current cursor position. pub fn make_unique_id(&self, id_source: IdSource) -> Id where IdSource: Hash + std::fmt::Debug, { let id = self.id.with(&id_source); // TODO: clip name clash error messages to clip rect self.ctx.register_unique_id(id, id_source, self.cursor) } /// Make an Id that is unique to this positon. /// Can be used for widgets that do NOT persist state in Memory /// but you still need to interact with (e.g. buttons, sliders). pub fn make_position_id(&self) -> Id { self.id.with(&Id::from_pos(self.cursor)) } pub fn make_child_id(&self, id_seed: impl Hash) -> Id { self.id.with(id_seed) } // ------------------------------------------------------------------------ // Interaction /// Check for clicks on this entire ui (rect()) pub fn interact_whole(&self) -> InteractInfo { self.interact_rect(self.rect(), self.id) } pub fn interact_rect(&self, rect: Rect, id: Id) -> InteractInfo { self.ctx .interact(self.layer, self.clip_rect, rect, Some(id)) } pub fn response(&mut self, interact: InteractInfo) -> GuiResponse { // TODO: unify GuiResponse and InteractInfo. They are the same thing! GuiResponse { hovered: interact.hovered, clicked: interact.clicked, active: interact.active, rect: interact.rect, ctx: self.ctx.clone(), } } // ------------------------------------------------------------------------ // Stuff that moves the cursor, i.e. allocates space in this ui! /// Reserve this much space and move the cursor. /// Returns where to put the widget. /// /// # How sizes are negotiated /// Each widget should have a *minimum desired size* and a *desired size*. /// When asking for space, ask AT LEAST for you minimum, and don't ask for more than you need. /// If you want to fill the space, ask about `available().size()` and use that. /// /// You may get MORE space than you asked for, for instance /// for `Justified` aligned layouts, like in menus. /// /// You may get LESS space than you asked for if the current layout won't fit what you asked for. pub fn reserve_space(&mut self, child_size: Vec2, interaction_id: Option) -> InteractInfo { let child_size = self.round_vec_to_pixels(child_size); self.cursor = self.round_pos_to_pixels(self.cursor); // For debug rendering let too_wide = child_size.x > self.available().width(); let too_high = child_size.x > self.available().height(); let rect = self.reserve_space_impl(child_size); if self.style().debug_widget_rects { self.add_paint_cmd(PaintCmd::Rect { rect, corner_radius: 0.0, outline: Some(Outline::new(1.0, LIGHT_BLUE)), fill_color: None, }); let color = color::srgba(200, 0, 0, 255); let width = 2.5; let mut paint_line_seg = |a, b| self.add_paint_cmd(PaintCmd::line_segment([a, b], color, width)); if too_wide { paint_line_seg(rect.left_top(), rect.left_bottom()); paint_line_seg(rect.left_center(), rect.right_center()); paint_line_seg(rect.right_top(), rect.right_bottom()); } if too_high { paint_line_seg(rect.left_top(), rect.right_top()); paint_line_seg(rect.center_top(), rect.center_bottom()); paint_line_seg(rect.left_bottom(), rect.right_bottom()); } } self.ctx .interact(self.layer, self.clip_rect, rect, interaction_id) } /// Reserve this much space and move the cursor. /// Returns where to put the widget. fn reserve_space_impl(&mut self, child_size: Vec2) -> Rect { let available_size = self.available_finite().size(); let child_rect = self.layout .allocate_space(&mut self.cursor, &self.style, available_size, child_size); self.child_bounds = self.child_bounds.union(child_rect); child_rect } // ------------------------------------------------ // Painting related stuff /// It is up to the caller to make sure there is room for this. /// Can be used for free painting. /// NOTE: all coordinates are screen coordinates! pub fn add_paint_cmd(&mut self, paint_cmd: PaintCmd) { self.ctx .graphics() .layer(self.layer) .push((self.clip_rect(), paint_cmd)) } pub fn add_paint_cmds(&mut self, mut cmds: Vec) { let clip_rect = self.clip_rect(); self.ctx .graphics() .layer(self.layer) .extend(cmds.drain(..).map(|cmd| (clip_rect, cmd))); } /// Insert a paint cmd before existing ones pub fn insert_paint_cmd(&mut self, pos: usize, paint_cmd: PaintCmd) { self.ctx .graphics() .layer(self.layer) .insert(pos, (self.clip_rect(), paint_cmd)); } pub fn paint_list_len(&self) -> usize { self.ctx.graphics().layer(self.layer).len() } /// Paint some debug text at current cursor pub fn debug_text(&self, text: &str) { self.debug_text_at(self.cursor, text); } // TODO: AsRef pub fn debug_text_at(&self, pos: Pos2, text: &str) { self.ctx.debug_text(pos, text); } pub fn debug_rect(&mut self, rect: Rect, text: &str) { self.add_paint_cmd(PaintCmd::Rect { corner_radius: 0.0, fill_color: None, outline: Some(Outline::new(1.0, color::RED)), rect, }); let align = (Align::Min, Align::Min); let text_style = TextStyle::Monospace; self.floating_text(rect.min, text, text_style, align, Some(color::RED)); } /// Show some text anywhere in the ui. /// To center the text at the given position, use `align: (Center, Center)`. /// If you want to draw text floating on top of everything, /// consider using `Context.floating_text` instead. pub fn floating_text( &mut self, pos: Pos2, text: &str, text_style: TextStyle, align: (Align, Align), text_color: Option, ) -> Vec2 { let font = &self.fonts()[text_style]; let (text, size) = font.layout_multiline(text, f32::INFINITY); let rect = align_rect(Rect::from_min_size(pos, size), align); self.add_text(rect.min, text_style, text, text_color); size } /// Already layed out text. pub fn add_text( &mut self, pos: Pos2, text_style: TextStyle, text: Vec, color: Option, ) { let color = color.unwrap_or_else(|| self.style().text_color()); for fragment in text { self.add_paint_cmd(PaintCmd::Text { color, pos: pos + vec2(0.0, fragment.y_offset), text: fragment.text, text_style, x_offsets: fragment.x_offsets, }); } } // ------------------------------------------------------------------------ // Addding Widgets pub fn add(&mut self, widget: impl Widget) -> GuiResponse { widget.ui(self) } // Convenience functions: pub fn add_label(&mut self, text: impl Into) -> GuiResponse { self.add(Label::new(text)) } pub fn add_hyperlink(&mut self, url: impl Into) -> GuiResponse { self.add(Hyperlink::new(url)) } // ------------------------------------------------------------------------ // Addding Containers / Sub-uis: pub fn collapsing( &mut self, text: impl Into, add_contents: impl FnOnce(&mut Ui), ) -> GuiResponse { CollapsingHeader::new(text).show(self, add_contents) } /// Create a child ui at the current cursor. /// `size` is the desired size. /// Actual size may be much smaller if `avilable_size()` is not enough. /// Set `size` to `Vec::infinity()` to get as much space as possible. /// Just because you ask for a lot of space does not mean you have to use it! /// After `add_contents` is called the contents of `bounding_size` /// will decide how much space will be used in the parent ui. pub fn add_custom_contents(&mut self, size: Vec2, add_contents: impl FnOnce(&mut Ui)) { let size = size.min(self.available().size()); let child_rect = Rect::from_min_size(self.cursor, size); let mut child_ui = self.child_ui(child_rect); add_contents(&mut child_ui); self.reserve_space(child_ui.bounding_size(), None); } /// Create a child ui which is indented to the right pub fn indent( &mut self, id_source: impl Hash, add_contents: impl FnOnce(&mut Ui), ) -> InteractInfo { assert!( self.layout().dir() == Direction::Vertical, "You can only indent vertical layouts" ); let indent = vec2(self.style.indent, 0.0); let child_rect = Rect::from_min_max(self.cursor + indent, self.bottom_right()); let mut child_ui = Ui { id: self.id.with(id_source), ..self.child_ui(child_rect) }; add_contents(&mut child_ui); let size = child_ui.bounding_size(); // draw a grey line on the left to mark the indented section let line_start = child_rect.min - indent * 0.5; let line_start = line_start.round(); // TODO: round to pixel instead let line_end = pos2(line_start.x, line_start.y + size.y - 2.0); self.add_paint_cmd(PaintCmd::line_segment( [line_start, line_end], gray(150, 255), self.style.line_width, )); self.reserve_space(indent + size, None) } pub fn left_column(&mut self, width: f32) -> Ui { self.column(Align::Min, width) } pub fn centered_column(&mut self, width: f32) -> Ui { self.column(Align::Center, width) } pub fn right_column(&mut self, width: f32) -> Ui { self.column(Align::Max, width) } /// A column ui with a given width. pub fn column(&mut self, column_position: Align, width: f32) -> Ui { let x = match column_position { Align::Min => 0.0, Align::Center => self.available().width() / 2.0 - width / 2.0, Align::Max => self.available().width() - width, }; self.child_ui(Rect::from_min_size( self.cursor + vec2(x, 0.0), vec2(width, self.available().height()), )) } /// Start a ui with horizontal layout pub fn horizontal(&mut self, add_contents: impl FnOnce(&mut Ui)) -> InteractInfo { self.inner_layout(Layout::horizontal(Align::Min), add_contents) } /// Start a ui with vertical layout pub fn vertical(&mut self, add_contents: impl FnOnce(&mut Ui)) -> InteractInfo { self.inner_layout(Layout::vertical(Align::Min), add_contents) } pub fn inner_layout( &mut self, layout: Layout, add_contents: impl FnOnce(&mut Self), ) -> InteractInfo { let child_rect = Rect::from_min_max(self.cursor, self.bottom_right()); let mut child_ui = Self { ..self.child_ui(child_rect) }; child_ui.set_layout(layout); // HACK: need a separate call right now add_contents(&mut child_ui); let size = child_ui.bounding_size(); self.reserve_space(size, None) } /// Temporarily split split an Ui into several columns. /// /// ``` ignore /// ui.columns(2, |columns| { /// columns[0].add(emigui::widgets::label!("First column")); /// columns[1].add(emigui::widgets::label!("Second column")); /// }); /// ``` pub fn columns(&mut self, num_columns: usize, add_contents: F) -> R where F: FnOnce(&mut [Self]) -> R, { // TODO: ensure there is space let spacing = self.style.item_spacing.x; let total_spacing = spacing * (num_columns as f32 - 1.0); let column_width = (self.available().width() - total_spacing) / (num_columns as f32); let mut columns: Vec = (0..num_columns) .map(|col_idx| { let pos = self.cursor + vec2((col_idx as f32) * (column_width + spacing), 0.0); let child_rect = Rect::from_min_max(pos, pos2(pos.x + column_width, self.bottom_right().y)); Self { id: self.make_child_id(&("column", col_idx)), ..self.child_ui(child_rect) } }) .collect(); let result = add_contents(&mut columns[..]); let mut sum_width = total_spacing; for column in &columns { sum_width += column.child_bounds.width(); } let mut max_height = 0.0; for ui in columns { let size = ui.bounding_size(); max_height = size.y.max(max_height); } let size = vec2(self.available().width().max(sum_width), max_height); self.reserve_space(size, None); result } // ------------------------------------------------ }