887 lines
32 KiB
Rust
887 lines
32 KiB
Rust
#![allow(clippy::float_cmp)]
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use std::{hash::Hash, sync::Arc};
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use crate::{color::*, containers::*, layout::*, mutex::MutexGuard, paint::*, 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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pub struct Ui {
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/// ID of this ui.
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/// Generated based on id of parent ui 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 uis.
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/// Hopefully unique.
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id: Id,
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painter: Painter,
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/// This is the minimal size of the `Ui`.
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/// When adding new widgets, this will generally expand.
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///
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/// Always finite.
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///
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/// The bounding box of all child widgets, but not necessarily a tight bounding box
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/// since `Ui` can start with a non-zero min_rect size.
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min_rect: Rect,
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/// The maximum size of this `Ui`. This is a *soft max*
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/// meaning new widgets will *try* not to expand beyond it,
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/// but if they have to, they will.
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///
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/// Text will wrap at `max_rect.right()`.
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/// Some widgets (like separator lines) will try to fill the full `max_rect` width of the ui.
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///
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/// `max_rect` will always be at least the size of `min_rect`.
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///
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/// If the `max_rect` size is zero, it is a signal that child widgets should be as small as possible.
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/// If the `max_rect` size is infinite, it is a signal that child widgets should take up as much room as they want.
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max_rect: Rect,
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/// Override default style in this ui
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style: Arc<Style>,
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layout: Layout,
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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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/// If something has already been added, this will point ot style.spacing.item_spacing beyond the latest child.
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/// The cursor can thus be style.spacing.item_spacing pixels outside of the min_rect.
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cursor: Pos2, // TODO: move into Layout?
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/// How many children has been added to us?
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/// This is only used to create a unique interact ID for some widgets
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/// that work as long as no other widgets are added/removed while interacting.
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child_count: usize,
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}
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impl Ui {
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// ------------------------------------------------------------------------
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// Creation:
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pub fn new(
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ctx: Arc<Context>,
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layer_id: LayerId,
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id: Id,
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max_rect: Rect,
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clip_rect: Rect,
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) -> Self {
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let style = ctx.style();
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let layout = Layout::default();
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let cursor = layout.initial_cursor(max_rect);
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let min_size = Vec2::zero(); // TODO: From Style
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let min_rect = layout.rect_from_cursor_size(cursor, min_size);
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Ui {
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id,
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painter: Painter::new(ctx, layer_id, clip_rect),
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min_rect,
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max_rect,
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style,
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layout,
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cursor,
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child_count: 0,
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}
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}
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pub fn child_ui(&mut self, max_rect: Rect, layout: Layout) -> Self {
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let id = self.make_position_id(); // TODO: is this a good idea?
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self.child_count += 1;
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let cursor = layout.initial_cursor(max_rect);
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let min_size = Vec2::zero(); // TODO: From Style
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let min_rect = layout.rect_from_cursor_size(cursor, min_size);
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Ui {
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id,
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painter: self.painter.clone(),
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min_rect,
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max_rect,
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style: self.style.clone(),
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layout,
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cursor,
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child_count: 0,
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}
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}
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/// Empty `Ui` for use in tests.
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pub fn __test() -> Self {
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let mut ctx = Context::new();
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ctx.begin_frame(Default::default());
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let id = Id::new("__test");
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let layer_id = LayerId::new(Order::Middle, id);
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let rect = Rect::from_min_size(Pos2::new(0.0, 0.0), vec2(1000.0, 1000.0));
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Self::new(ctx, layer_id, id, rect, rect)
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}
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// -------------------------------------------------
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pub fn id(&self) -> Id {
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self.id
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}
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/// Style options for this `Ui` and its children.
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pub fn style(&self) -> &Style {
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&self.style
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}
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/// Mutably borrow internal `Style`.
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/// Changes apply to this `Ui` and its subsequent children.
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pub fn style_mut(&mut self) -> &mut Style {
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Arc::make_mut(&mut self.style) // clone-on-write
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}
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pub fn set_style(&mut self, style: impl Into<Arc<Style>>) {
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self.style = style.into();
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}
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pub fn ctx(&self) -> &Arc<Context> {
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self.painter.ctx()
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}
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/// Use this to paint stuff within this `Ui`.
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pub fn painter(&self) -> &Painter {
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&self.painter
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}
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pub fn layout(&self) -> &Layout {
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&self.layout
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}
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/// Create a painter for a sub-region of this Ui.
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///
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/// The clip-rect of the returned `Painter` will be the intersection
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/// of the given rectangle and the `clip_rect()` of this `Ui`.
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pub fn painter_at(&self, rect: Rect) -> Painter {
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self.painter().sub_region(rect)
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}
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/// Use this to paint stuff within this `Ui`.
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pub fn layer_id(&self) -> LayerId {
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self.painter().layer_id()
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}
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/// The `Input` of the `Context` associated with the `Ui`.
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/// Equivalent to `.ctx().input()`.
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pub fn input(&self) -> &InputState {
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self.ctx().input()
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}
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/// The `Memory` of the `Context` associated with the `Ui`.
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/// Equivalent to `.ctx().memory()`.
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pub fn memory(&self) -> MutexGuard<'_, Memory> {
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self.ctx().memory()
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}
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/// The `Output` of the `Context` associated with the `Ui`.
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/// Equivalent to `.ctx().output()`.
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pub fn output(&self) -> MutexGuard<'_, Output> {
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self.ctx().output()
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}
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/// The `Fonts` of the `Context` associated with the `Ui`.
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/// Equivalent to `.ctx().fonts()`.
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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 ui.
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/// This is used, for instance, to avoid painting outside a window that is smaller than its contents.
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pub fn clip_rect(&self) -> Rect {
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self.painter.clip_rect()
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}
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/// Screen-space rectangle for clipping what we paint in this ui.
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/// This is used, for instance, to avoid painting outside a window that is smaller than its contents.
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pub fn set_clip_rect(&mut self, clip_rect: Rect) {
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self.painter.set_clip_rect(clip_rect);
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}
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}
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// ------------------------------------------------------------------------
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/// ## Sizes etc
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impl Ui {
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/// Where and how large the `Ui` is already.
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/// All widgets that have been added ot this `Ui` fits within this rectangle.
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///
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/// No matter what, the final Ui will be at least this large.
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///
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/// This will grow as new widgets are added, but never shrink.
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pub fn min_rect(&self) -> Rect {
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self.min_rect
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}
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/// Size of content; same as `min_rect().size()`
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pub fn min_size(&self) -> Vec2 {
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self.min_rect.size()
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}
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/// New widgets will *try* to fit within this rectangle.
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///
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/// Text labels will wrap to fit within `max_rect`.
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/// Separator lines will span the `max_rect`.
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///
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/// If a new widget doesn't fit within the `max_rect` then the
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/// `Ui` will make room for it by expanding both `min_rect` and `max_rect`.
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pub fn max_rect(&self) -> Rect {
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self.max_rect
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}
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/// Used for animation, kind of hacky
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pub(crate) fn force_set_min_rect(&mut self, min_rect: Rect) {
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self.min_rect = min_rect;
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}
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/// This is like `max_rect()`, but will never be infinite.
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/// If the desired rect is infinite ("be as big as you want")
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/// this will be bounded by `min_rect` instead.
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pub fn max_rect_finite(&self) -> Rect {
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let mut result = self.max_rect;
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if !result.min.x.is_finite() {
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result.min.x = self.min_rect.min.x;
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}
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if !result.min.y.is_finite() {
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result.min.y = self.min_rect.min.y;
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}
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if !result.max.x.is_finite() {
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result.max.x = self.min_rect.max.x;
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}
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if !result.max.y.is_finite() {
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result.max.y = self.min_rect.max.y;
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}
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result
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}
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// ------------------------------------------------------------------------
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/// Set the maximum size of the ui.
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/// You won't be able to shrink it below the current minimum size.
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pub fn set_max_size(&mut self, size: Vec2) {
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self.set_max_width(size.x);
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self.set_max_height(size.y);
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}
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/// Set the maximum width of the ui.
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/// You won't be able to shrink it below the current minimum size.
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pub fn set_max_width(&mut self, width: f32) {
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if self.layout.dir() == Direction::Horizontal && self.layout.is_reversed() {
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debug_assert_eq!(self.min_rect.max.x, self.max_rect.max.x);
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self.max_rect.min.x = self.max_rect.max.x - width.at_least(self.min_rect.width());
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} else {
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debug_assert_eq!(self.min_rect.min.x, self.max_rect.min.x);
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self.max_rect.max.x = self.max_rect.min.x + width.at_least(self.min_rect.width());
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}
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}
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/// Set the maximum height of the ui.
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/// You won't be able to shrink it below the current minimum size.
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pub fn set_max_height(&mut self, height: f32) {
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if self.layout.dir() == Direction::Vertical && self.layout.is_reversed() {
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debug_assert_eq!(self.min_rect.max.y, self.max_rect.max.y);
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self.max_rect.min.y = self.max_rect.max.y - height.at_least(self.min_rect.height());
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} else {
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debug_assert_eq!(self.min_rect.min.y, self.max_rect.min.y);
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self.max_rect.max.y = self.max_rect.min.y + height.at_least(self.min_rect.height());
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}
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}
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// ------------------------------------------------------------------------
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/// Set the minimum size of the ui.
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/// This can't shrink the ui, only make it larger.
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pub fn set_min_size(&mut self, size: Vec2) {
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self.set_min_width(size.x);
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self.set_min_height(size.y);
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}
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/// Set the minimum width of the ui.
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/// This can't shrink the ui, only make it larger.
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pub fn set_min_width(&mut self, width: f32) {
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if self.layout.dir() == Direction::Horizontal && self.layout.is_reversed() {
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debug_assert_eq!(self.min_rect.max.x, self.max_rect.max.x);
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self.min_rect.min.x = self.min_rect.min.x.min(self.min_rect.max.x - width);
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} else {
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debug_assert_eq!(self.min_rect.min.x, self.max_rect.min.x);
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self.min_rect.max.x = self.min_rect.max.x.max(self.min_rect.min.x + width);
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}
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self.max_rect = self.max_rect.union(self.min_rect);
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}
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/// Set the minimum height of the ui.
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/// This can't shrink the ui, only make it larger.
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pub fn set_min_height(&mut self, height: f32) {
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if self.layout.dir() == Direction::Vertical && self.layout.is_reversed() {
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debug_assert_eq!(self.min_rect.max.y, self.max_rect.max.y);
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self.min_rect.min.y = self.min_rect.min.y.min(self.min_rect.max.y - height);
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} else {
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debug_assert_eq!(self.min_rect.min.y, self.max_rect.min.y);
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self.min_rect.max.y = self.min_rect.max.y.max(self.min_rect.min.y + height);
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}
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self.max_rect = self.max_rect.union(self.min_rect);
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}
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// ------------------------------------------------------------------------
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/// Helper: shrinks the max width to the current width,
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/// so further widgets will try not to be wider than previous widgets.
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/// Useful for normal vertical layouts.
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pub fn shrink_width_to_current(&mut self) {
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self.set_max_width(self.min_rect().width())
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}
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/// Helper: shrinks the max height to the current height,
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/// so further widgets will try not to be wider than previous widgets.
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pub fn shrink_height_to_current(&mut self) {
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self.set_max_height(self.min_rect().height())
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}
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/// Expand the `min_rect` and `max_rect` of this ui to include a child at the given rect.
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pub fn expand_to_include_rect(&mut self, rect: Rect) {
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self.min_rect = self.min_rect.union(rect);
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self.max_rect = self.max_rect.union(rect);
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}
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// ------------------------------------------------------------------------
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// Layout related measures:
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/// The available space at the moment, given the current cursor.
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/// This how much more space we can take up without overflowing our parent.
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/// Shrinks as widgets allocate space and the cursor moves.
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/// A small rectangle should be interpreted as "as little as possible".
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/// An infinite rectangle should be interpreted as "as much as you want".
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/// In most layouts the next widget will be put in the top left corner of this `Rect`.
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pub fn available(&self) -> Rect {
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self.layout.available(self.cursor, self.max_rect())
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}
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/// This is like `available()`, but will never be infinite.
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/// Use this for components that want to grow without bounds (but shouldn't).
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/// In most layouts the next widget will be put in the top left corner of this `Rect`.
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pub fn available_finite(&self) -> Rect {
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self.layout.available(self.cursor, self.max_rect_finite())
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}
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}
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/// # `Id` creation
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impl Ui {
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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 `id_source` is not unique within this ui
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/// then an error will be printed at the current cursor position.
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pub fn make_unique_child_id<IdSource>(&self, 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(&id_source);
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// TODO: clip name clash error messages to clip rect
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self.ctx().register_unique_id(id, id_source, self.cursor)
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}
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/// Ideally, all widgets should use this. TODO
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/// Widgets can set an explicit id source (user picked, e.g. some loop index),
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/// and a default id source (e.g. label).
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/// If they fail to be unique, a positional id will be used instead.
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pub fn make_unique_child_id_full(
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&mut self,
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explicit_id_source: Option<Id>,
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default_id_source: Option<&str>,
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) -> Id {
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let id = if let Some(explicit_id_source) = explicit_id_source {
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self.id.with(&explicit_id_source)
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} else {
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let id = self.id.with(default_id_source);
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if self.ctx().is_unique_id(id) {
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id
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} else {
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self.make_position_id()
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}
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};
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self.ctx()
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.register_unique_id(id, default_id_source.unwrap_or_default(), self.cursor)
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}
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/// Make an Id that is unique to this position.
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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(self.child_count)
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}
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pub fn make_child_id(&self, id_seed: impl Hash) -> Id {
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self.id.with(id_seed)
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}
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}
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/// # Interaction
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impl Ui {
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pub fn interact(&self, rect: Rect, id: Id, sense: Sense) -> Response {
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self.ctx()
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.interact(self.layer_id(), self.clip_rect(), rect, Some(id), sense)
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}
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pub fn interact_hover(&self, rect: Rect) -> Response {
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self.ctx().interact(
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self.layer_id(),
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self.clip_rect(),
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rect,
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None,
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Sense::nothing(),
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)
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}
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pub fn hovered(&self, rect: Rect) -> bool {
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self.interact_hover(rect).hovered
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}
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pub fn contains_mouse(&self, rect: Rect) -> bool {
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self.ctx()
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.contains_mouse(self.layer_id(), self.clip_rect(), rect)
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}
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// ------------------------------------------------------------------------
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// Stuff that moves the cursor, i.e. allocates space in this ui!
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/// Advance the cursor (where the next widget is put) by this many points.
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/// The direction is dependent on the layout.
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/// This is useful for creating some extra space between widgets.
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pub fn advance_cursor(&mut self, amount: f32) {
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self.layout.advance_cursor(&mut self.cursor, amount);
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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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///
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/// ## How sizes are negotiated
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/// Each widget should have a *minimum desired size* and a *desired size*.
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/// When asking for space, ask AT LEAST for you minimum, and don't ask for more than you need.
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/// If you want to fill the space, ask about `available().size()` and use that.
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///
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/// You may get MORE space than you asked for, for instance
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/// for `Justified` aligned layouts, like in menus.
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///
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/// You may get LESS space than you asked for if the current layout won't fit what you asked for.
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pub fn allocate_space(&mut self, desired_size: Vec2) -> Rect {
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// For debug rendering
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let too_wide = desired_size.x > self.available().width();
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let too_high = desired_size.x > self.available().height();
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let rect = self.reserve_space_impl(desired_size);
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if self.style().visuals.debug_widget_rects {
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self.painter.rect_stroke(rect, 0.0, (1.0, LIGHT_BLUE));
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let color = color::srgba(200, 0, 0, 255);
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let width = 2.5;
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let paint_line_seg = |a, b| self.painter().line_segment([a, b], (width, color));
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if too_wide {
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paint_line_seg(rect.left_top(), rect.left_bottom());
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paint_line_seg(rect.left_center(), rect.right_center());
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paint_line_seg(rect.right_top(), rect.right_bottom());
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}
|
|
|
|
if too_high {
|
|
paint_line_seg(rect.left_top(), rect.right_top());
|
|
paint_line_seg(rect.center_top(), rect.center_bottom());
|
|
paint_line_seg(rect.left_bottom(), rect.right_bottom());
|
|
}
|
|
}
|
|
|
|
rect
|
|
}
|
|
|
|
/// Reserve this much space and move the cursor.
|
|
/// Returns where to put the widget.
|
|
fn reserve_space_impl(&mut self, child_size: Vec2) -> Rect {
|
|
let available_size = self.available_finite().size();
|
|
let child_rect = self
|
|
.layout
|
|
.allocate_space(&mut self.cursor, available_size, child_size);
|
|
let item_spacing = self.style().spacing.item_spacing;
|
|
self.layout.advance_cursor2(&mut self.cursor, item_spacing);
|
|
self.expand_to_include_rect(child_rect);
|
|
self.child_count += 1;
|
|
child_rect
|
|
}
|
|
}
|
|
|
|
/// # Adding widgets
|
|
impl Ui {
|
|
pub fn add(&mut self, widget: impl Widget) -> Response {
|
|
widget.ui(self)
|
|
}
|
|
|
|
/// Shortcut for `add(Label::new(text))`
|
|
pub fn label(&mut self, label: impl Into<Label>) -> Response {
|
|
self.add(label.into())
|
|
}
|
|
|
|
/// Shortcut for `add(Label::new(text).heading())`
|
|
pub fn heading(&mut self, label: impl Into<Label>) -> Response {
|
|
self.add(label.into().heading())
|
|
}
|
|
|
|
/// Shortcut for `add(Label::new(text).monospace())`
|
|
pub fn monospace(&mut self, label: impl Into<Label>) -> Response {
|
|
self.add(label.into().monospace())
|
|
}
|
|
|
|
/// Shortcut for `add(Label::new(text).small())`
|
|
pub fn small(&mut self, label: impl Into<Label>) -> Response {
|
|
self.add(label.into().small())
|
|
}
|
|
|
|
/// Shortcut for `add(Hyperlink::new(url))`
|
|
pub fn hyperlink(&mut self, url: impl Into<String>) -> Response {
|
|
self.add(Hyperlink::new(url))
|
|
}
|
|
|
|
pub fn text_edit(&mut self, text: &mut String) -> Response {
|
|
self.add(TextEdit::new(text))
|
|
}
|
|
|
|
/// Shortcut for `add(Button::new(text))`
|
|
#[must_use = "You should check if the user clicked this with `if ui.button(...).clicked { ... } "]
|
|
pub fn button(&mut self, text: impl Into<String>) -> Response {
|
|
self.add(Button::new(text))
|
|
}
|
|
|
|
/// Show a checkbox.
|
|
pub fn checkbox(&mut self, checked: &mut bool, text: impl Into<String>) -> Response {
|
|
self.add(Checkbox::new(checked, text))
|
|
}
|
|
|
|
/// Show a radio button.
|
|
pub fn radio(&mut self, checked: bool, text: impl Into<String>) -> Response {
|
|
self.add(RadioButton::new(checked, text))
|
|
}
|
|
|
|
/// Show a radio button. It is selected if `*current_value == radio_value`.
|
|
/// If clicked, `radio_value` is assigned to `*current_value`;
|
|
pub fn radio_value<Value: PartialEq>(
|
|
&mut self,
|
|
current_value: &mut Value,
|
|
radio_value: Value,
|
|
text: impl Into<String>,
|
|
) -> Response {
|
|
let response = self.radio(*current_value == radio_value, text);
|
|
if response.clicked {
|
|
*current_value = radio_value;
|
|
}
|
|
response
|
|
}
|
|
|
|
/// Shortcut for `add(Separator::new())`
|
|
pub fn separator(&mut self) -> Response {
|
|
self.add(Separator::new())
|
|
}
|
|
|
|
/// Modify an angle. The given angle should be in radians, but is shown to the user in degrees.
|
|
/// The angle is NOT wrapped, so the user may select, for instance 720° = 2𝞃 = 4π
|
|
pub fn drag_angle(&mut self, radians: &mut f32) -> Response {
|
|
#![allow(clippy::float_cmp)]
|
|
|
|
let mut degrees = radians.to_degrees();
|
|
let response = self.add(DragValue::f32(&mut degrees).speed(1.0).suffix("°"));
|
|
|
|
// only touch `*radians` if we actually changed the degree value
|
|
if degrees != radians.to_degrees() {
|
|
*radians = degrees.to_radians();
|
|
}
|
|
|
|
response
|
|
}
|
|
|
|
/// Show an image here with the given size
|
|
pub fn image(&mut self, texture_id: TextureId, desired_size: Vec2) -> Response {
|
|
self.add(Image::new(texture_id, desired_size))
|
|
}
|
|
}
|
|
|
|
/// # Colors
|
|
impl Ui {
|
|
/// Shows a button with the given color.
|
|
/// If the user clicks the button, a full color picker is shown.
|
|
pub fn color_edit_button_srgba(&mut self, srgba: &mut Srgba) -> Response {
|
|
widgets::color_picker::color_edit_button_srgba(self, srgba)
|
|
}
|
|
|
|
/// Shows a button with the given color.
|
|
/// If the user clicks the button, a full color picker is shown.
|
|
pub fn color_edit_button_hsva(&mut self, hsva: &mut Hsva) -> Response {
|
|
widgets::color_picker::color_edit_button_hsva(self, hsva)
|
|
}
|
|
|
|
/// Shows a button with the given color.
|
|
/// If the user clicks the button, a full color picker is shown.
|
|
/// The given color is in `sRGBA` space with premultiplied alpha
|
|
pub fn color_edit_button_srgba_premultiplied(&mut self, srgba: &mut [u8; 4]) -> Response {
|
|
let mut color = Srgba(*srgba);
|
|
let response = self.color_edit_button_srgba(&mut color);
|
|
*srgba = color.0;
|
|
response
|
|
}
|
|
|
|
/// Shows a button with the given color.
|
|
/// If the user clicks the button, a full color picker is shown.
|
|
/// The given color is in `sRGBA` space without premultiplied alpha.
|
|
/// If unsure, what "premultiplied alpha" is, then this is probably the function you want to use.
|
|
pub fn color_edit_button_srgba_unmultiplied(&mut self, srgba: &mut [u8; 4]) -> Response {
|
|
let mut hsva = Hsva::from_srgba_unmultiplied(*srgba);
|
|
let response = self.color_edit_button_hsva(&mut hsva);
|
|
*srgba = hsva.to_srgba_unmultiplied();
|
|
response
|
|
}
|
|
|
|
/// Shows a button with the given color.
|
|
/// If the user clicks the button, a full color picker is shown.
|
|
/// The given color is in linear RGBA space with premultiplied alpha
|
|
pub fn color_edit_button_rgba_premultiplied(&mut self, rgba: &mut [f32; 4]) -> Response {
|
|
let mut hsva = Hsva::from_rgba_premultiplied(*rgba);
|
|
let response = self.color_edit_button_hsva(&mut hsva);
|
|
*rgba = hsva.to_rgba_premultiplied();
|
|
response
|
|
}
|
|
|
|
/// Shows a button with the given color.
|
|
/// If the user clicks the button, a full color picker is shown.
|
|
/// The given color is in linear RGBA space without premultiplied alpha.
|
|
/// If unsure, what "premultiplied alpha" is, then this is probably the function you want to use.
|
|
pub fn color_edit_button_rgba_unmultiplied(&mut self, rgba: &mut [f32; 4]) -> Response {
|
|
let mut hsva = Hsva::from_rgba_unmultiplied(*rgba);
|
|
let response = self.color_edit_button_hsva(&mut hsva);
|
|
*rgba = hsva.to_rgba_unmultiplied();
|
|
response
|
|
}
|
|
}
|
|
|
|
/// # Adding Containers / Sub-uis:
|
|
impl Ui {
|
|
/// Create a child ui. You can use this to temporarily change the Style of a sub-region, for instance.
|
|
pub fn wrap<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Response) {
|
|
let child_rect = self.available();
|
|
let mut child_ui = self.child_ui(child_rect, self.layout);
|
|
let ret = add_contents(&mut child_ui);
|
|
let size = child_ui.min_size();
|
|
let rect = self.allocate_space(size);
|
|
(ret, self.interact_hover(rect))
|
|
}
|
|
|
|
/// Redirect paint commands to another paint layer.
|
|
pub fn with_layer_id<R>(
|
|
&mut self,
|
|
layer_id: LayerId,
|
|
add_contents: impl FnOnce(&mut Self) -> R,
|
|
) -> (R, Response) {
|
|
self.wrap(|ui| {
|
|
ui.painter.set_layer_id(layer_id);
|
|
add_contents(ui)
|
|
})
|
|
}
|
|
|
|
/// Create a child ui at the current cursor.
|
|
/// `size` is the desired size.
|
|
/// Actual size may be much smaller if `available_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 `min_size`
|
|
/// will decide how much space will be used in the parent ui.
|
|
pub fn add_custom_contents(&mut self, size: Vec2, add_contents: impl FnOnce(&mut Ui)) -> Rect {
|
|
let size = size.at_most(self.available().size());
|
|
let child_rect = self.layout.rect_from_cursor_size(self.cursor, size);
|
|
let mut child_ui = self.child_ui(child_rect, self.layout);
|
|
add_contents(&mut child_ui);
|
|
self.allocate_space(child_ui.min_size())
|
|
}
|
|
|
|
pub fn collapsing<R>(
|
|
&mut self,
|
|
heading: impl Into<String>,
|
|
add_contents: impl FnOnce(&mut Ui) -> R,
|
|
) -> CollapsingResponse<R> {
|
|
CollapsingHeader::new(heading).show(self, add_contents)
|
|
}
|
|
|
|
/// Create a child ui which is indented to the right
|
|
pub fn indent<R>(
|
|
&mut self,
|
|
id_source: impl Hash,
|
|
add_contents: impl FnOnce(&mut Ui) -> R,
|
|
) -> (R, Response) {
|
|
assert!(
|
|
self.layout().dir() == Direction::Vertical,
|
|
"You can only indent vertical layouts"
|
|
);
|
|
let indent = vec2(self.style().spacing.indent, 0.0);
|
|
let child_rect = Rect::from_min_max(self.cursor + indent, self.max_rect.right_bottom()); // TODO: wrong for reversed layouts
|
|
let mut child_ui = Ui {
|
|
id: self.id.with(id_source),
|
|
..self.child_ui(child_rect, self.layout)
|
|
};
|
|
let ret = add_contents(&mut child_ui);
|
|
let size = child_ui.min_size();
|
|
|
|
// draw a grey line on the left to mark the indented section
|
|
let line_start = child_rect.min - indent * 0.5;
|
|
let line_start = self.painter().round_pos_to_pixels(line_start);
|
|
let line_end = pos2(line_start.x, line_start.y + size.y - 2.0);
|
|
self.painter.line_segment(
|
|
[line_start, line_end],
|
|
self.style().visuals.widgets.noninteractive.bg_stroke,
|
|
);
|
|
|
|
let rect = self.allocate_space(indent + size);
|
|
(ret, self.interact_hover(rect))
|
|
}
|
|
|
|
pub fn left_column(&mut self, width: f32) -> Ui {
|
|
self.column(Align::Min, width)
|
|
}
|
|
|
|
pub fn centered_column(&mut self, width: f32) -> Ui {
|
|
self.column(Align::Center, width)
|
|
}
|
|
|
|
pub fn right_column(&mut self, width: f32) -> Ui {
|
|
self.column(Align::Max, width)
|
|
}
|
|
|
|
/// A column ui with a given width.
|
|
pub fn column(&mut self, column_position: Align, width: f32) -> Ui {
|
|
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_ui(
|
|
Rect::from_min_size(
|
|
self.cursor + vec2(x, 0.0),
|
|
vec2(width, self.available().height()),
|
|
),
|
|
self.layout,
|
|
)
|
|
}
|
|
|
|
/// Start a ui with horizontal layout.
|
|
/// After you have called this, the registers the contents as any other widget.
|
|
///
|
|
/// Elements will be centered on the Y axis, i.e.
|
|
/// adjusted up and down to lie in the center of the horizontal layout.
|
|
/// The initial height is `style.spacing.interact_size.y`.
|
|
/// Centering is almost always what you want if you are
|
|
/// planning to to mix widgets or just different types of text.
|
|
///
|
|
/// The returned `Response` will only have checked for mouse hover
|
|
/// but can be used for tooltips (`on_hover_text`).
|
|
/// It also contains the `Rect` used by the horizontal layout.
|
|
pub fn horizontal<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Response) {
|
|
let initial_size = vec2(
|
|
self.available().width(),
|
|
self.style().spacing.interact_size.y, // Assume there will be something interactive on the horizontal layout
|
|
);
|
|
|
|
let right_to_left =
|
|
(self.layout.dir(), self.layout.align()) == (Direction::Vertical, Some(Align::Max));
|
|
|
|
self.inner_layout(
|
|
Layout::horizontal(Align::Center).with_reversed(right_to_left),
|
|
initial_size,
|
|
add_contents,
|
|
)
|
|
}
|
|
|
|
/// Start a ui with vertical layout.
|
|
/// Widgets will be left-justified.
|
|
pub fn vertical<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Response) {
|
|
self.with_layout(Layout::vertical(Align::Min), add_contents)
|
|
}
|
|
|
|
fn inner_layout<R>(
|
|
&mut self,
|
|
layout: Layout,
|
|
initial_size: Vec2,
|
|
add_contents: impl FnOnce(&mut Self) -> R,
|
|
) -> (R, Response) {
|
|
let child_rect = self.layout.rect_from_cursor_size(self.cursor, initial_size);
|
|
let mut child_ui = self.child_ui(child_rect, layout);
|
|
let ret = add_contents(&mut child_ui);
|
|
let size = child_ui.min_size();
|
|
let rect = self.allocate_space(size);
|
|
(ret, self.interact_hover(rect))
|
|
}
|
|
|
|
pub fn with_layout<R>(
|
|
&mut self,
|
|
layout: Layout,
|
|
add_contents: impl FnOnce(&mut Self) -> R,
|
|
) -> (R, Response) {
|
|
let mut child_ui = self.child_ui(self.available(), layout);
|
|
let ret = add_contents(&mut child_ui);
|
|
let size = child_ui.min_size();
|
|
let rect = self.allocate_space(size);
|
|
(ret, self.interact_hover(rect))
|
|
}
|
|
|
|
/// Temporarily split split an Ui into several columns.
|
|
///
|
|
/// ```
|
|
/// # let mut ui = egui::Ui::__test();
|
|
/// ui.columns(2, |columns| {
|
|
/// columns[0].label("First column");
|
|
/// columns[1].label("Second column");
|
|
/// });
|
|
/// ```
|
|
pub fn columns<F, R>(&mut self, num_columns: usize, add_contents: F) -> R
|
|
where
|
|
F: FnOnce(&mut [Self]) -> R,
|
|
{
|
|
// TODO: ensure there is space
|
|
let spacing = self.style().spacing.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<Self> = (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.max_rect.right_bottom().y),
|
|
);
|
|
|
|
Self {
|
|
id: self.make_child_id(&("column", col_idx)),
|
|
..self.child_ui(child_rect, self.layout)
|
|
}
|
|
})
|
|
.collect();
|
|
|
|
let result = add_contents(&mut columns[..]);
|
|
|
|
let mut sum_width = total_spacing;
|
|
for column in &columns {
|
|
sum_width += column.min_rect.width();
|
|
}
|
|
|
|
let mut max_height = 0.0;
|
|
for ui in columns {
|
|
let size = ui.min_size();
|
|
max_height = size.y.max(max_height);
|
|
}
|
|
|
|
let size = vec2(self.available().width().max(sum_width), max_height);
|
|
self.allocate_space(size);
|
|
result
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
/// ## Debug stuff
|
|
impl Ui {
|
|
/// Shows where the next widget is going to be placed
|
|
pub fn debug_paint_cursor(&self) {
|
|
self.layout.debug_paint_cursor(self.cursor, &self.painter);
|
|
}
|
|
}
|