//! A Floating is an Ui that has no parent, it floats on the background. //! It is potentioally movable. //! It has no frame or own size. //! It is the foundation for a window use std::{fmt::Debug, hash::Hash, sync::Arc}; use crate::*; #[derive(Clone, Copy, Debug, serde_derive::Deserialize, serde_derive::Serialize)] pub(crate) struct State { /// Last known pos pub pos: Pos2, /// Last know size. Used for catching clicks. pub size: Vec2, /// You can throw a Floating thing. It's fun. #[serde(skip)] pub vel: Vec2, } // TODO: rename Floating to something else. Area? #[derive(Clone, Copy, Debug)] pub struct Floating { id: Id, movable: bool, default_pos: Option, } impl Floating { pub fn new(id_source: impl Hash) -> Self { Self { id: Id::new(id_source), movable: true, default_pos: None, } } pub fn movable(mut self, movable: bool) -> Self { self.movable = movable; self } pub fn default_pos(mut self, default_pos: Pos2) -> Self { self.default_pos = Some(default_pos); self } } impl Floating { pub fn show(self, ctx: &Arc, add_contents: impl FnOnce(&mut Ui)) { let default_pos = self.default_pos.unwrap_or_else(|| pos2(100.0, 100.0)); // TODO let id = ctx.register_unique_id(self.id, "Floating", default_pos); let layer = Layer::Window(id); let (mut state, _is_new) = match ctx.memory().get_floating(id) { Some(state) => (state, false), None => { let state = State { pos: default_pos, size: Vec2::zero(), vel: Vec2::zero(), }; (state, true) } }; state.pos = state.pos.round(); let mut ui = Ui::new( ctx.clone(), layer, id, Rect::from_min_size(state.pos, Vec2::infinity()), ); add_contents(&mut ui); state.size = ui.bounding_size().ceil(); let rect = Rect::from_min_size(state.pos, state.size); let clip_rect = Rect::everything(); let move_interact = ctx.interact(layer, clip_rect, rect, Some(id.with("move"))); let input = ctx.input(); if move_interact.active { state.pos += input.mouse_move; state.vel = input.mouse_velocity; } else { let stop_speed = 20.0; // Pixels per second. let friction_coeff = 1000.0; // Pixels per second squared. let friction = friction_coeff * input.dt; if friction > state.vel.length() || state.vel.length() < stop_speed { state.vel = Vec2::zero(); } else { state.vel -= friction * state.vel.normalized(); state.pos += state.vel * input.dt; } } // Constrain to screen: let margin = 32.0; state.pos = state.pos.max(pos2(margin - state.size.x, 0.0)); state.pos = state.pos.min(pos2( ctx.input().screen_size.x - margin, ctx.input().screen_size.y - margin, )); state.pos = state.pos.round(); // ctx.debug_rect( // Rect::from_min_size(state.pos, state.size), // &format!("Floating size: {:?}", state.size), // ); if move_interact.active || mouse_pressed_on_floating(ctx, id) { ctx.memory().move_floating_to_top(id); } ctx.memory().set_floating_state(id, state); } } fn mouse_pressed_on_floating(ctx: &Context, id: Id) -> bool { if let Some(mouse_pos) = ctx.input().mouse_pos { ctx.input().mouse_pressed && ctx.memory().layer_at(mouse_pos) == Layer::Window(id) } else { false } }