
* Use simple `ui.interact` for the resize line * Introduce TableReizeState * Simplify some code * Add striped options to table demo * Auto-size table columns by double-clicking the resize line * Table: add option to auto-size the columns * Table: don't let column width gets too small, unless clipping is on * egui_extras: always use serde Otherwise using `get_persisted` etc is impossible, and working around that tedious. * Avoid clipping last column in a resizable table * Some better naming * Table: Use new `Column` for setting column sizes and properties Also make `clip` a per-column property * All Table:s store state for auto-sizing purposes * Customize each column wether or not it is resizable * fix some auto-sizing bugs * Fix shrinkage of adaptive column content * Rename `scroll` to `vscroll` for clarity * Add Table::scroll_to_row * scroll_to_row takes alignment * Fix bug in table sizing * Strip: turn clipping OFF by default, because it is dangerous and sucks * Add TableBody::mac_rect helper * Table: add options to control the scroll area height. * Docstring fixes * Cleanup
171 lines
5.4 KiB
Rust
171 lines
5.4 KiB
Rust
use egui::{Pos2, Rect, Response, Sense, Ui};
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#[derive(Clone, Copy)]
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pub(crate) enum CellSize {
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/// Absolute size in points
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Absolute(f32),
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/// Take all available space
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Remainder,
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}
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/// Cells are positioned in two dimensions, cells go in one direction and form lines.
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///
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/// In a strip there's only one line which goes in the direction of the strip:
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///
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/// In a horizontal strip, a [`StripLayout`] with horizontal [`CellDirection`] is used.
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/// Its cells go from left to right inside this [`StripLayout`].
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///
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/// In a table there's a [`StripLayout`] for each table row with a horizontal [`CellDirection`].
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/// Its cells go from left to right. And the lines go from top to bottom.
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pub(crate) enum CellDirection {
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/// Cells go from left to right.
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Horizontal,
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/// Cells go from top to bottom.
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Vertical,
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}
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/// Positions cells in [`CellDirection`] and starts a new line on [`StripLayout::end_line`]
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pub struct StripLayout<'l> {
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pub(crate) ui: &'l mut Ui,
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direction: CellDirection,
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pub(crate) rect: Rect,
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pub(crate) cursor: Pos2,
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/// Keeps track of the max used position,
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/// so we know how much space we used.
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max: Pos2,
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cell_layout: egui::Layout,
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}
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impl<'l> StripLayout<'l> {
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pub(crate) fn new(ui: &'l mut Ui, direction: CellDirection, cell_layout: egui::Layout) -> Self {
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let rect = ui.available_rect_before_wrap();
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let pos = rect.left_top();
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Self {
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ui,
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direction,
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rect,
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cursor: pos,
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max: pos,
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cell_layout,
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}
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}
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fn cell_rect(&self, width: &CellSize, height: &CellSize) -> Rect {
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Rect {
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min: self.cursor,
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max: Pos2 {
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x: match width {
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CellSize::Absolute(width) => self.cursor.x + width,
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CellSize::Remainder => self.rect.right(),
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},
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y: match height {
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CellSize::Absolute(height) => self.cursor.y + height,
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CellSize::Remainder => self.rect.bottom(),
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},
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},
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}
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}
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fn set_pos(&mut self, rect: Rect) {
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self.max.x = self.max.x.max(rect.right());
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self.max.y = self.max.y.max(rect.bottom());
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match self.direction {
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CellDirection::Horizontal => {
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self.cursor.x = rect.right() + self.ui.spacing().item_spacing.x;
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}
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CellDirection::Vertical => {
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self.cursor.y = rect.bottom() + self.ui.spacing().item_spacing.y;
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}
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}
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}
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pub(crate) fn empty(&mut self, width: CellSize, height: CellSize) {
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self.set_pos(self.cell_rect(&width, &height));
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}
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/// This is the innermost part of [`crate::Table`] and [`crate::Strip`].
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///
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/// Return the used space (`min_rect`) plus the [`Response`] of the whole cell.
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pub(crate) fn add(
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&mut self,
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clip: bool,
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striped: bool,
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width: CellSize,
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height: CellSize,
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add_cell_contents: impl FnOnce(&mut Ui),
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) -> (Rect, Response) {
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let max_rect = self.cell_rect(&width, &height);
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if striped {
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// Make sure we don't have a gap in the stripe background:
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let stripe_rect = max_rect.expand2(0.5 * self.ui.spacing().item_spacing);
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self.ui
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.painter()
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.rect_filled(stripe_rect, 0.0, self.ui.visuals().faint_bg_color);
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}
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let used_rect = self.cell(clip, max_rect, add_cell_contents);
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self.set_pos(max_rect);
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let allocation_rect = if clip {
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max_rect
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} else {
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max_rect.union(used_rect)
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};
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let response = self.ui.allocate_rect(allocation_rect, Sense::hover());
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(used_rect, response)
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}
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/// only needed for layouts with multiple lines, like [`Table`](crate::Table).
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pub fn end_line(&mut self) {
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match self.direction {
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CellDirection::Horizontal => {
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self.cursor.y = self.max.y + self.ui.spacing().item_spacing.y;
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self.cursor.x = self.rect.left();
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}
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CellDirection::Vertical => {
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self.cursor.x = self.max.x + self.ui.spacing().item_spacing.x;
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self.cursor.y = self.rect.top();
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}
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}
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}
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/// Skip a lot of space.
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pub(crate) fn skip_space(&mut self, delta: egui::Vec2) {
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let before = self.cursor;
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self.cursor += delta;
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let rect = Rect::from_two_pos(before, self.cursor);
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self.ui.allocate_rect(rect, Sense::hover());
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}
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fn cell(&mut self, clip: bool, rect: Rect, add_cell_contents: impl FnOnce(&mut Ui)) -> Rect {
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let mut child_ui = self.ui.child_ui(rect, self.cell_layout);
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if clip {
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let margin = egui::Vec2::splat(self.ui.visuals().clip_rect_margin);
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let margin = margin.min(0.5 * self.ui.spacing().item_spacing);
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let clip_rect = rect.expand2(margin);
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child_ui.set_clip_rect(clip_rect.intersect(child_ui.clip_rect()));
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}
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add_cell_contents(&mut child_ui);
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child_ui.min_rect()
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}
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/// Allocate the rect in [`Self::ui`] so that the scrollview knows about our size
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pub fn allocate_rect(&mut self) -> Response {
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let mut rect = self.rect;
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rect.set_right(self.max.x);
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rect.set_bottom(self.max.y);
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self.ui.allocate_rect(rect, Sense::hover())
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}
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}
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