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). /// TODO: make Region a trait so we can have type-safe HorizontalRegion etc? pub struct Region { // TODO: remove pub(crate) from all members. // /// How we access input, output and memory pub(crate) ctx: Arc, /// ID of this region. /// Generated based on id of parent region together with /// another source of child identity (e.g. window title). /// Acts like a namespace for child regions. /// Hopefully unique. pub(crate) id: Id, /// Where to put the graphics output of this Region pub(crate) layer: Layer, /// Everything painte in this rect will be clipped against this. /// This means nothing outside of this rectangle will be visible on screen. pub(crate) clip_rect: Rect, /// The `rect` represents where in space the region 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 bounding_size). pub(crate) desired_rect: Rect, // TODO: rename /// Bounding box of children. /// Initially set to Rect::nothing(). pub(crate) child_bounds: Rect, /// Overide default style in this region pub(crate) style: Style, // Layout stuff follows. TODO: move to own type and abstract. /// Doesn't change. pub(crate) dir: Direction, pub(crate) align: Align, /// Where the next widget will be put. /// Progresses along self.dir. /// Initially set to rect.min pub(crate) cursor: Pos2, } // Allow child widgets to be just on the border and still have an outline with some thickness const CLIP_RECT_MARGIN: f32 = 3.0; impl Region { pub fn new(ctx: Arc, layer: Layer, id: Id, rect: Rect) -> Self { let style = ctx.style(); Region { ctx, id, layer, clip_rect: rect.expand(CLIP_RECT_MARGIN), desired_rect: rect, child_bounds: Rect::from_min_size(rect.min, Vec2::zero()), // TODO: Rect::nothing() ? style, cursor: rect.min, dir: Direction::Vertical, align: Align::Min, } } pub fn child_region(&self, child_rect: Rect) -> Self { let clip_rect = self .clip_rect .intersect(child_rect.expand(CLIP_RECT_MARGIN)); Region { ctx: self.ctx.clone(), layer: self.layer, style: self.style, id: self.id, clip_rect, desired_rect: child_rect, cursor: child_rect.min, child_bounds: Rect::from_min_size(child_rect.min, Vec2::zero()), // TODO: Rect::nothing() ? dir: self.dir, align: self.align, } } /// 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 .lock() .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 .lock() .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 .lock() .layer(self.layer) .insert(pos, (self.clip_rect(), paint_cmd)); } pub fn paint_list_len(&self) -> usize { self.ctx.graphics.lock().layer(self.layer).len() } pub fn round_to_pixel(&self, point: f32) -> f32 { self.ctx.round_to_pixel(point) } /// Options for this region, and any child regions we may spawn. pub fn style(&self) -> &Style { &self.style } pub fn ctx(&self) -> &Arc { &self.ctx } pub fn input(&self) -> &GuiInput { self.ctx.input() } pub fn memory(&self) -> parking_lot::MutexGuard { self.ctx.memory.lock() } pub fn fonts(&self) -> &Fonts { &*self.ctx.fonts } /// Screen-space rectangle for clipping what we paint in this region. /// 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 available_width(&self) -> f32 { self.desired_rect.right() - self.cursor.x } pub fn available_height(&self) -> f32 { self.desired_rect.bottom() - self.cursor.y } /// This how much more space we can take up without overflowing our parent. /// Shrinks as cursor increments. pub fn available_space(&self) -> Vec2 { self.desired_rect.max - self.cursor } /// Size of content pub fn bounding_size(&self) -> Vec2 { self.child_bounds.max - self.desired_rect.min } pub fn direction(&self) -> Direction { self.dir } pub fn cursor(&self) -> Pos2 { self.cursor } pub fn set_align(&mut self, align: Align) { self.align = align; } // ------------------------------------------------------------------------ // Sub-regions: /// Create a child region 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 region. pub fn add_custom_contents(&mut self, size: Vec2, add_contents: impl FnOnce(&mut Region)) { let size = size.min(self.available_space()); let child_rect = Rect::from_min_size(self.cursor, size); let mut child_region = Region { ..self.child_region(child_rect) }; add_contents(&mut child_region); self.reserve_space_without_padding(child_region.bounding_size()); } /// Create a child region which is indented to the right pub fn indent(&mut self, id_source: impl Hash, add_contents: impl FnOnce(&mut Region)) { assert!( self.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.desired_rect.max); let mut child_region = Region { id: self.id.with(id_source), align: Align::Min, ..self.child_region(child_rect) }; add_contents(&mut child_region); let size = child_region.bounding_size(); // draw a grey line on the left to mark the region 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 - 8.0); self.add_paint_cmd(PaintCmd::Line { points: vec![line_start, line_end], color: gray(150, 255), width: self.style.line_width, }); self.reserve_space_without_padding(indent + size); } pub fn left_column(&mut self, width: f32) -> Region { self.column(Align::Min, width) } pub fn centered_column(&mut self, width: f32) -> Region { self.column(Align::Center, width) } pub fn right_column(&mut self, width: f32) -> Region { self.column(Align::Max, width) } /// A column region with a given width. pub fn column(&mut self, column_position: Align, width: f32) -> Region { 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_region(Rect::from_min_size( self.cursor + vec2(x, 0.0), vec2(width, self.available_height()), )) } pub fn inner_layout( &mut self, dir: Direction, align: Align, add_contents: impl FnOnce(&mut Region), ) { let child_rect = Rect::from_min_max(self.cursor, self.desired_rect.max); let mut child_region = Region { dir, align, ..self.child_region(child_rect) }; add_contents(&mut child_region); let size = child_region.bounding_size(); self.reserve_space_without_padding(size); } /// Start a region with horizontal layout pub fn horizontal(&mut self, align: Align, add_contents: impl FnOnce(&mut Region)) { self.inner_layout(Direction::Horizontal, align, add_contents) } /// Start a region with vertical layout pub fn vertical(&mut self, align: Align, add_contents: impl FnOnce(&mut Region)) { self.inner_layout(Direction::Vertical, align, add_contents) } /// Temporarily split split a vertical layout into several columns. /// /// region.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 [Region]) -> R, { // TODO: ensure there is space let padding = self.style.item_spacing.x; let total_padding = padding * (num_columns as f32 - 1.0); let column_width = (self.available_width() - total_padding) / (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 + padding), 0.0); let child_rect = Rect::from_min_max(pos, pos2(pos.x + column_width, self.desired_rect.bottom())); Region { id: self.make_child_id(&("column", col_idx)), dir: Direction::Vertical, ..self.child_region(child_rect) } }) .collect(); let result = add_contents(&mut columns[..]); let mut max_height = 0.0; for region in columns { let size = region.bounding_size(); max_height = size.y.max(max_height); } self.reserve_space_without_padding(vec2(self.available_width(), max_height)); result } // ------------------------------------------------------------------------ /// Check for clicks on this entire region (desired_rect) pub fn interact_whole(&self) -> InteractInfo { self.ctx .interact(self.layer, &self.desired_rect, Some(self.id)) } pub fn interact_rect(&self, rect: &Rect, id: Id) -> InteractInfo { self.ctx.interact(self.layer, rect, Some(id)) } // ------------------------------------------------------------------------ pub fn add(&mut self, widget: impl Widget) -> GuiResponse { widget.add_to(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)) } pub fn collapsing( &mut self, text: impl Into, add_contents: impl FnOnce(&mut Region), ) -> GuiResponse { CollapsingHeader::new(text).show(self, add_contents) } // ------------------------------------------------------------------------ pub fn reserve_space(&mut self, size: Vec2, interaction_id: Option) -> InteractInfo { let padded_size = match self.dir { Direction::Horizontal => vec2(size.x + self.style.item_spacing.x, size.y), Direction::Vertical => vec2(size.x, size.y + self.style.item_spacing.y), }; let pos = self.reserve_space_without_padding(padded_size); let rect = Rect::from_min_size(pos, size); self.ctx.interact(self.layer, &rect, interaction_id) } /// Reserve this much space and move the cursor. /// Returns where to put the widget. pub fn reserve_space_without_padding(&mut self, size: Vec2) -> Pos2 { let mut pos = self.cursor; if self.dir == Direction::Horizontal { pos.y += match self.align { Align::Min => 0.0, Align::Center => 0.5 * (self.available_height() - size.y), Align::Max => self.available_height() - size.y, }; self.child_bounds.extend_with(self.cursor + size); self.cursor.x += size.x; } else { pos.x += match self.align { Align::Min => 0.0, Align::Center => 0.5 * (self.available_width() - size.x), Align::Max => self.available_width() - size.x, }; self.child_bounds.extend_with(self.cursor + size); self.cursor.y += size.y; } pos } /// 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 region /// 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); 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) } // ------------------------------------------------ /// Paint some debug text at current cursor pub fn debug_text(&self, text: &str) { self.ctx.debug_text(self.cursor, text); } /// Show some text anywhere in the region. /// 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, }); } } 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(), } } }