egui/crates/egui/src/widgets/button.rs
Emil Ernerfeldt 02b9d2d082
Keyboard shortcut helpers (#2202)
* eframe web: Add WebInfo::user_agent

* Deprecate `Modifier::ALT_SHIFT`

* Add code for formatting Modifiers and Key

* Add type KeyboardShortcut

* Code cleanup

* Add Context::os/set_os to query/set what OS egui believes it is on

* Add Fonts::has_glyph(s)

* Add helper function for formatting keyboard shortcuts

* Faster code

* Add way to set a shortcut text on menu buttons

* Cleanup

* format_keyboard_shortcut -> format_shortcut

* Add TODO about supporting more keyboard sumbols

* Modifiers::plus

* Use the new keyboard shortcuts in emark editor demo

* Explain why ALT+SHIFT is a bad modifier combo

* Fix doctest
2022-10-31 12:58:26 +01:00

558 lines
18 KiB
Rust

use crate::*;
/// Clickable button with text.
///
/// See also [`Ui::button`].
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// # fn do_stuff() {}
///
/// if ui.add(egui::Button::new("Click me")).clicked() {
/// do_stuff();
/// }
///
/// // A greyed-out and non-interactive button:
/// if ui.add_enabled(false, egui::Button::new("Can't click this")).clicked() {
/// unreachable!();
/// }
/// # });
/// ```
#[must_use = "You should put this widget in an ui with `ui.add(widget);`"]
pub struct Button {
text: WidgetText,
shortcut_text: WidgetText,
wrap: Option<bool>,
/// None means default for interact
fill: Option<Color32>,
stroke: Option<Stroke>,
sense: Sense,
small: bool,
frame: Option<bool>,
min_size: Vec2,
image: Option<widgets::Image>,
}
impl Button {
pub fn new(text: impl Into<WidgetText>) -> Self {
Self {
text: text.into(),
shortcut_text: Default::default(),
wrap: None,
fill: None,
stroke: None,
sense: Sense::click(),
small: false,
frame: None,
min_size: Vec2::ZERO,
image: None,
}
}
/// Creates a button with an image to the left of the text. The size of the image as displayed is defined by the provided size.
#[allow(clippy::needless_pass_by_value)]
pub fn image_and_text(
texture_id: TextureId,
image_size: impl Into<Vec2>,
text: impl Into<WidgetText>,
) -> Self {
Self {
image: Some(widgets::Image::new(texture_id, image_size)),
..Self::new(text)
}
}
/// If `true`, the text will wrap to stay within the max width of the [`Ui`].
///
/// By default [`Self::wrap`] will be true in vertical layouts
/// and horizontal layouts with wrapping,
/// and false on non-wrapping horizontal layouts.
///
/// Note that any `\n` in the text will always produce a new line.
#[inline]
pub fn wrap(mut self, wrap: bool) -> Self {
self.wrap = Some(wrap);
self
}
/// Override background fill color. Note that this will override any on-hover effects.
/// Calling this will also turn on the frame.
pub fn fill(mut self, fill: impl Into<Color32>) -> Self {
self.fill = Some(fill.into());
self.frame = Some(true);
self
}
/// Override button stroke. Note that this will override any on-hover effects.
/// Calling this will also turn on the frame.
pub fn stroke(mut self, stroke: impl Into<Stroke>) -> Self {
self.stroke = Some(stroke.into());
self.frame = Some(true);
self
}
/// Make this a small button, suitable for embedding into text.
pub fn small(mut self) -> Self {
self.text = self.text.text_style(TextStyle::Body);
self.small = true;
self
}
/// Turn off the frame
pub fn frame(mut self, frame: bool) -> Self {
self.frame = Some(frame);
self
}
/// By default, buttons senses clicks.
/// Change this to a drag-button with `Sense::drag()`.
pub fn sense(mut self, sense: Sense) -> Self {
self.sense = sense;
self
}
/// Set the minimum size of the button.
pub fn min_size(mut self, min_size: Vec2) -> Self {
self.min_size = min_size;
self
}
/// Show some text on the right side of the button, in weak color.
///
/// Designed for menu buttons, for setting a keyboard shortcut text (e.g. `Ctrl+S`).
///
/// The text can be created with [`Context::format_shortcut`].
pub fn shortcut_text(mut self, shortcut_text: impl Into<WidgetText>) -> Self {
self.shortcut_text = shortcut_text.into();
self
}
}
impl Widget for Button {
fn ui(self, ui: &mut Ui) -> Response {
let Button {
text,
shortcut_text,
wrap,
fill,
stroke,
sense,
small,
frame,
min_size,
image,
} = self;
let frame = frame.unwrap_or_else(|| ui.visuals().button_frame);
let mut button_padding = ui.spacing().button_padding;
if small {
button_padding.y = 0.0;
}
let mut text_wrap_width = ui.available_width() - 2.0 * button_padding.x;
if let Some(image) = image {
text_wrap_width -= image.size().x + ui.spacing().icon_spacing;
}
if !shortcut_text.is_empty() {
text_wrap_width -= 60.0; // Some space for the shortcut text (which we never wrap).
}
let text = text.into_galley(ui, wrap, text_wrap_width, TextStyle::Button);
let shortcut_text = (!shortcut_text.is_empty())
.then(|| shortcut_text.into_galley(ui, Some(false), f32::INFINITY, TextStyle::Button));
let mut desired_size = text.size();
if let Some(image) = image {
desired_size.x += image.size().x + ui.spacing().icon_spacing;
desired_size.y = desired_size.y.max(image.size().y);
}
if let Some(shortcut_text) = &shortcut_text {
desired_size.x += ui.spacing().item_spacing.x + shortcut_text.size().x;
desired_size.y = desired_size.y.max(shortcut_text.size().y);
}
if !small {
desired_size.y = desired_size.y.at_least(ui.spacing().interact_size.y);
}
desired_size += 2.0 * button_padding;
desired_size = desired_size.at_least(min_size);
let (rect, response) = ui.allocate_at_least(desired_size, sense);
response.widget_info(|| WidgetInfo::labeled(WidgetType::Button, text.text()));
if ui.is_rect_visible(rect) {
let visuals = ui.style().interact(&response);
if frame {
let fill = fill.unwrap_or(visuals.bg_fill);
let stroke = stroke.unwrap_or(visuals.bg_stroke);
ui.painter().rect(
rect.expand(visuals.expansion),
visuals.rounding,
fill,
stroke,
);
}
let text_pos = if let Some(image) = image {
let icon_spacing = ui.spacing().icon_spacing;
pos2(
rect.min.x + button_padding.x + image.size().x + icon_spacing,
rect.center().y - 0.5 * text.size().y,
)
} else {
ui.layout()
.align_size_within_rect(text.size(), rect.shrink2(button_padding))
.min
};
text.paint_with_visuals(ui.painter(), text_pos, visuals);
if let Some(shortcut_text) = shortcut_text {
let shortcut_text_pos = pos2(
rect.max.x - button_padding.x - shortcut_text.size().x,
rect.center().y - 0.5 * shortcut_text.size().y,
);
shortcut_text.paint_with_fallback_color(
ui.painter(),
shortcut_text_pos,
ui.visuals().weak_text_color(),
);
}
if let Some(image) = image {
let image_rect = Rect::from_min_size(
pos2(rect.min.x, rect.center().y - 0.5 - (image.size().y / 2.0)),
image.size(),
);
image.paint_at(ui, image_rect);
}
}
response
}
}
// ----------------------------------------------------------------------------
// TODO(emilk): allow checkbox without a text label
/// Boolean on/off control with text label.
///
/// Usually you'd use [`Ui::checkbox`] instead.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut my_bool = true;
/// // These are equivalent:
/// ui.checkbox(&mut my_bool, "Checked");
/// ui.add(egui::Checkbox::new(&mut my_bool, "Checked"));
/// # });
/// ```
#[must_use = "You should put this widget in an ui with `ui.add(widget);`"]
pub struct Checkbox<'a> {
checked: &'a mut bool,
text: WidgetText,
}
impl<'a> Checkbox<'a> {
pub fn new(checked: &'a mut bool, text: impl Into<WidgetText>) -> Self {
Checkbox {
checked,
text: text.into(),
}
}
}
impl<'a> Widget for Checkbox<'a> {
fn ui(self, ui: &mut Ui) -> Response {
let Checkbox { checked, text } = self;
let spacing = &ui.spacing();
let icon_width = spacing.icon_width;
let icon_spacing = spacing.icon_spacing;
let (text, mut desired_size) = if text.is_empty() {
(None, vec2(icon_width, 0.0))
} else {
let total_extra = vec2(icon_width + icon_spacing, 0.0);
let wrap_width = ui.available_width() - total_extra.x;
let text = text.into_galley(ui, None, wrap_width, TextStyle::Button);
let mut desired_size = total_extra + text.size();
desired_size = desired_size.at_least(spacing.interact_size);
(Some(text), desired_size)
};
desired_size = desired_size.at_least(Vec2::splat(spacing.interact_size.y));
desired_size.y = desired_size.y.max(icon_width);
let (rect, mut response) = ui.allocate_exact_size(desired_size, Sense::click());
if response.clicked() {
*checked = !*checked;
response.mark_changed();
}
response.widget_info(|| {
WidgetInfo::selected(
WidgetType::Checkbox,
*checked,
text.as_ref().map_or("", |x| x.text()),
)
});
if ui.is_rect_visible(rect) {
// let visuals = ui.style().interact_selectable(&response, *checked); // too colorful
let visuals = ui.style().interact(&response);
let (small_icon_rect, big_icon_rect) = ui.spacing().icon_rectangles(rect);
ui.painter().add(epaint::RectShape {
rect: big_icon_rect.expand(visuals.expansion),
rounding: visuals.rounding,
fill: visuals.bg_fill,
stroke: visuals.bg_stroke,
});
if *checked {
// Check mark:
ui.painter().add(Shape::line(
vec![
pos2(small_icon_rect.left(), small_icon_rect.center().y),
pos2(small_icon_rect.center().x, small_icon_rect.bottom()),
pos2(small_icon_rect.right(), small_icon_rect.top()),
],
visuals.fg_stroke,
));
}
if let Some(text) = text {
let text_pos = pos2(
rect.min.x + icon_width + icon_spacing,
rect.center().y - 0.5 * text.size().y,
);
text.paint_with_visuals(ui.painter(), text_pos, visuals);
}
}
response
}
}
// ----------------------------------------------------------------------------
/// One out of several alternatives, either selected or not.
///
/// Usually you'd use [`Ui::radio_value`] or [`Ui::radio`] instead.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// #[derive(PartialEq)]
/// enum Enum { First, Second, Third }
/// let mut my_enum = Enum::First;
///
/// ui.radio_value(&mut my_enum, Enum::First, "First");
///
/// // is equivalent to:
///
/// if ui.add(egui::RadioButton::new(my_enum == Enum::First, "First")).clicked() {
/// my_enum = Enum::First
/// }
/// # });
/// ```
#[must_use = "You should put this widget in an ui with `ui.add(widget);`"]
pub struct RadioButton {
checked: bool,
text: WidgetText,
}
impl RadioButton {
pub fn new(checked: bool, text: impl Into<WidgetText>) -> Self {
Self {
checked,
text: text.into(),
}
}
}
impl Widget for RadioButton {
fn ui(self, ui: &mut Ui) -> Response {
let RadioButton { checked, text } = self;
let spacing = &ui.spacing();
let icon_width = spacing.icon_width;
let icon_spacing = spacing.icon_spacing;
let (text, mut desired_size) = if text.is_empty() {
(None, vec2(icon_width, 0.0))
} else {
let total_extra = vec2(icon_width + icon_spacing, 0.0);
let wrap_width = ui.available_width() - total_extra.x;
let text = text.into_galley(ui, None, wrap_width, TextStyle::Button);
let mut desired_size = total_extra + text.size();
desired_size = desired_size.at_least(spacing.interact_size);
(Some(text), desired_size)
};
desired_size = desired_size.at_least(Vec2::splat(spacing.interact_size.y));
desired_size.y = desired_size.y.max(icon_width);
let (rect, response) = ui.allocate_exact_size(desired_size, Sense::click());
response.widget_info(|| {
WidgetInfo::selected(
WidgetType::RadioButton,
checked,
text.as_ref().map_or("", |x| x.text()),
)
});
if ui.is_rect_visible(rect) {
// let visuals = ui.style().interact_selectable(&response, checked); // too colorful
let visuals = ui.style().interact(&response);
let (small_icon_rect, big_icon_rect) = ui.spacing().icon_rectangles(rect);
let painter = ui.painter();
painter.add(epaint::CircleShape {
center: big_icon_rect.center(),
radius: big_icon_rect.width() / 2.0 + visuals.expansion,
fill: visuals.bg_fill,
stroke: visuals.bg_stroke,
});
if checked {
painter.add(epaint::CircleShape {
center: small_icon_rect.center(),
radius: small_icon_rect.width() / 3.0,
fill: visuals.fg_stroke.color, // Intentional to use stroke and not fill
// fill: ui.visuals().selection.stroke.color, // too much color
stroke: Default::default(),
});
}
if let Some(text) = text {
let text_pos = pos2(
rect.min.x + icon_width + icon_spacing,
rect.center().y - 0.5 * text.size().y,
);
text.paint_with_visuals(ui.painter(), text_pos, visuals);
}
}
response
}
}
// ----------------------------------------------------------------------------
/// A clickable image within a frame.
#[must_use = "You should put this widget in an ui with `ui.add(widget);`"]
#[derive(Clone, Debug)]
pub struct ImageButton {
image: widgets::Image,
sense: Sense,
frame: bool,
selected: bool,
}
impl ImageButton {
pub fn new(texture_id: impl Into<TextureId>, size: impl Into<Vec2>) -> Self {
Self {
image: widgets::Image::new(texture_id, size),
sense: Sense::click(),
frame: true,
selected: false,
}
}
/// Select UV range. Default is (0,0) in top-left, (1,1) bottom right.
pub fn uv(mut self, uv: impl Into<Rect>) -> Self {
self.image = self.image.uv(uv);
self
}
/// Multiply image color with this. Default is WHITE (no tint).
pub fn tint(mut self, tint: impl Into<Color32>) -> Self {
self.image = self.image.tint(tint);
self
}
/// If `true`, mark this button as "selected".
pub fn selected(mut self, selected: bool) -> Self {
self.selected = selected;
self
}
/// Turn off the frame
pub fn frame(mut self, frame: bool) -> Self {
self.frame = frame;
self
}
/// By default, buttons senses clicks.
/// Change this to a drag-button with `Sense::drag()`.
pub fn sense(mut self, sense: Sense) -> Self {
self.sense = sense;
self
}
}
impl Widget for ImageButton {
fn ui(self, ui: &mut Ui) -> Response {
let Self {
image,
sense,
frame,
selected,
} = self;
let padding = if frame {
// so we can see that it is a button:
Vec2::splat(ui.spacing().button_padding.x)
} else {
Vec2::ZERO
};
let padded_size = image.size() + 2.0 * padding;
let (rect, response) = ui.allocate_exact_size(padded_size, sense);
response.widget_info(|| WidgetInfo::new(WidgetType::ImageButton));
if ui.is_rect_visible(rect) {
let (expansion, rounding, fill, stroke) = if selected {
let selection = ui.visuals().selection;
(
Vec2::ZERO,
Rounding::none(),
selection.bg_fill,
selection.stroke,
)
} else if frame {
let visuals = ui.style().interact(&response);
let expansion = Vec2::splat(visuals.expansion);
(
expansion,
visuals.rounding,
visuals.bg_fill,
visuals.bg_stroke,
)
} else {
Default::default()
};
// Draw frame background (for transparent images):
ui.painter()
.rect_filled(rect.expand2(expansion), rounding, fill);
let image_rect = ui
.layout()
.align_size_within_rect(image.size(), rect.shrink2(padding));
// let image_rect = image_rect.expand2(expansion); // can make it blurry, so let's not
image.paint_at(ui, image_rect);
// Draw frame outline:
ui.painter()
.rect_stroke(rect.expand2(expansion), rounding, stroke);
}
response
}
}