use std::{ collections::HashSet, hash::Hash, sync::{Arc, Mutex}, }; use crate::{ font::{Font, TextFragment}, math::*, types::*, widgets::{label, Widget}, }; // ---------------------------------------------------------------------------- #[derive(Clone, Copy, Debug, Serialize)] pub struct LayoutOptions { /// Horizontal and vertical padding within a window frame. pub window_padding: Vec2, /// Horizontal and vertical spacing between widgets pub item_spacing: Vec2, /// Indent foldable regions etc by this much. pub indent: f32, /// Button size is text size plus this on each side pub button_padding: Vec2, /// Checkboxed, radio button and foldables have an icon at the start. /// The text starts after this many pixels. pub start_icon_width: f32, } impl Default for LayoutOptions { fn default() -> Self { LayoutOptions { item_spacing: vec2(8.0, 4.0), window_padding: vec2(6.0, 6.0), indent: 21.0, button_padding: vec2(5.0, 3.0), start_icon_width: 20.0, } } } // ---------------------------------------------------------------------------- // TODO: rename pub struct GuiResponse { /// The mouse is hovering above this pub hovered: bool, /// The mouse went got pressed on this thing this frame pub clicked: bool, /// The mouse is interacting with this thing (e.g. dragging it) pub active: bool, /// Used for showing a popup (if any) data: Arc, } impl GuiResponse { /// Show some stuff if the item was hovered pub fn tooltip(&mut self, add_contents: F) -> &mut Self where F: FnOnce(&mut Region), { if self.hovered { let window_pos = self.data.input().mouse_pos + vec2(16.0, 16.0); show_popup(&self.data, window_pos, add_contents); } self } /// Show this text if the item was hovered pub fn tooltip_text>(&mut self, text: S) -> &mut Self { self.tooltip(|popup| { popup.add(label(text)); }) } } // ---------------------------------------------------------------------------- #[derive(Clone, Debug, Default)] pub struct Memory { /// The widget being interacted with (e.g. dragged, in case of a slider). active_id: Option, /// Which foldable regions are open. open_foldables: HashSet, } // ---------------------------------------------------------------------------- #[derive(Clone, Copy, Debug, PartialEq)] pub enum Direction { Horizontal, Vertical, } impl Default for Direction { fn default() -> Direction { Direction::Vertical } } // ---------------------------------------------------------------------------- pub type Id = u64; pub fn make_id(source: &H) -> Id { use std::hash::Hasher; let mut hasher = std::collections::hash_map::DefaultHasher::new(); source.hash(&mut hasher); hasher.finish() } // ---------------------------------------------------------------------------- /// TODO: improve this #[derive(Clone, Default)] pub struct GraphicLayers { pub(crate) graphics: Vec, pub(crate) hovering_graphics: Vec, } impl GraphicLayers { pub fn drain(&mut self) -> impl ExactSizeIterator { // TODO: there must be a nicer way to do this? let mut all_commands: Vec<_> = self.graphics.drain(..).collect(); all_commands.extend(self.hovering_graphics.drain(..)); all_commands.into_iter() } } // ---------------------------------------------------------------------------- // TODO: give a better name. /// Contains the input, options and output of all GUI commands. pub struct Data { /// The default options for new regions pub(crate) options: Mutex, pub(crate) font: Arc, pub(crate) input: GuiInput, pub(crate) memory: Mutex, pub(crate) graphics: Mutex, } impl Clone for Data { fn clone(&self) -> Self { Data { options: Mutex::new(self.options()), font: self.font.clone(), input: self.input.clone(), memory: Mutex::new(self.memory.lock().unwrap().clone()), graphics: Mutex::new(self.graphics.lock().unwrap().clone()), } } } impl Data { pub fn new(font: Arc) -> Data { Data { options: Default::default(), font, input: Default::default(), memory: Default::default(), graphics: Default::default(), } } pub fn input(&self) -> &GuiInput { &self.input } pub fn options(&self) -> LayoutOptions { *self.options.lock().unwrap() } pub fn set_options(&self, options: LayoutOptions) { *self.options.lock().unwrap() = options; } // TODO: move pub fn new_frame(&mut self, gui_input: GuiInput) { self.input = gui_input; if !gui_input.mouse_down { self.memory.lock().unwrap().active_id = None; } } } /// Show a pop-over window pub fn show_popup(data: &Arc, window_pos: Vec2, add_contents: F) where F: FnOnce(&mut Region), { // TODO: nicer way to do layering! let num_graphics_before = data.graphics.lock().unwrap().graphics.len(); let options = data.options(); let window_padding = options.window_padding; let mut popup_region = Region { data: data.clone(), options, id: Default::default(), dir: Direction::Vertical, cursor: window_pos + window_padding, bounding_size: vec2(0.0, 0.0), available_space: vec2(400.0, std::f32::INFINITY), // TODO: popup/tooltip width }; add_contents(&mut popup_region); // TODO: handle the last item_spacing in a nicer way let inner_size = popup_region.bounding_size - options.item_spacing; let outer_size = inner_size + 2.0 * window_padding; let rect = Rect::from_min_size(window_pos, outer_size); let mut graphics = data.graphics.lock().unwrap(); let popup_graphics = graphics.graphics.split_off(num_graphics_before); graphics.hovering_graphics.push(GuiCmd::Window { rect }); graphics.hovering_graphics.extend(popup_graphics); } // ---------------------------------------------------------------------------- /// 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 { pub(crate) data: Arc, pub(crate) options: LayoutOptions, /// Unique ID of this region. pub(crate) id: Id, /// Doesn't change. pub(crate) dir: Direction, /// Changes only along self.dir pub(crate) cursor: Vec2, /// Bounding box children. /// We keep track of our max-size along the orthogonal to self.dir pub(crate) bounding_size: Vec2, /// This how much space we can take up without overflowing our parent. /// Shrinks as cursor increments. pub(crate) available_space: Vec2, } impl Region { /// 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_graphic(&mut self, gui_cmd: GuiCmd) { self.data.graphics.lock().unwrap().graphics.push(gui_cmd) } /// Options for this region, and any child regions we may spawn. pub fn options(&self) -> &LayoutOptions { &self.options } pub fn input(&self) -> &GuiInput { self.data.input() } pub fn cursor(&self) -> Vec2 { self.cursor } pub fn font(&self) -> &Font { &*self.data.font } pub fn width(&self) -> f32 { self.available_space.x } // ------------------------------------------------------------------------ // Sub-regions: pub fn foldable(&mut self, text: S, add_contents: F) -> GuiResponse where S: Into, F: FnOnce(&mut Region), { assert!( self.dir == Direction::Vertical, "Horizontal foldable is unimplemented" ); let text: String = text.into(); let id = self.make_child_id(&text); let (text, text_size) = self.font().layout_multiline(&text, self.width()); let text_cursor = self.cursor + self.options().button_padding; let (rect, interact) = self.reserve_space( vec2( self.available_space.x, text_size.y + 2.0 * self.options().button_padding.y, ), Some(id), ); let open = { let mut memory = self.data.memory.lock().unwrap(); if interact.clicked { if memory.open_foldables.contains(&id) { memory.open_foldables.remove(&id); } else { memory.open_foldables.insert(id); } } memory.open_foldables.contains(&id) }; self.add_graphic(GuiCmd::FoldableHeader { interact, rect, open, }); self.add_text( text_cursor + vec2(self.options().start_icon_width, 0.0), text, ); if open { let old_id = self.id; self.id = id; self.indent(add_contents); self.id = old_id; } self.response(interact) } /// Create a child region which is indented to the right pub fn indent(&mut self, add_contents: F) where F: FnOnce(&mut Region), { let indent = vec2(self.options().indent, 0.0); let mut child_region = Region { data: self.data.clone(), options: self.options, id: self.id, dir: self.dir, cursor: self.cursor + indent, bounding_size: vec2(0.0, 0.0), available_space: self.available_space - indent, }; add_contents(&mut child_region); let size = child_region.bounding_size; self.reserve_space_inner(indent + size); } /// A horizontally centered region of the given width. pub fn centered_column(&mut self, width: f32) -> Region { Region { data: self.data.clone(), options: self.options, id: self.id, dir: self.dir, cursor: vec2((self.available_space.x - width) / 2.0, self.cursor.y), bounding_size: vec2(0.0, 0.0), available_space: vec2(width, self.available_space.y), } } /// Start a region with horizontal layout pub fn horizontal(&mut self, add_contents: F) where F: FnOnce(&mut Region), { let mut child_region = Region { data: self.data.clone(), options: self.options, id: self.id, dir: Direction::Horizontal, cursor: self.cursor, bounding_size: vec2(0.0, 0.0), available_space: self.available_space, }; add_contents(&mut child_region); let size = child_region.bounding_size; self.reserve_space_inner(size); } /// Temporarily split split a vertical layout into several columns. /// /// gui.columns(2, |columns| { /// columns[0].add(label("First column")); /// columns[1].add(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.options().item_spacing.x; let total_padding = padding * (num_columns as f32 - 1.0); let column_width = (self.available_space.x - total_padding) / (num_columns as f32); let mut columns: Vec = (0..num_columns) .map(|col_idx| Region { data: self.data.clone(), options: self.options, id: self.make_child_id(&("column", col_idx)), dir: Direction::Vertical, cursor: self.cursor + vec2((col_idx as f32) * (column_width + padding), 0.0), bounding_size: vec2(0.0, 0.0), available_space: vec2(column_width, self.available_space.y), }) .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_inner(vec2(self.available_space.x, max_height)); result } // ------------------------------------------------------------------------ pub fn add(&mut self, widget: W) -> GuiResponse { widget.add_to(self) } // ------------------------------------------------------------------------ pub fn reserve_space( &mut self, size: Vec2, interaction_id: Option, ) -> (Rect, InteractInfo) { let rect = Rect { pos: self.cursor, size, }; self.reserve_space_inner(size + self.options().item_spacing); let hovered = rect.contains(self.input().mouse_pos); let clicked = hovered && self.input().mouse_clicked; let active = if interaction_id.is_some() { let mut memory = self.data.memory.lock().unwrap(); if clicked { memory.active_id = interaction_id; } memory.active_id == interaction_id } else { false }; let interact = InteractInfo { hovered, clicked, active, }; (rect, interact) } // TODO: Return a Rect /// Reserve this much space and move the cursor. pub fn reserve_space_inner(&mut self, size: Vec2) { if self.dir == Direction::Horizontal { self.cursor.x += size.x; self.available_space.x -= size.x; self.bounding_size.x += size.x; self.bounding_size.y = self.bounding_size.y.max(size.y); } else { self.cursor.y += size.y; self.available_space.y -= size.x; self.bounding_size.y += size.y; self.bounding_size.x = self.bounding_size.x.max(size.x); } } pub fn make_child_id(&self, child_id: &H) -> Id { use std::hash::Hasher; let mut hasher = std::collections::hash_map::DefaultHasher::new(); hasher.write_u64(self.id); child_id.hash(&mut hasher); hasher.finish() } pub fn combined_id(&self, child_id: Option) -> Option { child_id.map(|child_id| { use std::hash::Hasher; let mut hasher = std::collections::hash_map::DefaultHasher::new(); hasher.write_u64(self.id); child_id.hash(&mut hasher); hasher.finish() }) } pub fn add_text(&mut self, pos: Vec2, text: Vec) { for fragment in text { self.add_graphic(GuiCmd::Text { pos: pos + vec2(0.0, fragment.y_offset), style: TextStyle::Label, text: fragment.text, x_offsets: fragment.x_offsets, }); } } pub fn response(&mut self, interact: InteractInfo) -> GuiResponse { GuiResponse { hovered: interact.hovered, clicked: interact.clicked, active: interact.active, data: self.data.clone(), } } }