421 lines
14 KiB
Rust
421 lines
14 KiB
Rust
use std::{hash::Hash, sync::Arc};
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use crate::{color::*, font::TextFragment, layout::*, widgets::*, *};
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/// Represents a region of the screen
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/// with a type of layout (horizontal or vertical).
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/// TODO: make Region a trait so we can have type-safe HorizontalRegion etc?
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pub struct Region {
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// TODO: remove pub(crate) from all members.
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//
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/// How we access input, output and memory
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pub(crate) ctx: Arc<Context>,
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/// ID of this region.
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/// Generated based on id of parent region together with
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/// another source of child identity (e.g. window title).
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/// Acts like a namespace for child regions.
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/// Hopefully unique.
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pub(crate) id: Id,
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/// Where to put the graphics output of this Region
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pub(crate) layer: Layer,
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/// Everything painte in this rect will be clipped against this.
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/// This means nothing outside of this rectangle will be visible on screen.
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pub(crate) clip_rect: Rect,
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/// The `rect` represents where in space the region is
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/// and its max size (original available_space).
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/// Note that the size may be infinite in one or both dimensions.
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/// The widgets will TRY to fit within the rect,
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/// but may overflow (which you will see in bounding_size).
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pub(crate) desired_rect: Rect, // TODO: rename desired_rect
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/// Bounding box of children.
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/// We keep track of our max-size along the orthogonal to self.dir
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/// Initially set to zero.
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/// TODO: make into `child_bounds: Rect`
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pub(crate) bounding_size: Vec2,
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/// Overide default style in this region
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pub(crate) style: Style,
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// Layout stuff follows. TODO: move to own type and abstract.
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/// Doesn't change.
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pub(crate) dir: Direction,
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pub(crate) align: Align,
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/// Where the next widget will be put.
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/// Progresses along self.dir.
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/// Initially set to rect.min()
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pub(crate) cursor: Pos2,
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}
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impl Region {
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pub fn new(ctx: Arc<Context>, layer: Layer, id: Id, rect: Rect) -> Self {
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let style = ctx.style();
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Region {
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ctx,
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id,
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layer,
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clip_rect: rect,
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desired_rect: rect,
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bounding_size: Vec2::default(),
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style,
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cursor: rect.min(),
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dir: Direction::Vertical,
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align: Align::Min,
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}
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}
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pub fn child_region(&self, child_rect: Rect) -> Self {
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// Allow child widgets to be just on the border and still have an outline with some thickness
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const CLIP_RECT_MARGIN: f32 = 3.0;
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Region {
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ctx: self.ctx.clone(),
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layer: self.layer,
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style: self.style,
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id: self.id,
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clip_rect: self
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.clip_rect
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.intersect(child_rect.expand(CLIP_RECT_MARGIN)),
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desired_rect: child_rect,
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cursor: child_rect.min(),
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bounding_size: vec2(0.0, 0.0),
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dir: self.dir,
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align: self.align,
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}
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}
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/// It is up to the caller to make sure there is room for this.
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/// Can be used for free painting.
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/// NOTE: all coordinates are screen coordinates!
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pub fn add_paint_cmd(&mut self, paint_cmd: PaintCmd) {
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self.ctx
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.graphics
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.lock()
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.layer(self.layer)
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.push((self.clip_rect(), paint_cmd))
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}
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pub fn add_paint_cmds(&mut self, mut cmds: Vec<PaintCmd>) {
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let clip_rect = self.clip_rect();
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self.ctx
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.graphics
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.lock()
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.layer(self.layer)
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.extend(cmds.drain(..).map(|cmd| (clip_rect, cmd)));
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}
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/// Options for this region, and any child regions we may spawn.
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pub fn style(&self) -> &Style {
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&self.style
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}
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pub fn ctx(&self) -> &Arc<Context> {
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&self.ctx
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}
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pub fn input(&self) -> &GuiInput {
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self.ctx.input()
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}
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pub fn fonts(&self) -> &Fonts {
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&*self.ctx.fonts
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}
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/// Screen-space rectangle for clipping what we paint in this region.
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/// This is used, for instance, to avoid painting outside a window that is smaller
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/// than its contents.
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pub fn clip_rect(&self) -> Rect {
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self.clip_rect
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}
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pub fn available_width(&self) -> f32 {
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self.desired_rect.right() - self.cursor.x
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}
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pub fn available_height(&self) -> f32 {
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self.desired_rect.bottom() - self.cursor.y
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}
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/// This how much more space we can take up without overflowing our parent.
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/// Shrinks as cursor increments.
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pub fn available_space(&self) -> Vec2 {
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self.desired_rect.max() - self.cursor
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}
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pub fn direction(&self) -> Direction {
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self.dir
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}
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pub fn cursor(&self) -> Pos2 {
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self.cursor
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}
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pub fn set_align(&mut self, align: Align) {
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self.align = align;
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}
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// ------------------------------------------------------------------------
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// Sub-regions:
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/// Create a child region which is indented to the right
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pub fn indent<F>(&mut self, id: Id, add_contents: F)
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where
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F: FnOnce(&mut Region),
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{
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assert!(
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self.dir == Direction::Vertical,
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"You can only indent vertical layouts"
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);
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let indent = vec2(self.style.indent, 0.0);
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let child_rect = Rect::from_min_max(self.cursor + indent, self.desired_rect.max());
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let mut child_region = Region {
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id,
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align: Align::Min,
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..self.child_region(child_rect)
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};
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add_contents(&mut child_region);
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let size = child_region.bounding_size;
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// draw a grey line on the left to mark the region
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let line_start = child_rect.min() - indent + vec2(13.0, 2.0);
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let line_start = line_start.round();
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let line_end = pos2(line_start.x, line_start.y + size.y - 8.0);
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self.add_paint_cmd(PaintCmd::Line {
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points: vec![line_start, line_end],
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color: gray(150, 255),
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width: self.style.line_width,
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});
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self.reserve_space_without_padding(indent + size);
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}
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pub fn left_column(&mut self, width: f32) -> Region {
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self.column(Align::Min, width)
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}
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pub fn centered_column(&mut self, width: f32) -> Region {
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self.column(Align::Center, width)
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}
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pub fn right_column(&mut self, width: f32) -> Region {
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self.column(Align::Max, width)
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}
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/// A column region with a given width.
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pub fn column(&mut self, column_position: Align, width: f32) -> Region {
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let x = match column_position {
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Align::Min => 0.0,
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Align::Center => self.available_width() / 2.0 - width / 2.0,
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Align::Max => self.available_width() - width,
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};
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self.child_region(Rect::from_min_size(
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self.cursor + vec2(x, 0.0),
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vec2(width, self.available_height()),
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))
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}
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pub fn inner_layout<F>(&mut self, dir: Direction, align: Align, add_contents: F)
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where
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F: FnOnce(&mut Region),
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{
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let child_rect = Rect::from_min_max(self.cursor, self.desired_rect.max());
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let mut child_region = Region {
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dir,
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align,
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..self.child_region(child_rect)
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};
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add_contents(&mut child_region);
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let size = child_region.bounding_size;
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self.reserve_space_without_padding(size);
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}
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/// Start a region with horizontal layout
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pub fn horizontal<F>(&mut self, align: Align, add_contents: F)
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where
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F: FnOnce(&mut Region),
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{
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self.inner_layout(Direction::Horizontal, align, add_contents)
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}
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/// Start a region with vertical layout
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pub fn vertical<F>(&mut self, align: Align, add_contents: F)
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where
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F: FnOnce(&mut Region),
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{
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self.inner_layout(Direction::Vertical, align, add_contents)
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}
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/// Temporarily split split a vertical layout into several columns.
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///
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/// region.columns(2, |columns| {
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/// columns[0].add(emigui::widgets::label!("First column"));
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/// columns[1].add(emigui::widgets::label!("Second column"));
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/// });
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pub fn columns<F, R>(&mut self, num_columns: usize, add_contents: F) -> R
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where
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F: FnOnce(&mut [Region]) -> R,
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{
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// TODO: ensure there is space
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let padding = self.style.item_spacing.x;
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let total_padding = padding * (num_columns as f32 - 1.0);
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let column_width = (self.available_width() - total_padding) / (num_columns as f32);
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let mut columns: Vec<Region> = (0..num_columns)
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.map(|col_idx| {
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let pos = self.cursor + vec2((col_idx as f32) * (column_width + padding), 0.0);
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let child_rect =
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Rect::from_min_max(pos, pos2(pos.x + column_width, self.desired_rect.bottom()));
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Region {
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id: self.make_child_region_id(&("column", col_idx)),
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dir: Direction::Vertical,
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..self.child_region(child_rect)
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}
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})
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.collect();
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let result = add_contents(&mut columns[..]);
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let mut max_height = 0.0;
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for region in columns {
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let size = region.bounding_size;
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max_height = size.y.max(max_height);
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}
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self.reserve_space_without_padding(vec2(self.available_width(), max_height));
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result
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}
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// ------------------------------------------------------------------------
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pub fn add<W: Widget>(&mut self, widget: W) -> GuiResponse {
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widget.add_to(self)
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}
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// Convenience functions:
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pub fn add_label(&mut self, text: impl Into<String>) -> GuiResponse {
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self.add(Label::new(text))
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}
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pub fn collapsing<S, F>(&mut self, text: S, add_contents: F) -> GuiResponse
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where
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S: Into<String>,
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F: FnOnce(&mut Region),
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{
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CollapsingHeader::new(text).show(self, add_contents)
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}
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// ------------------------------------------------------------------------
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pub fn reserve_space(&mut self, size: Vec2, interaction_id: Option<Id>) -> InteractInfo {
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let pos = self.reserve_space_without_padding(size + self.style.item_spacing);
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let rect = Rect::from_min_size(pos, size);
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self.ctx.interact(self.layer, rect, interaction_id)
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}
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/// Reserve this much space and move the cursor.
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/// Returns where to put the widget.
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pub fn reserve_space_without_padding(&mut self, size: Vec2) -> Pos2 {
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let mut pos = self.cursor;
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if self.dir == Direction::Horizontal {
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pos.y += match self.align {
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Align::Min => 0.0,
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Align::Center => 0.5 * (self.available_height() - size.y),
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Align::Max => self.available_height() - size.y,
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};
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self.cursor.x += size.x;
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self.bounding_size.x += size.x;
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self.bounding_size.y = self.bounding_size.y.max(size.y);
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} else {
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pos.x += match self.align {
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Align::Min => 0.0,
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Align::Center => 0.5 * (self.available_width() - size.x),
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Align::Max => self.available_width() - size.x,
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};
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self.cursor.y += size.y;
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self.bounding_size.y += size.y;
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self.bounding_size.x = self.bounding_size.x.max(size.x);
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}
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pos
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}
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/// Will warn if the returned id is not guaranteed unique.
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/// Use this to generate widget ids for widgets that have persistent state in Memory.
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/// If the child_id_source is not unique within this region
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/// then an error will be printed at the current cursor position.
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pub fn make_unique_id<IdSource>(&self, child_id_source: &IdSource) -> Id
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where
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IdSource: Hash + std::fmt::Debug,
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{
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let id = self.id.with(child_id_source);
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self.ctx
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.register_unique_id(id, child_id_source, self.cursor)
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}
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/// Make an Id that is unique to this positon.
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/// Can be used for widgets that do NOT persist state in Memory
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/// but you still need to interact with (e.g. buttons, sliders).
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pub fn make_position_id(&self) -> Id {
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self.id.with(&Id::from_pos(self.cursor))
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}
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pub fn make_child_region_id<H: Hash>(&self, child_id: &H) -> Id {
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self.id.with(child_id)
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}
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/// Show some text anywhere in the region.
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/// To center the text at the given position, use `align: (Center, Center)`.
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/// If you want to draw text floating on top of everything,
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/// consider using Context.floating_text instead.
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pub fn floating_text(
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&mut self,
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pos: Pos2,
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text: &str,
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text_style: TextStyle,
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align: (Align, Align),
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text_color: Option<Color>,
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) -> Vec2 {
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let font = &self.fonts()[text_style];
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let (text, size) = font.layout_multiline(text, std::f32::INFINITY);
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let rect = align_rect(Rect::from_min_size(pos, size), align);
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self.add_text(rect.min(), text_style, text, text_color);
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size
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}
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/// Already layed out text.
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pub fn add_text(
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&mut self,
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pos: Pos2,
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text_style: TextStyle,
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text: Vec<TextFragment>,
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color: Option<Color>,
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) {
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let color = color.unwrap_or_else(|| self.style().text_color());
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for fragment in text {
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self.add_paint_cmd(PaintCmd::Text {
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color,
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pos: pos + vec2(0.0, fragment.y_offset),
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text: fragment.text,
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text_style,
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x_offsets: fragment.x_offsets,
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});
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}
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}
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pub fn response(&mut self, interact: InteractInfo) -> GuiResponse {
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// TODO: unify GuiResponse and InteractInfo. They are the same thing!
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GuiResponse {
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hovered: interact.hovered,
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clicked: interact.clicked,
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active: interact.active,
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rect: interact.rect,
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ctx: self.ctx.clone(),
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}
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}
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}
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