egui/emigui/src/region.rs
2020-05-04 21:35:16 +02:00

592 lines
20 KiB
Rust

use std::{hash::Hash, sync::Arc};
use crate::{color::*, containers::*, font::TextFragment, layout::*, widgets::*, *};
/// Represents a region of the screen
/// with a type of layout (horizontal or vertical).
/// TODO: make Region a trait so we can have type-safe HorizontalRegion etc?
pub struct Region {
// TODO: remove pub(crate) from all members.
/// How we access input, output and memory
pub(crate) ctx: Arc<Context>,
/// ID of this region.
/// Generated based on id of parent region together with
/// another source of child identity (e.g. window title).
/// Acts like a namespace for child regions.
/// Hopefully unique.
pub(crate) id: Id,
/// Where to put the graphics output of this Region
pub(crate) layer: Layer,
/// Everything painte in this rect will be clipped against this.
/// This means nothing outside of this rectangle will be visible on screen.
pub(crate) clip_rect: Rect,
/// The `rect` represents where in space the region is
/// and its max size (original available_space).
/// Note that the size may be infinite in one or both dimensions.
/// The widgets will TRY to fit within the rect,
/// but may overflow (which you will see in child_bounds).
pub(crate) desired_rect: Rect, // TODO: rename?
/// Bounding box of children.
/// Initially set to Rect::nothing().
pub(crate) child_bounds: Rect,
/// Overide default style in this region
pub(crate) style: Style,
// Layout stuff follows. TODO: move to own type and abstract.
/// Doesn't change.
pub(crate) dir: Direction,
pub(crate) align: Align,
/// Where the next widget will be put.
/// Progresses along self.dir.
/// Initially set to rect.min
/// If something has already been added, this will point ot style.item_spacing beyond the latest child.
/// The cursor can thus be style.item_spacing pixels outside of the child_bounds.
pub(crate) cursor: Pos2,
}
impl Region {
// ------------------------------------------------------------------------
// Creation:
pub fn new(ctx: Arc<Context>, layer: Layer, id: Id, rect: Rect) -> Self {
let style = ctx.style();
Region {
ctx,
id,
layer,
clip_rect: rect.expand(style.clip_rect_margin),
desired_rect: rect,
child_bounds: Rect::from_min_size(rect.min, Vec2::zero()), // TODO: Rect::nothing() ?
style,
cursor: rect.min,
dir: Direction::Vertical,
align: Align::Min,
}
}
pub fn child_region(&self, child_rect: Rect) -> Self {
// let clip_rect = self
// .clip_rect
// .intersect(&child_rect.expand(self.style().clip_rect_margin));
let clip_rect = self.clip_rect(); // Keep it unless the child explciitly desires differently
Region {
ctx: self.ctx.clone(),
layer: self.layer,
style: self.style,
id: self.id,
clip_rect,
desired_rect: child_rect,
cursor: child_rect.min,
child_bounds: Rect::from_min_size(child_rect.min, Vec2::zero()), // TODO: Rect::nothing() ?
dir: self.dir,
align: self.align,
}
}
// -------------------------------------------------
pub fn round_to_pixel(&self, point: f32) -> f32 {
self.ctx.round_to_pixel(point)
}
pub fn round_vec_to_pixels(&self, vec: Vec2) -> Vec2 {
self.ctx.round_vec_to_pixels(vec)
}
pub fn round_pos_to_pixels(&self, pos: Pos2) -> Pos2 {
self.ctx.round_pos_to_pixels(pos)
}
/// Options for this region, and any child regions we may spawn.
pub fn style(&self) -> &Style {
&self.style
}
pub fn ctx(&self) -> &Arc<Context> {
&self.ctx
}
pub fn input(&self) -> &GuiInput {
self.ctx.input()
}
pub fn memory(&self) -> parking_lot::MutexGuard<Memory> {
self.ctx.memory()
}
pub fn output(&self) -> parking_lot::MutexGuard<Output> {
self.ctx.output()
}
pub fn fonts(&self) -> &Fonts {
self.ctx.fonts()
}
/// Screen-space rectangle for clipping what we paint in this region.
/// This is used, for instance, to avoid painting outside a window that is smaller
/// than its contents.
pub fn clip_rect(&self) -> Rect {
self.clip_rect
}
pub fn bottom_right(&self) -> Pos2 {
// If a child doesn't fit in desired_rect, we have effectively expanded:
self.desired_rect.max.max(self.child_bounds.max)
}
pub fn available_width(&self) -> f32 {
self.available_space().x
}
pub fn available_height(&self) -> f32 {
self.available_space().y
}
/// This how much more space we can take up without overflowing our parent.
/// Shrinks as cursor increments.
pub fn available_space(&self) -> Vec2 {
// self.desired_rect.max - self.cursor
// If a child doesn't fit in desired_rect, we have effectively expanded:
self.bottom_right() - self.cursor
}
/// Size of content
pub fn bounding_size(&self) -> Vec2 {
self.child_bounds.max - self.desired_rect.min
}
pub fn direction(&self) -> Direction {
self.dir
}
pub fn cursor(&self) -> Pos2 {
self.cursor
}
pub fn set_align(&mut self, align: Align) {
self.align = align;
}
// ------------------------------------------------------------------------
pub fn contains_mouse(&self, rect: &Rect) -> bool {
self.ctx.contains_mouse(self.layer, &self.clip_rect, rect)
}
pub fn has_kb_focus(&self, id: Id) -> bool {
self.memory().kb_focus_id == Some(id)
}
pub fn request_kb_focus(&self, id: Id) {
self.memory().kb_focus_id = Some(id);
}
// ------------------------------------------------------------------------
/// Will warn if the returned id is not guaranteed unique.
/// Use this to generate widget ids for widgets that have persistent state in Memory.
/// If the id_source is not unique within this region
/// then an error will be printed at the current cursor position.
pub fn make_unique_id<IdSource>(&self, id_source: &IdSource) -> Id
where
IdSource: Hash + std::fmt::Debug,
{
let id = self.id.with(id_source);
self.ctx.register_unique_id(id, id_source, self.cursor)
}
/// Make an Id that is unique to this positon.
/// Can be used for widgets that do NOT persist state in Memory
/// but you still need to interact with (e.g. buttons, sliders).
pub fn make_position_id(&self) -> Id {
self.id.with(&Id::from_pos(self.cursor))
}
pub fn make_child_id(&self, id_seed: impl Hash) -> Id {
self.id.with(id_seed)
}
// ------------------------------------------------------------------------
// Interaction
/// Check for clicks on this entire region (desired_rect)
pub fn interact_whole(&self) -> InteractInfo {
self.ctx.interact(
self.layer,
&self.clip_rect,
&self.desired_rect,
Some(self.id),
)
}
pub fn interact_rect(&self, rect: &Rect, id: Id) -> InteractInfo {
self.ctx
.interact(self.layer, &self.clip_rect, rect, Some(id))
}
pub fn response(&mut self, interact: InteractInfo) -> GuiResponse {
// TODO: unify GuiResponse and InteractInfo. They are the same thing!
GuiResponse {
hovered: interact.hovered,
clicked: interact.clicked,
active: interact.active,
rect: interact.rect,
ctx: self.ctx.clone(),
}
}
// ------------------------------------------------------------------------
// Stuff that moves the cursor, i.e. allocates space in this region!
/// Reserve this much space and move the cursor.
/// Returns where to put the widget.
/// # How sizes are negotiated
/// Each widget should have a *minimum desired size* and a *desired size*.
/// When asking for space, ask AT LEAST for you minimum, and don't ask for more than you need.
/// If you want to fill the space, ask about available_space() and use that.
/// NOTE: we always get the size we ask for (at the moment).
pub fn reserve_space(&mut self, child_size: Vec2, interaction_id: Option<Id>) -> InteractInfo {
let child_size = self.round_vec_to_pixels(child_size);
self.cursor = self.round_pos_to_pixels(self.cursor);
// For debug rendering
let too_wide = child_size.x > self.available_width();
let too_high = child_size.x > self.available_height();
let child_pos = self.reserve_space_impl(child_size);
let rect = Rect::from_min_size(child_pos, child_size);
if self.style().debug_regions {
self.add_paint_cmd(PaintCmd::Rect {
rect,
corner_radius: 0.0,
outline: Some(Outline::new(1.0, LIGHT_BLUE)),
fill_color: None,
});
let color = color::srgba(255, 0, 0, 128);
let width = 2.5;
if too_wide {
self.add_paint_cmd(PaintCmd::line_segment(
(rect.left_top(), rect.left_bottom()),
color,
width,
));
self.add_paint_cmd(PaintCmd::line_segment(
(rect.right_top(), rect.right_bottom()),
color,
width,
));
}
if too_high {
self.add_paint_cmd(PaintCmd::line_segment(
(rect.left_top(), rect.right_top()),
color,
width,
));
self.add_paint_cmd(PaintCmd::line_segment(
(rect.left_bottom(), rect.right_bottom()),
color,
width,
));
}
}
self.ctx
.interact(self.layer, &self.clip_rect, &rect, interaction_id)
}
/// Reserve this much space and move the cursor.
/// Returns where to put the widget.
fn reserve_space_impl(&mut self, child_size: Vec2) -> Pos2 {
let mut child_pos = self.cursor;
if self.dir == Direction::Horizontal {
child_pos.y += match self.align {
Align::Min => 0.0,
Align::Center => 0.5 * (self.available_height() - child_size.y),
Align::Max => self.available_height() - child_size.y,
};
self.child_bounds.extend_with(self.cursor + child_size);
self.cursor.x += child_size.x;
self.cursor.x += self.style.item_spacing.x; // Where to put next thing, if there is a next thing
} else {
child_pos.x += match self.align {
Align::Min => 0.0,
Align::Center => 0.5 * (self.available_width() - child_size.x),
Align::Max => self.available_width() - child_size.x,
};
self.child_bounds.extend_with(self.cursor + child_size);
self.cursor.y += child_size.y;
self.cursor.y += self.style.item_spacing.y; // Where to put next thing, if there is a next thing
}
child_pos
}
// ------------------------------------------------
// Painting related stuff
/// It is up to the caller to make sure there is room for this.
/// Can be used for free painting.
/// NOTE: all coordinates are screen coordinates!
pub fn add_paint_cmd(&mut self, paint_cmd: PaintCmd) {
self.ctx
.graphics()
.layer(self.layer)
.push((self.clip_rect(), paint_cmd))
}
pub fn add_paint_cmds(&mut self, mut cmds: Vec<PaintCmd>) {
let clip_rect = self.clip_rect();
self.ctx
.graphics()
.layer(self.layer)
.extend(cmds.drain(..).map(|cmd| (clip_rect, cmd)));
}
/// Insert a paint cmd before existing ones
pub fn insert_paint_cmd(&mut self, pos: usize, paint_cmd: PaintCmd) {
self.ctx
.graphics()
.layer(self.layer)
.insert(pos, (self.clip_rect(), paint_cmd));
}
pub fn paint_list_len(&self) -> usize {
self.ctx.graphics().layer(self.layer).len()
}
/// Paint some debug text at current cursor
pub fn debug_text(&self, text: &str) {
self.debug_text_at(self.cursor, text);
}
pub fn debug_text_at(&self, pos: Pos2, text: &str) {
self.ctx.debug_text(pos, text);
}
/// Show some text anywhere in the region.
/// To center the text at the given position, use `align: (Center, Center)`.
/// If you want to draw text floating on top of everything,
/// consider using Context.floating_text instead.
pub fn floating_text(
&mut self,
pos: Pos2,
text: &str,
text_style: TextStyle,
align: (Align, Align),
text_color: Option<Color>,
) -> Vec2 {
let font = &self.fonts()[text_style];
let (text, size) = font.layout_multiline(text, f32::INFINITY);
let rect = align_rect(&Rect::from_min_size(pos, size), align);
self.add_text(rect.min, text_style, text, text_color);
size
}
/// Already layed out text.
pub fn add_text(
&mut self,
pos: Pos2,
text_style: TextStyle,
text: Vec<TextFragment>,
color: Option<Color>,
) {
let color = color.unwrap_or_else(|| self.style().text_color());
for fragment in text {
self.add_paint_cmd(PaintCmd::Text {
color,
pos: pos + vec2(0.0, fragment.y_offset),
text: fragment.text,
text_style,
x_offsets: fragment.x_offsets,
});
}
}
// ------------------------------------------------------------------------
// Addding Widgets
pub fn add(&mut self, widget: impl Widget) -> GuiResponse {
widget.ui(self)
}
// Convenience functions:
pub fn add_label(&mut self, text: impl Into<String>) -> GuiResponse {
self.add(Label::new(text))
}
pub fn add_hyperlink(&mut self, url: impl Into<String>) -> GuiResponse {
self.add(Hyperlink::new(url))
}
// ------------------------------------------------------------------------
// Addding Containers / Sub-Regions:
pub fn collapsing(
&mut self,
text: impl Into<String>,
add_contents: impl FnOnce(&mut Region),
) -> GuiResponse {
CollapsingHeader::new(text).show(self, add_contents)
}
/// Create a child region at the current cursor.
/// `size` is the desired size.
/// Actual size may be much smaller if `avilable_size()` is not enough.
/// Set `size` to `Vec::infinity()` to get as much space as possible.
/// Just because you ask for a lot of space does not mean you have to use it!
/// After `add_contents` is called the contents of `bounding_size`
/// will decide how much space will be used in the parent region.
pub fn add_custom_contents(&mut self, size: Vec2, add_contents: impl FnOnce(&mut Region)) {
let size = size.min(self.available_space());
let child_rect = Rect::from_min_size(self.cursor, size);
let mut child_region = Region {
..self.child_region(child_rect)
};
add_contents(&mut child_region);
self.reserve_space(child_region.bounding_size(), None);
}
/// Create a child region which is indented to the right
pub fn indent(&mut self, id_source: impl Hash, add_contents: impl FnOnce(&mut Region)) {
assert!(
self.dir == Direction::Vertical,
"You can only indent vertical layouts"
);
let indent = vec2(self.style.indent, 0.0);
let child_rect = Rect::from_min_max(self.cursor + indent, self.bottom_right());
let mut child_region = Region {
id: self.id.with(id_source),
align: Align::Min,
..self.child_region(child_rect)
};
add_contents(&mut child_region);
let size = child_region.bounding_size();
// draw a grey line on the left to mark the region
let line_start = child_rect.min - indent * 0.5;
let line_start = line_start.round(); // TODO: round to pixel instead
let line_end = pos2(line_start.x, line_start.y + size.y - 8.0);
self.add_paint_cmd(PaintCmd::Line {
points: vec![line_start, line_end],
color: gray(150, 255),
width: self.style.line_width,
});
self.reserve_space(indent + size, None);
}
pub fn left_column(&mut self, width: f32) -> Region {
self.column(Align::Min, width)
}
pub fn centered_column(&mut self, width: f32) -> Region {
self.column(Align::Center, width)
}
pub fn right_column(&mut self, width: f32) -> Region {
self.column(Align::Max, width)
}
/// A column region with a given width.
pub fn column(&mut self, column_position: Align, width: f32) -> Region {
let x = match column_position {
Align::Min => 0.0,
Align::Center => self.available_width() / 2.0 - width / 2.0,
Align::Max => self.available_width() - width,
};
self.child_region(Rect::from_min_size(
self.cursor + vec2(x, 0.0),
vec2(width, self.available_height()),
))
}
/// Start a region with horizontal layout
pub fn horizontal(&mut self, add_contents: impl FnOnce(&mut Region)) {
self.inner_layout(Direction::Horizontal, Align::Min, add_contents)
}
/// Start a region with vertical layout
pub fn vertical(&mut self, add_contents: impl FnOnce(&mut Region)) {
self.inner_layout(Direction::Vertical, Align::Min, add_contents)
}
pub fn inner_layout(
&mut self,
dir: Direction,
align: Align,
add_contents: impl FnOnce(&mut Region),
) {
let child_rect = Rect::from_min_max(self.cursor, self.bottom_right());
let mut child_region = Region {
dir,
align,
..self.child_region(child_rect)
};
add_contents(&mut child_region);
let size = child_region.bounding_size();
self.reserve_space(size, None);
}
/// Temporarily split split a vertical layout into several columns.
///
/// region.columns(2, |columns| {
/// columns[0].add(emigui::widgets::label!("First column"));
/// columns[1].add(emigui::widgets::label!("Second column"));
/// });
pub fn columns<F, R>(&mut self, num_columns: usize, add_contents: F) -> R
where
F: FnOnce(&mut [Region]) -> R,
{
// TODO: ensure there is space
let spacing = self.style.item_spacing.x;
let total_spacing = spacing * (num_columns as f32 - 1.0);
let column_width = (self.available_width() - total_spacing) / (num_columns as f32);
let mut columns: Vec<Region> = (0..num_columns)
.map(|col_idx| {
let pos = self.cursor + vec2((col_idx as f32) * (column_width + spacing), 0.0);
let child_rect =
Rect::from_min_max(pos, pos2(pos.x + column_width, self.bottom_right().y));
Region {
id: self.make_child_id(&("column", col_idx)),
dir: Direction::Vertical,
..self.child_region(child_rect)
}
})
.collect();
let result = add_contents(&mut columns[..]);
let mut sum_width = total_spacing;
for column in &columns {
sum_width += column.child_bounds.width();
}
let mut max_height = 0.0;
for region in columns {
let size = region.bounding_size();
max_height = size.y.max(max_height);
}
let size = vec2(self.available_width().max(sum_width), max_height);
self.reserve_space(size, None);
result
}
// ------------------------------------------------
}