229 lines
7.5 KiB
Rust
229 lines
7.5 KiB
Rust
use crate::{layout::Direction, widgets::Label, *};
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#[derive(Clone, Copy, Debug, serde_derive::Deserialize, serde_derive::Serialize)]
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#[serde(default)]
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pub(crate) struct State {
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open: bool,
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#[serde(skip)] // Times are relative, and we don't want to continue animations anyway
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toggle_time: f64,
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/// Height of the region when open. Used for animations
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open_height: Option<f32>,
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}
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impl Default for State {
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fn default() -> Self {
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Self {
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open: false,
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toggle_time: -f64::INFINITY,
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open_height: None,
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}
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}
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}
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impl State {
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pub fn from_memory_with_default_open(ui: &Ui, id: Id, default_open: bool) -> Self {
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ui.memory()
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.collapsing_headers
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.entry(id)
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.or_insert(State {
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open: default_open,
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..Default::default()
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})
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.clone()
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}
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pub fn toggle(&mut self, ui: &Ui) {
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self.open = !self.open;
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self.toggle_time = ui.input().time;
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}
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/// 0 for closed, 1 for open, with tweening
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pub fn openness(&self, ui: &Ui) -> f32 {
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let animation_time = ui.style().animation_time;
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let time_since_toggle = (ui.input().time - self.toggle_time) as f32;
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let time_since_toggle = time_since_toggle + ui.input().dt; // Instant feedback
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if self.open {
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remap_clamp(time_since_toggle, 0.0..=animation_time, 0.0..=1.0)
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} else {
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remap_clamp(time_since_toggle, 0.0..=animation_time, 1.0..=0.0)
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}
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}
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/// Paint the arrow icon that indicated if the region is open or not
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pub fn paint_icon(&self, ui: &mut Ui, interact: &InteractInfo) {
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let stroke_color = ui.style().interact(interact).stroke_color;
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let stroke_width = ui.style().interact(interact).stroke_width;
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let rect = interact.rect;
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let openness = self.openness(ui);
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// Draw a pointy triangle arrow:
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let rect = Rect::from_center_size(rect.center(), vec2(rect.width(), rect.height()) * 0.75);
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let mut points = [rect.left_top(), rect.right_top(), rect.center_bottom()];
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let rotation = Vec2::angled(remap(openness, 0.0..=1.0, -TAU / 4.0..=0.0));
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for p in &mut points {
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let v = *p - rect.center();
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let v = rotation.rotate_other(v);
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*p = rect.center() + v;
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}
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ui.add_paint_cmd(PaintCmd::Path {
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path: mesher::Path::from_point_loop(&points),
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closed: true,
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fill_color: None,
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outline: Some(Outline::new(stroke_width, stroke_color)),
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});
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}
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/// Show contents if we are open, with a nice animation between closed and open
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pub fn add_contents(
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&mut self,
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ui: &mut Ui,
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add_contents: impl FnOnce(&mut Ui),
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) -> Option<InteractInfo> {
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let openness = self.openness(ui);
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let animate = 0.0 < openness && openness < 1.0;
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if animate {
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Some(ui.add_custom(|child_ui| {
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let max_height = if self.open {
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if let Some(full_height) = self.open_height {
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remap_clamp(openness, 0.0..=1.0, 0.0..=full_height)
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} else {
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// First frame of expansion.
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// We don't know full height yet, but we will next frame.
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// Just use a placehodler value that shows some movement:
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10.0
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}
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} else {
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let full_height = self.open_height.unwrap_or_default();
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remap_clamp(openness, 0.0..=1.0, 0.0..=full_height)
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};
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let mut clip_rect = child_ui.clip_rect();
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clip_rect.max.y = clip_rect.max.y.min(child_ui.rect().top() + max_height);
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child_ui.set_clip_rect(clip_rect);
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let top_left = child_ui.top_left();
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add_contents(child_ui);
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self.open_height = Some(child_ui.bounding_size().y);
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// Pretend children took up less space:
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let mut child_bounds = child_ui.child_bounds();
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child_bounds.max.y = child_bounds.max.y.min(top_left.y + max_height);
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child_ui.force_set_child_bounds(child_bounds);
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}))
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} else if self.open {
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let interact = ui.add_custom(add_contents);
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let full_size = interact.rect.size();
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self.open_height = Some(full_size.y);
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Some(interact)
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} else {
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None
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}
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}
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}
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pub struct CollapsingHeader {
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label: Label,
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default_open: bool,
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}
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impl CollapsingHeader {
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pub fn new(label: impl Into<String>) -> Self {
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Self {
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label: Label::new(label)
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.text_style(TextStyle::Button)
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.multiline(false),
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default_open: false,
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}
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}
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pub fn default_open(mut self) -> Self {
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self.default_open = true;
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self
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}
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}
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impl CollapsingHeader {
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pub fn show(self, ui: &mut Ui, add_contents: impl FnOnce(&mut Ui)) -> GuiResponse {
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assert!(
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ui.layout().dir() == Direction::Vertical,
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"Horizontal collapsing is unimplemented"
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);
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let Self {
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label,
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default_open,
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} = self;
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// TODO: horizontal layout, with icon and text as labels. Insert background behind using Frame.
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let title = label.text();
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let id = ui.make_unique_id(title);
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let available = ui.available_finite();
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let text_pos = available.min + vec2(ui.style().indent, 0.0);
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let galley = label.layout(available.width() - ui.style().indent, ui);
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let text_max_x = text_pos.x + galley.size.x;
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let desired_width = text_max_x - available.left();
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let desired_width = desired_width.max(available.width());
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let interact = ui.reserve_space(
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vec2(
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desired_width,
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galley.size.y + 2.0 * ui.style().button_padding.y,
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),
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Some(id),
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);
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let text_pos = pos2(text_pos.x, interact.rect.center().y - galley.size.y / 2.0);
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let mut state = State::from_memory_with_default_open(ui, id, default_open);
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if interact.clicked {
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state.toggle(ui);
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}
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let where_to_put_background = ui.paint_list_len();
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{
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let (mut icon_rect, _) = ui.style().icon_rectangles(interact.rect);
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icon_rect.set_center(pos2(
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interact.rect.left() + ui.style().indent / 2.0,
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interact.rect.center().y,
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));
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let icon_interact = InteractInfo {
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rect: icon_rect,
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..interact
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};
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state.paint_icon(ui, &icon_interact);
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}
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ui.add_galley(
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text_pos,
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galley,
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label.text_style,
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Some(ui.style().interact(&interact).stroke_color),
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);
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ui.insert_paint_cmd(
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where_to_put_background,
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PaintCmd::Rect {
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corner_radius: ui.style().interact(&interact).corner_radius,
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fill_color: ui.style().interact(&interact).bg_fill_color,
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outline: None,
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rect: interact.rect,
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},
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);
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ui.expand_to_include_child(interact.rect); // TODO: remove, just a test
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state.add_contents(ui, |ui| {
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ui.indent(id, add_contents);
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});
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ui.memory().collapsing_headers.insert(id, state);
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ui.response(interact)
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}
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}
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