egui/crates/egui_extras/src/layout.rs
Emil Ernerfeldt 2dc2a5540d
egui_extras::Table improvements (#2369)
* 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
2022-11-30 19:56:06 +01:00

171 lines
5.4 KiB
Rust

use egui::{Pos2, Rect, Response, Sense, Ui};
#[derive(Clone, Copy)]
pub(crate) enum CellSize {
/// Absolute size in points
Absolute(f32),
/// Take all available space
Remainder,
}
/// Cells are positioned in two dimensions, cells go in one direction and form lines.
///
/// In a strip there's only one line which goes in the direction of the strip:
///
/// In a horizontal strip, a [`StripLayout`] with horizontal [`CellDirection`] is used.
/// Its cells go from left to right inside this [`StripLayout`].
///
/// In a table there's a [`StripLayout`] for each table row with a horizontal [`CellDirection`].
/// Its cells go from left to right. And the lines go from top to bottom.
pub(crate) enum CellDirection {
/// Cells go from left to right.
Horizontal,
/// Cells go from top to bottom.
Vertical,
}
/// Positions cells in [`CellDirection`] and starts a new line on [`StripLayout::end_line`]
pub struct StripLayout<'l> {
pub(crate) ui: &'l mut Ui,
direction: CellDirection,
pub(crate) rect: Rect,
pub(crate) cursor: Pos2,
/// Keeps track of the max used position,
/// so we know how much space we used.
max: Pos2,
cell_layout: egui::Layout,
}
impl<'l> StripLayout<'l> {
pub(crate) fn new(ui: &'l mut Ui, direction: CellDirection, cell_layout: egui::Layout) -> Self {
let rect = ui.available_rect_before_wrap();
let pos = rect.left_top();
Self {
ui,
direction,
rect,
cursor: pos,
max: pos,
cell_layout,
}
}
fn cell_rect(&self, width: &CellSize, height: &CellSize) -> Rect {
Rect {
min: self.cursor,
max: Pos2 {
x: match width {
CellSize::Absolute(width) => self.cursor.x + width,
CellSize::Remainder => self.rect.right(),
},
y: match height {
CellSize::Absolute(height) => self.cursor.y + height,
CellSize::Remainder => self.rect.bottom(),
},
},
}
}
fn set_pos(&mut self, rect: Rect) {
self.max.x = self.max.x.max(rect.right());
self.max.y = self.max.y.max(rect.bottom());
match self.direction {
CellDirection::Horizontal => {
self.cursor.x = rect.right() + self.ui.spacing().item_spacing.x;
}
CellDirection::Vertical => {
self.cursor.y = rect.bottom() + self.ui.spacing().item_spacing.y;
}
}
}
pub(crate) fn empty(&mut self, width: CellSize, height: CellSize) {
self.set_pos(self.cell_rect(&width, &height));
}
/// This is the innermost part of [`crate::Table`] and [`crate::Strip`].
///
/// Return the used space (`min_rect`) plus the [`Response`] of the whole cell.
pub(crate) fn add(
&mut self,
clip: bool,
striped: bool,
width: CellSize,
height: CellSize,
add_cell_contents: impl FnOnce(&mut Ui),
) -> (Rect, Response) {
let max_rect = self.cell_rect(&width, &height);
if striped {
// Make sure we don't have a gap in the stripe background:
let stripe_rect = max_rect.expand2(0.5 * self.ui.spacing().item_spacing);
self.ui
.painter()
.rect_filled(stripe_rect, 0.0, self.ui.visuals().faint_bg_color);
}
let used_rect = self.cell(clip, max_rect, add_cell_contents);
self.set_pos(max_rect);
let allocation_rect = if clip {
max_rect
} else {
max_rect.union(used_rect)
};
let response = self.ui.allocate_rect(allocation_rect, Sense::hover());
(used_rect, response)
}
/// only needed for layouts with multiple lines, like [`Table`](crate::Table).
pub fn end_line(&mut self) {
match self.direction {
CellDirection::Horizontal => {
self.cursor.y = self.max.y + self.ui.spacing().item_spacing.y;
self.cursor.x = self.rect.left();
}
CellDirection::Vertical => {
self.cursor.x = self.max.x + self.ui.spacing().item_spacing.x;
self.cursor.y = self.rect.top();
}
}
}
/// Skip a lot of space.
pub(crate) fn skip_space(&mut self, delta: egui::Vec2) {
let before = self.cursor;
self.cursor += delta;
let rect = Rect::from_two_pos(before, self.cursor);
self.ui.allocate_rect(rect, Sense::hover());
}
fn cell(&mut self, clip: bool, rect: Rect, add_cell_contents: impl FnOnce(&mut Ui)) -> Rect {
let mut child_ui = self.ui.child_ui(rect, self.cell_layout);
if clip {
let margin = egui::Vec2::splat(self.ui.visuals().clip_rect_margin);
let margin = margin.min(0.5 * self.ui.spacing().item_spacing);
let clip_rect = rect.expand2(margin);
child_ui.set_clip_rect(clip_rect.intersect(child_ui.clip_rect()));
}
add_cell_contents(&mut child_ui);
child_ui.min_rect()
}
/// Allocate the rect in [`Self::ui`] so that the scrollview knows about our size
pub fn allocate_rect(&mut self) -> Response {
let mut rect = self.rect;
rect.set_right(self.max.x);
rect.set_bottom(self.max.y);
self.ui.allocate_rect(rect, Sense::hover())
}
}