use std::collections::HashMap; use crate::{ containers::{collapsing_header, floating, resize, scroll_area}, Id, Layer, Pos2, Rect, }; #[derive(Clone, Debug, Default)] pub struct Memory { /// The widget being interacted with (e.g. dragged, in case of a slider). pub(crate) active_id: Option, /// The widget with keyboard focus (i.e. a text input field). pub(crate) kb_focus_id: Option, // states of various types of widgets pub(crate) collapsing_headers: HashMap, pub(crate) scroll_areas: HashMap, pub(crate) resize: HashMap, floating: HashMap, /// Top is last pub floating_order: Vec, } impl Memory { pub fn get_floating(&mut self, id: Id) -> Option { self.floating.get(&id).cloned() } pub fn set_floating_state(&mut self, id: Id, state: floating::State) { let did_insert = self.floating.insert(id, state).is_none(); if did_insert { self.floating_order.push(id); } } /// TODO: call once at the start of the frame for the current mouse pos pub fn layer_at(&self, pos: Pos2) -> Layer { for floating_id in self.floating_order.iter().rev() { if let Some(state) = self.floating.get(floating_id) { let rect = Rect::from_min_size(state.pos, state.size); if rect.contains(pos) { return Layer::Window(*floating_id); } } } Layer::Background } pub fn move_floating_to_top(&mut self, id: Id) { if self.floating_order.last() == Some(&id) { return; // common case early-out } if let Some(index) = self.floating_order.iter().position(|x| *x == id) { self.floating_order.remove(index); } self.floating_order.push(id); } }