use std::sync::Arc;
use crate::{widgets::*, *};
use super::*;
/// A wrapper around other containers for things you often want in a window
pub struct Window<'open> {
pub title_label: Label,
open: Option<&'open mut bool>,
pub area: Area,
pub frame: Option ,
pub resize: Resize,
pub scroll: Option,
}
impl<'open> Window<'open> {
// TODO: Into
pub fn new(title: impl Into) -> Self {
let title = title.into();
let area = Area::new(&title);
let title_label = Label::new(title)
.text_style(TextStyle::Heading)
.multiline(false);
Self {
title_label,
open: None,
area,
frame: None,
resize: Resize::default()
.auto_expand_height(false)
.auto_expand_width(true)
.auto_shrink_height(false)
.auto_shrink_width(true)
.handle_offset(Vec2::splat(4.0))
.outline(false),
scroll: Some(
ScrollArea::default()
.always_show_scroll(false)
.max_height(f32::INFINITY),
), // As large as we can be
}
}
/// If the given bool is false, the window will not be visible.
/// If the given bool is true, the window will have a close button that sets this bool to false.
pub fn open(mut self, open: &'open mut bool) -> Self {
self.open = Some(open);
self
}
/// Usage: `Winmdow::new(...).mutate(|w| w.resize = w.resize.auto_expand_width(true))`
/// Not sure this is a good interface for this.
pub fn mutate(mut self, mutate: impl Fn(&mut Self)) -> Self {
mutate(&mut self);
self
}
/// Usage: `Winmdow::new(...).resize(|r| r.auto_expand_width(true))`
/// Not sure this is a good interface for this.
pub fn resize(mut self, mutate: impl Fn(Resize) -> Resize) -> Self {
self.resize = mutate(self.resize);
self
}
/// Usage: `Winmdow::new(...).frame(|f| f.fill(Some(BLUE)))`
/// Not sure this is a good interface for this.
pub fn frame(mut self, frame: Frame) -> Self {
self.frame = Some(frame);
self
}
pub fn default_pos(mut self, default_pos: Pos2) -> Self {
self.area = self.area.default_pos(default_pos);
self
}
pub fn default_size(mut self, default_size: Vec2) -> Self {
self.resize = self.resize.default_size(default_size);
self
}
pub fn default_rect(self, rect: Rect) -> Self {
self.default_pos(rect.min).default_size(rect.size())
}
pub fn min_size(mut self, min_size: Vec2) -> Self {
self.resize = self.resize.min_size(min_size);
self
}
pub fn max_size(mut self, max_size: Vec2) -> Self {
self.resize = self.resize.max_size(max_size);
self
}
pub fn fixed_size(mut self, size: Vec2) -> Self {
self.resize = self.resize.fixed_size(size);
self
}
/// Can you resize it with the mouse?
/// Note that a window can still auto-resize
pub fn resizable(mut self, resizable: bool) -> Self {
self.resize = self.resize.resizable(resizable);
self
}
/// Not resizable, just takes the size of its contents.
pub fn auto_sized(mut self) -> Self {
self.resize = self.resize.auto_sized();
self.scroll = None;
self
}
pub fn scroll(mut self, scroll: bool) -> Self {
if !scroll {
self.scroll = None;
}
self
}
}
impl<'open> Window<'open> {
pub fn show(
self,
ctx: &Arc,
add_contents: impl FnOnce(&mut Ui),
) -> Option {
self.show_impl(ctx, Box::new(add_contents))
}
fn show_impl<'c>(
self,
ctx: &Arc,
add_contents: Box,
) -> Option {
let Window {
title_label,
open,
area,
frame,
resize,
scroll,
} = self;
if matches!(open, Some(false)) {
return None;
}
let window_id = Id::new(title_label.text());
let resize_id = window_id.with("resize");
let collapsing_id = window_id.with("collapsing");
let possible = PossibleInteractions {
movable: area.is_movable(),
resizable: resize.is_resizable()
&& collapsing_header::State::is_open(ctx, &collapsing_id).unwrap_or_default(),
};
let area = area.movable(false); // We move it manually
let area_layer = area.layer().clone();
let resize = resize.resizable(false); // We move it manually
let resize = resize.id(resize_id.clone());
let frame = frame.unwrap_or_else(|| Frame::window(&ctx.style()));
let mut area = area.begin(ctx);
{
// BEGIN FRAME --------------------------------
let mut frame = frame.begin(&mut area.content_ui);
let default_expanded = true;
let mut collapsing = collapsing_header::State::from_memory_with_default_open(
&mut frame.content_ui,
&collapsing_id,
default_expanded,
);
let show_close_button = open.is_some();
let title_bar = show_title_bar(
&mut frame.content_ui,
title_label,
show_close_button,
&collapsing_id,
&mut collapsing,
);
let content_rect = collapsing
.add_contents(&mut frame.content_ui, |ui| {
resize.show(ui, |ui| {
// Add some spacing (item_spacing) between title and content:
ui.allocate_space(Vec2::zero());
if let Some(scroll) = scroll {
scroll.show(ui, add_contents)
} else {
add_contents(ui)
}
})
})
.map(|ri| ri.1);
let outer_rect = frame.end(&mut area.content_ui);
// END FRAME --------------------------------
let interaction = if possible.movable || possible.resizable {
interact(
ctx,
possible,
&area_layer,
&mut area.state,
&window_id,
&resize_id,
outer_rect,
)
} else {
None
};
let hover_interaction = resize_hover(ctx, possible, &area_layer, outer_rect);
title_bar.ui(
&mut area.content_ui,
outer_rect,
content_rect,
open,
&mut collapsing,
);
area.content_ui
.memory()
.collapsing_headers
.insert(collapsing_id, collapsing);
if let Some(interaction) = interaction {
paint_frame_interaction(
&mut area.content_ui,
outer_rect,
interaction,
ctx.style().interact.active,
);
} else {
if let Some(hover_interaction) = hover_interaction {
paint_frame_interaction(
&mut area.content_ui,
outer_rect,
hover_interaction,
ctx.style().interact.hovered,
);
}
}
}
let full_interact = area.end(ctx);
Some(full_interact)
}
}
// ----------------------------------------------------------------------------
#[derive(Clone, Copy, Debug)]
struct PossibleInteractions {
movable: bool,
resizable: bool,
}
#[derive(Clone, Debug)]
pub(crate) struct WindowInteraction {
pub(crate) area_layer: Layer,
pub(crate) start_rect: Rect,
pub(crate) left: bool,
pub(crate) right: bool,
pub(crate) top: bool,
pub(crate) bottom: bool,
}
impl WindowInteraction {
pub fn set_cursor(&self, ctx: &Context) {
if (self.left && self.top) || (self.right && self.bottom) {
ctx.output().cursor_icon = CursorIcon::ResizeNwSe;
} else if (self.right && self.top) || (self.left && self.bottom) {
ctx.output().cursor_icon = CursorIcon::ResizeNeSw;
} else if self.left || self.right {
ctx.output().cursor_icon = CursorIcon::ResizeHorizontal;
} else if self.bottom || self.top {
ctx.output().cursor_icon = CursorIcon::ResizeVertical;
}
}
pub fn is_resize(&self) -> bool {
self.left || self.right || self.top || self.bottom
}
pub fn is_pure_move(&self) -> bool {
!self.is_resize()
}
}
fn interact(
ctx: &Context,
possible: PossibleInteractions,
area_layer: &Layer,
area_state: &mut area::State,
window_id: &Id,
resize_id: &Id,
rect: Rect,
) -> Option {
let pre_resize = ctx.round_rect_to_pixels(rect);
let window_interaction = window_interaction(
ctx,
possible,
area_layer,
&window_id.with("frame_resize"),
rect,
)?;
let new_rect = resize_window(ctx, &window_interaction)?;
let new_rect = ctx.round_rect_to_pixels(new_rect);
// TODO: add this to a Window state instead as a command "move here next frame"
area_state.pos = new_rect.min;
let mut resize_state = ctx.memory().resize.get(&resize_id).cloned().unwrap();
// resize_state.size += new_rect.size() - pre_resize.size();
// resize_state.size = new_rect.size() - some margin;
resize_state.requested_size = Some(resize_state.size + new_rect.size() - pre_resize.size());
ctx.memory().resize.insert(resize_id.clone(), resize_state);
ctx.memory().areas.move_to_top(&area_layer);
Some(window_interaction)
}
fn resize_window(ctx: &Context, window_interaction: &WindowInteraction) -> Option {
window_interaction.set_cursor(ctx);
let mouse_pos = ctx.input().mouse.pos?;
let mut rect = window_interaction.start_rect; // prevent drift
if window_interaction.is_resize() {
if window_interaction.left {
rect.min.x = ctx.round_to_pixel(mouse_pos.x);
} else if window_interaction.right {
rect.max.x = ctx.round_to_pixel(mouse_pos.x);
}
if window_interaction.top {
rect.min.y = ctx.round_to_pixel(mouse_pos.y);
} else if window_interaction.bottom {
rect.max.y = ctx.round_to_pixel(mouse_pos.y);
}
} else {
// movevement
rect = rect.translate(mouse_pos - ctx.input().mouse.press_origin?);
}
return Some(rect);
}
fn window_interaction(
ctx: &Context,
possible: PossibleInteractions,
area_layer: &Layer,
id: &Id,
rect: Rect,
) -> Option {
{
let drag_id = ctx.memory().interaction.drag_id.clone();
if drag_id.is_some() && drag_id.as_ref() != Some(id) {
return None;
}
}
let mut window_interaction = { ctx.memory().window_interaction.clone() };
if window_interaction.is_none() {
if let Some(hover_window_interaction) = resize_hover(ctx, possible, area_layer, rect) {
hover_window_interaction.set_cursor(ctx);
if ctx.input().mouse.pressed {
ctx.memory().interaction.drag_id = Some(id.clone());
window_interaction = Some(hover_window_interaction);
ctx.memory().window_interaction = window_interaction.clone();
}
}
}
if let Some(window_interaction) = window_interaction {
let is_active = ctx.memory().interaction.drag_id.as_ref() == Some(id);
if is_active && &window_interaction.area_layer == area_layer {
return Some(window_interaction);
}
}
None
}
fn resize_hover(
ctx: &Context,
possible: PossibleInteractions,
area_layer: &Layer,
rect: Rect,
) -> Option {
if let Some(mouse_pos) = ctx.input().mouse.pos {
if let Some(top_layer) = ctx.memory().layer_at(mouse_pos) {
if top_layer != area_layer && top_layer.order != Order::Background {
return None; // Another window is on top here
}
}
if ctx.memory().interaction.drag_interest {
// Another widget will become active if we drag here
return None;
}
let side_interact_radius = 5.0; // TODO: from style
let corner_interact_radius = 10.0; // TODO
if rect.expand(side_interact_radius).contains(mouse_pos) {
let (mut left, mut right, mut top, mut bottom) = Default::default();
if possible.resizable {
right = (rect.right() - mouse_pos.x).abs() <= side_interact_radius;
bottom = (rect.bottom() - mouse_pos.y).abs() <= side_interact_radius;
if rect.right_bottom().distance(mouse_pos) < corner_interact_radius {
right = true;
bottom = true;
}
if possible.movable {
left = (rect.left() - mouse_pos.x).abs() <= side_interact_radius;
top = (rect.top() - mouse_pos.y).abs() <= side_interact_radius;
if rect.right_top().distance(mouse_pos) < corner_interact_radius {
right = true;
top = true;
}
if rect.left_top().distance(mouse_pos) < corner_interact_radius {
left = true;
top = true;
}
if rect.left_bottom().distance(mouse_pos) < corner_interact_radius {
left = true;
bottom = true;
}
}
}
let any_resize = left || right || top || bottom;
if !any_resize && !possible.movable {
return None;
}
if any_resize || possible.movable {
Some(WindowInteraction {
area_layer: area_layer.clone(),
start_rect: rect,
left,
right,
top,
bottom,
})
} else {
None
}
} else {
None
}
} else {
None
}
}
/// Fill in parts of the window frame when we resize by dragging that part
fn paint_frame_interaction(
ui: &mut Ui,
rect: Rect,
interaction: WindowInteraction,
style: style::WidgetStyle,
) {
let cr = ui.style().window.corner_radius;
let Rect { min, max } = rect;
let mut path = Path::default();
if interaction.right && !interaction.bottom && !interaction.top {
path.add_line_segment([pos2(max.x, min.y + cr), pos2(max.x, max.y - cr)]);
}
if interaction.right && interaction.bottom {
path.add_line_segment([pos2(max.x, min.y + cr), pos2(max.x, max.y - cr)]);
path.add_circle_quadrant(pos2(max.x - cr, max.y - cr), cr, 0.0);
}
if interaction.bottom {
path.add_line_segment([pos2(max.x - cr, max.y), pos2(min.x + cr, max.y)]);
}
if interaction.left && interaction.bottom {
path.add_circle_quadrant(pos2(min.x + cr, max.y - cr), cr, 1.0);
}
if interaction.left {
path.add_line_segment([pos2(min.x, max.y - cr), pos2(min.x, min.y + cr)]);
}
if interaction.left && interaction.top {
path.add_circle_quadrant(pos2(min.x + cr, min.y + cr), cr, 2.0);
}
if interaction.top {
path.add_line_segment([pos2(min.x + cr, min.y), pos2(max.x - cr, min.y)]);
}
if interaction.right && interaction.top {
path.add_circle_quadrant(pos2(max.x - cr, min.y + cr), cr, 3.0);
path.add_line_segment([pos2(max.x, min.y + cr), pos2(max.x, max.y - cr)]);
}
ui.add_paint_cmd(PaintCmd::Path {
path,
closed: false,
fill: None,
outline: style.rect_outline,
});
}
// ----------------------------------------------------------------------------
struct TitleBar {
title_label: Label,
title_galley: font::Galley,
title_rect: Rect,
rect: Rect,
}
fn show_title_bar(
ui: &mut Ui,
title_label: Label,
show_close_button: bool,
collapsing_id: &Id,
collapsing: &mut collapsing_header::State,
) -> TitleBar {
let title_bar_and_rect = ui.inner_layout(Layout::horizontal(Align::Center), |ui| {
ui.set_desired_height(title_label.font_height(ui));
let item_spacing = ui.style().item_spacing;
let button_size = ui.style().start_icon_width;
{
// TODO: make clickable radius larger
ui.allocate_space(vec2(0.0, 0.0)); // HACK: will add left spacing
let rect = ui.allocate_space(Vec2::splat(button_size));
let collapse_button_interact = ui.interact(rect, collapsing_id, Sense::click());
if collapse_button_interact.clicked {
collapsing.toggle(ui);
}
collapsing.paint_icon(ui, &collapse_button_interact);
}
let title_galley = title_label.layout(ui);
let title_rect = ui.allocate_space(title_galley.size);
if show_close_button {
// Reserve space for close button which will be added later:
let close_max_x = title_rect.right() + item_spacing.x + button_size + item_spacing.x;
let close_max_x = close_max_x.max(ui.rect_finite().right());
let close_rect = Rect::from_min_size(
pos2(
close_max_x - button_size,
title_rect.center().y - 0.5 * button_size,
),
Vec2::splat(button_size),
);
ui.expand_to_include_child(close_rect);
}
TitleBar {
title_label,
title_galley,
title_rect,
rect: Default::default(), // Will be filled in later
}
});
TitleBar {
rect: title_bar_and_rect.1,
..title_bar_and_rect.0
}
}
impl TitleBar {
fn ui(
mut self,
ui: &mut Ui,
outer_rect: Rect,
content_rect: Option,
open: Option<&mut bool>,
collapsing: &mut collapsing_header::State,
) {
if let Some(content_rect) = content_rect {
// Now we know how large we got to be:
self.rect.max.x = content_rect.max.x;
}
if let Some(open) = open {
// Add close button now that we know our full width:
if self.close_button_ui(ui).clicked {
*open = false;
}
}
// TODO: pick style for title based on move interaction
self.title_label
.paint_galley(ui, self.title_rect.min, self.title_galley);
if let Some(content_rect) = content_rect {
// paint separator between title and content:
let left = outer_rect.left();
let right = outer_rect.right();
let y = content_rect.top() + ui.style().item_spacing.y * 0.5;
ui.add_paint_cmd(PaintCmd::LineSegment {
points: [pos2(left, y), pos2(right, y)],
style: ui.style().interact.inactive.rect_outline.unwrap(),
});
}
let title_bar_id = ui.make_child_id("title_bar");
if ui
.interact(self.rect, &title_bar_id, Sense::click())
.double_clicked
{
collapsing.toggle(ui);
}
}
fn close_button_ui(&self, ui: &mut Ui) -> InteractInfo {
let button_size = ui.style().start_icon_width;
let button_rect = Rect::from_min_size(
pos2(
self.rect.right() - ui.style().item_spacing.x - button_size,
self.rect.center().y - 0.5 * button_size,
),
Vec2::splat(button_size),
);
close_button(ui, button_rect)
}
}
fn close_button(ui: &mut Ui, rect: Rect) -> InteractInfo {
let close_id = ui.make_child_id("window_close_button");
let interact = ui.interact(rect, &close_id, Sense::click());
ui.expand_to_include_child(interact.rect);
let stroke_color = ui.style().interact(&interact).stroke_color;
let stroke_width = ui.style().interact(&interact).stroke_width;
ui.add_paint_cmd(PaintCmd::line_segment(
[rect.left_top(), rect.right_bottom()],
stroke_color,
stroke_width,
));
ui.add_paint_cmd(PaintCmd::line_segment(
[rect.right_top(), rect.left_bottom()],
stroke_color,
stroke_width,
));
interact
}