use std::collections::{HashMap, HashSet}; use crate::{ containers::{area, collapsing_header, menu, resize, scroll_area}, Id, Layer, Pos2, Rect, }; #[derive(Clone, Debug, Default, serde_derive::Deserialize, serde_derive::Serialize)] #[serde(default)] pub struct Memory { /// The widget being interacted with (e.g. dragged, in case of a slider). #[serde(skip)] pub(crate) active_id: Option, /// The widget with keyboard focus (i.e. a text input field). #[serde(skip)] pub(crate) kb_focus_id: Option, // states of various types of widgets pub(crate) collapsing_headers: HashMap, pub(crate) menu_bar: HashMap, pub(crate) scroll_areas: HashMap, pub(crate) resize: HashMap, pub(crate) areas: Areas, } #[derive(Clone, Debug, Default, serde_derive::Deserialize, serde_derive::Serialize)] #[serde(default)] pub struct Areas { areas: HashMap, /// Top is last order: Vec, visible_last_frame: HashSet, visible_current_frame: HashSet, /// When an area want to be on top, it is put in here. /// At the end of the frame, this is used to reorder the layers. /// This means if several layers want to be on top, they will keep their relative order. /// So if you close three windows and then reopen them all in one frame, /// they will all be sent to the top, but keep their previous internal order. wants_to_be_on_top: HashSet, } impl Memory { pub(crate) fn end_frame(&mut self) { self.areas.end_frame() } /// TODO: call once at the start of the frame for the current mouse pos pub fn layer_at(&self, pos: Pos2) -> Option { self.areas.layer_at(pos) } } impl Areas { pub(crate) fn count(&self) -> usize { self.areas.len() } pub(crate) fn get(&mut self, id: Id) -> Option { self.areas.get(&id).cloned() } pub(crate) fn order(&self) -> &[Layer] { &self.order } pub(crate) fn set_state(&mut self, layer: Layer, state: area::State) { self.visible_current_frame.insert(layer); let did_insert = self.areas.insert(layer.id, state).is_none(); if did_insert { self.order.push(layer); } } /// TODO: call once at the start of the frame for the current mouse pos pub fn layer_at(&self, pos: Pos2) -> Option { for layer in self.order.iter().rev() { if self.is_visible(layer) { if let Some(state) = self.areas.get(&layer.id) { if state.interactable { let rect = Rect::from_min_size(state.pos, state.size); if rect.contains(pos) { return Some(*layer); } } } } } None } pub fn visible_last_frame(&self, layer: &Layer) -> bool { self.visible_last_frame.contains(layer) } pub fn is_visible(&self, layer: &Layer) -> bool { self.visible_last_frame.contains(layer) || self.visible_current_frame.contains(layer) } pub fn move_to_top(&mut self, layer: Layer) { self.visible_current_frame.insert(layer); self.wants_to_be_on_top.insert(layer); if self.order.iter().find(|x| **x == layer).is_none() { self.order.push(layer); } } pub(crate) fn end_frame(&mut self) { let Self { visible_last_frame, visible_current_frame, order, wants_to_be_on_top, .. } = self; *visible_last_frame = std::mem::take(visible_current_frame); order.sort_by_key(|layer| (layer.order, wants_to_be_on_top.contains(layer))); wants_to_be_on_top.clear(); } }