1
0
mirror of https://github.com/emilk/egui.git synced 2026-08-30 21:30:03 -04:00

Implement Window as collection of Floating + Frame + Resize

This commit is contained in:
Emil Ernerfeldt
2020-04-25 22:49:57 +02:00
parent 649dcec09c
commit 154424384f
16 changed files with 301 additions and 459 deletions

View File

@@ -0,0 +1,166 @@
use crate::{layout::Direction, *};
#[derive(Clone, Copy, Debug)]
pub(crate) struct State {
pub open: bool,
pub toggle_time: f64,
}
impl Default for State {
fn default() -> Self {
Self {
open: false,
toggle_time: -std::f64::INFINITY,
}
}
}
pub struct CollapsingHeader {
title: String,
default_open: bool,
}
impl CollapsingHeader {
pub fn new(title: impl Into<String>) -> Self {
Self {
title: title.into(),
default_open: false,
}
}
pub fn default_open(mut self) -> Self {
self.default_open = true;
self
}
}
impl CollapsingHeader {
pub fn show(self, region: &mut Region, add_contents: impl FnOnce(&mut Region)) -> GuiResponse {
assert!(
region.dir == Direction::Vertical,
"Horizontal collapsing is unimplemented"
);
let Self {
title,
default_open,
} = self;
let id = region.make_unique_id(&title);
let text_style = TextStyle::Button;
let font = &region.fonts()[text_style];
let (title, text_size) = font.layout_multiline(&title, region.available_width());
let interact = region.reserve_space(
vec2(
region.available_width(),
text_size.y + 2.0 * region.style.button_padding.y,
),
Some(id),
);
let state = {
let mut memory = region.ctx.memory.lock();
let mut state = memory.collapsing_headers.entry(id).or_insert(State {
open: default_open,
..Default::default()
});
if interact.clicked {
state.open = !state.open;
state.toggle_time = region.ctx.input.time;
}
*state
};
region.add_paint_cmd(PaintCmd::Rect {
corner_radius: region.style.interact_corner_radius(&interact),
fill_color: region.style.interact_fill_color(&interact),
outline: region.style().interact_outline(&interact),
rect: interact.rect,
});
paint_icon(region, &state, &interact);
region.add_text(
pos2(
interact.rect.left() + region.style.indent,
interact.rect.center().y - text_size.y / 2.0,
),
text_style,
title,
Some(region.style.interact_stroke_color(&interact)),
);
let animation_time = region.style().animation_time;
let time_since_toggle = (region.ctx.input.time - state.toggle_time) as f32;
if time_since_toggle < animation_time {
region.indent(id, |region| {
// animation time
let max_height = if state.open {
remap(
time_since_toggle,
0.0..=animation_time,
// Get instant feedback, and we don't expect to get bigger than this
50.0..=1500.0,
)
} else {
remap_clamp(
time_since_toggle,
0.0..=animation_time,
// TODO: state.open_height
50.0..=0.0,
)
};
region
.clip_rect
.set_height(region.clip_rect.height().min(max_height));
add_contents(region);
region.child_bounds.max.y = region
.child_bounds
.max
.y
.min(region.child_bounds.min.y + max_height);
});
} else if state.open {
region.indent(id, add_contents);
}
region.response(interact)
}
}
fn paint_icon(region: &mut Region, state: &State, interact: &InteractInfo) {
let stroke_color = region.style.interact_stroke_color(&interact);
let stroke_width = region.style.interact_stroke_width(&interact);
let (mut small_icon_rect, _) = region.style.icon_rectangles(&interact.rect);
small_icon_rect.set_center(pos2(
interact.rect.left() + region.style.indent / 2.0,
interact.rect.center().y,
));
// Draw a minus:
region.add_paint_cmd(PaintCmd::Line {
points: vec![
pos2(small_icon_rect.left(), small_icon_rect.center().y),
pos2(small_icon_rect.right(), small_icon_rect.center().y),
],
color: stroke_color,
width: stroke_width,
});
if !state.open {
// Draw it as a plus:
region.add_paint_cmd(PaintCmd::Line {
points: vec![
pos2(small_icon_rect.center().x, small_icon_rect.top()),
pos2(small_icon_rect.center().x, small_icon_rect.bottom()),
],
color: stroke_color,
width: stroke_width,
});
}
}

View File

@@ -0,0 +1,104 @@
//! A Floating is a region that has no parent, it floats on the background.
//! It is potentioally movable.
//! It has no frame or own size.
//! It is the foundation for a window
use std::{fmt::Debug, hash::Hash, sync::Arc};
use crate::*;
#[derive(Clone, Copy, Debug)]
pub struct State {
/// Last known pos
pub pos: Pos2,
/// Last know size. Used for catching clicks.
pub size: Vec2,
}
// TODO: rename Floating to something else.
#[derive(Clone, Copy, Debug)]
pub struct Floating {
id: Id,
movable: bool,
default_pos: Option<Pos2>,
}
impl Floating {
pub fn new(id_source: impl Hash) -> Self {
Self {
id: Id::new(id_source),
movable: true,
default_pos: None,
}
}
pub fn movable(mut self, movable: bool) -> Self {
self.movable = movable;
self
}
pub fn default_pos(mut self, default_pos: Pos2) -> Self {
self.default_pos = Some(default_pos);
self
}
}
impl Floating {
pub fn show(self, ctx: &Arc<Context>, add_contents: impl FnOnce(&mut Region)) {
let default_pos = self.default_pos.unwrap_or_else(|| pos2(100.0, 100.0)); // TODO
let id = ctx.register_unique_id(self.id, "Floating", default_pos);
let layer = Layer::Window(id);
let (mut state, _is_new) = match ctx.memory.lock().get_floating(id) {
Some(state) => (state, false),
None => {
let state = State {
pos: default_pos,
size: Vec2::zero(),
};
(state, true)
}
};
state.pos = state.pos.round();
let mut region = Region::new(
ctx.clone(),
layer,
id,
Rect::from_min_size(state.pos, Vec2::infinity()),
);
add_contents(&mut region);
state.size = region.bounding_size().ceil();
let rect = Rect::from_min_size(state.pos, state.size);
let move_interact = ctx.interact(layer, &rect, Some(id.with("move")));
if move_interact.active {
state.pos += ctx.input().mouse_move;
}
// Constrain to screen:
let margin = 32.0;
state.pos = state.pos.max(pos2(margin - state.size.x, 0.0));
state.pos = state.pos.min(pos2(
ctx.input.screen_size.x - margin,
ctx.input.screen_size.y - margin,
));
state.pos = state.pos.round();
if move_interact.active || mouse_pressed_on_floating(ctx, id) {
ctx.memory.lock().move_floating_to_top(id);
}
ctx.memory.lock().set_floating_state(id, state);
}
}
fn mouse_pressed_on_floating(ctx: &Context, id: Id) -> bool {
if let Some(mouse_pos) = ctx.input.mouse_pos {
ctx.input.mouse_pressed && ctx.memory.lock().layer_at(mouse_pos) == Layer::Window(id)
} else {
false
}
}

View File

@@ -0,0 +1,44 @@
//! Frame container
use crate::*;
#[derive(Clone, Debug, Default)]
pub struct Frame {}
impl Frame {
pub fn show(self, region: &mut Region, add_contents: impl FnOnce(&mut Region)) {
let style = region.style();
let margin = style.window_padding;
let outer_pos = region.cursor();
let inner_rect =
Rect::from_min_size(outer_pos + margin, region.available_space() - 2.0 * margin);
let where_to_put_background = region.paint_list_len();
let mut child_region = region.child_region(inner_rect);
add_contents(&mut child_region);
// TODO: handle the last item_spacing in a nicer way
let inner_size = child_region.bounding_size();
let inner_size = inner_size.ceil(); // TODO: round to pixel
let outer_rect = Rect::from_min_size(outer_pos, margin + inner_size + margin);
let corner_radius = style.window.corner_radius;
let fill_color = style.background_fill_color();
region.insert_paint_cmd(
where_to_put_background,
PaintCmd::Rect {
corner_radius,
fill_color: Some(fill_color),
outline: Some(Outline::new(1.0, color::WHITE)),
rect: outer_rect,
},
);
// TODO: move up corsor?
region
.child_bounds
.extend_with(child_region.child_bounds.max + margin);
}
}

View File

@@ -0,0 +1,217 @@
#![allow(unused_variables)] // TODO
use crate::*;
#[derive(Clone, Copy, Debug)]
pub struct State {
pub size: Vec2,
}
#[derive(Clone, Copy, Debug)]
pub struct Resize {
/// If false, we are no enabled
resizable: bool,
// Will still try to stay within parent region bounds
min_size: Vec2,
max_size: Vec2,
default_size: Vec2,
// If true, won't allow you to make window so big that it creates spacing
auto_shrink_width: bool,
auto_shrink_height: bool,
// If true, won't allow you to resize smaller than that everything fits.
expand_width_to_fit_content: bool,
expand_height_to_fit_content: bool,
handle_offset: Vec2,
}
impl Default for Resize {
fn default() -> Self {
Self {
resizable: true,
min_size: Vec2::splat(32.0),
max_size: Vec2::infinity(),
default_size: vec2(f32::INFINITY, 200.0), // TODO
auto_shrink_width: false,
auto_shrink_height: false,
expand_width_to_fit_content: true,
expand_height_to_fit_content: true,
handle_offset: Default::default(),
}
}
}
impl Resize {
pub fn default_height(mut self, height: f32) -> Self {
self.default_size.y = height;
self
}
pub fn default_size(mut self, default_size: Vec2) -> Self {
self.default_size = default_size;
self
}
pub fn min_size(mut self, min_size: Vec2) -> Self {
self.min_size = min_size;
self
}
pub fn max_size(mut self, max_size: Vec2) -> Self {
self.max_size = max_size;
self
}
/// Can you resize it with the mouse?
/// Note that a window can still auto-resize
pub fn resizable(mut self, resizable: bool) -> Self {
self.resizable = resizable;
self
}
pub fn fixed_size(mut self, size: Vec2) -> Self {
self.auto_shrink_width = false;
self.auto_shrink_height = false;
self.expand_width_to_fit_content = false;
self.expand_height_to_fit_content = false;
self.default_size = size;
self.min_size = size;
self.max_size = size;
self.resizable = false;
self
}
pub fn as_wide_as_possible(mut self) -> Self {
self.min_size.x = f32::INFINITY;
self
}
/// true: prevent from resizing to smaller than contents.
/// false: allow shrinking to smaller than contents.
pub fn auto_expand(mut self, auto_expand: bool) -> Self {
self.expand_width_to_fit_content = auto_expand;
self.expand_height_to_fit_content = auto_expand;
self
}
/// Offset the position of the resize handle by this much
pub fn handle_offset(mut self, handle_offset: Vec2) -> Self {
self.handle_offset = handle_offset;
self
}
pub fn auto_shrink_width(mut self, auto_shrink_width: bool) -> Self {
self.auto_shrink_width = auto_shrink_width;
self
}
pub fn auto_shrink_height(mut self, auto_shrink_height: bool) -> Self {
self.auto_shrink_height = auto_shrink_height;
self
}
}
// TODO: a common trait for Things that follow this pattern
impl Resize {
pub fn show(mut self, region: &mut Region, add_contents: impl FnOnce(&mut Region)) {
if !self.resizable {
return add_contents(region);
}
let id = region.make_child_id("scroll");
self.min_size = self.min_size.min(region.available_space());
self.max_size = self.max_size.min(region.available_space());
self.max_size = self.max_size.max(self.min_size);
let (is_new, mut state) = match region.memory().resize.get(&id) {
Some(state) => (false, state.clone()),
None => {
let default_size = self.default_size.clamp(self.min_size..=self.max_size);
(true, State { size: default_size })
}
};
state.size = state.size.clamp(self.min_size..=self.max_size);
let position = region.cursor();
// Resize-corner:
let corner_size = Vec2::splat(16.0); // TODO: style
let corner_rect = Rect::from_min_size(
position + state.size + self.handle_offset - corner_size,
corner_size,
);
let corner_interact = region.interact_rect(&corner_rect, id.with("corner"));
if corner_interact.active {
if let Some(mouse_pos) = region.input().mouse_pos {
state.size = mouse_pos - position + 0.5 * corner_interact.rect.size();
// We don't clamp to max size, because we want to be able to push against outer bounds.
// For instance, if we are inside a bigger Resize region, we want to expand that.
// state.size = state.size.clamp(self.min_size..=self.max_size);
state.size = state.size.max(self.min_size);
}
}
// ------------------------------
let inner_rect = Rect::from_min_size(region.cursor(), state.size);
let desired_size = {
let mut contents_region = region.child_region(inner_rect);
add_contents(&mut contents_region);
contents_region.bounding_size()
};
let desired_size = desired_size.ceil(); // Avoid rounding errors in math
// ------------------------------
if self.auto_shrink_width {
state.size.x = state.size.x.min(desired_size.x);
}
if self.auto_shrink_height {
state.size.y = state.size.y.min(desired_size.y);
}
if self.expand_width_to_fit_content || is_new {
state.size.x = state.size.x.max(desired_size.x);
}
if self.expand_height_to_fit_content || is_new {
state.size.y = state.size.y.max(desired_size.y);
}
state.size = state.size.max(self.min_size);
// state.size = state.size.clamp(self.min_size..=self.max_size);
state.size = state.size.round(); // TODO: round to pixels
region.reserve_space_without_padding(state.size);
// ------------------------------
paint_resize_corner(region, &corner_rect, &corner_interact);
if corner_interact.hovered || corner_interact.active {
region.ctx().output.lock().cursor_icon = CursorIcon::ResizeNwSe;
}
region.memory().resize.insert(id, state);
}
}
fn paint_resize_corner(region: &mut Region, rect: &Rect, interact: &InteractInfo) {
let color = region.style().interact_stroke_color(&interact);
let width = region.style().interact_stroke_width(&interact);
let corner = rect.right_bottom().round(); // TODO: round to pixels
let mut w = 2.0;
while w < 12.0 {
region.add_paint_cmd(PaintCmd::line_segment(
(pos2(corner.x - w, corner.y), pos2(corner.x, corner.y - w)),
color,
width,
));
w += 4.0;
}
}

View File

@@ -0,0 +1,160 @@
use crate::*;
#[derive(Clone, Copy, Debug, Default)]
pub struct State {
/// Positive offset means scrolling down/right
pub offset: Vec2,
}
pub struct ScrollArea {
max_height: f32,
}
impl Default for ScrollArea {
fn default() -> Self {
Self { max_height: 200.0 }
}
}
impl ScrollArea {
pub fn max_height(mut self, max_height: f32) -> Self {
self.max_height = max_height;
self
}
}
impl ScrollArea {
pub fn show(self, outer_region: &mut Region, add_contents: impl FnOnce(&mut Region)) {
let ctx = outer_region.ctx().clone();
let scroll_area_id = outer_region.id.with("scroll_area");
let mut state = ctx
.memory
.lock()
.scroll_areas
.get(&scroll_area_id)
.cloned()
.unwrap_or_default();
// content: size of contents (generally large)
// outer: size of scroll area including scroll bar(s)
// inner: excluding scroll bar(s). The area we clip the contents to.
let scroll_bar_width = 16.0;
let outer_size = vec2(outer_region.available_width(), self.max_height);
let outer_rect = Rect::from_min_size(outer_region.cursor, outer_size);
let inner_size = outer_size - vec2(scroll_bar_width, 0.0);
let inner_rect = Rect::from_min_size(outer_region.cursor, inner_size);
let mut content_region =
outer_region.child_region(Rect::from_min_size(outer_region.cursor(), inner_size));
content_region.cursor -= state.offset;
content_region.desired_rect = content_region.desired_rect.translate(-state.offset);
add_contents(&mut content_region);
let content_size = content_region.bounding_size();
let content_interact = ctx.interact(
outer_region.layer,
&inner_rect,
Some(scroll_area_id.with("area")),
);
if content_interact.active {
// Dragging scroll area to scroll:
state.offset.y -= ctx.input.mouse_move.y;
}
// TODO: check that nothing else is being inteacted with
if ctx.contains_mouse_pos(outer_region.layer, &outer_rect)
&& ctx.memory.lock().active_id.is_none()
{
state.offset.y -= ctx.input.scroll_delta.y;
}
let show_scroll = content_size.y > inner_size.y;
if show_scroll {
let left = inner_rect.right() + 2.0;
let right = outer_rect.right();
let corner_radius = (right - left) / 2.0;
let top = inner_rect.top();
let bottom = inner_rect.bottom();
let outer_scroll_rect = Rect::from_min_max(
pos2(left, inner_rect.top()),
pos2(right, inner_rect.bottom()),
);
let from_content =
|content_y| remap_clamp(content_y, 0.0..=content_size.y, top..=bottom);
let handle_rect = Rect::from_min_max(
pos2(left, from_content(state.offset.y)),
pos2(right, from_content(state.offset.y + inner_rect.height())),
);
// intentionally use same id for inside and outside of handle
let interact_id = Some(scroll_area_id.with("vertical"));
let handle_interact = ctx.interact(outer_region.layer, &handle_rect, interact_id);
if let Some(mouse_pos) = ctx.input.mouse_pos {
if handle_interact.active {
if inner_rect.top() <= mouse_pos.y && mouse_pos.y <= inner_rect.bottom() {
state.offset.y +=
ctx.input.mouse_move.y * content_size.y / inner_rect.height();
}
} else {
// Check for mouse down outside handle:
let scroll_bg_interact =
ctx.interact(outer_region.layer, &outer_scroll_rect, interact_id);
if scroll_bg_interact.active {
// Center scroll at mouse pos:
let mpos_top = mouse_pos.y - handle_rect.height() / 2.0;
state.offset.y = remap(mpos_top, top..=bottom, 0.0..=content_size.y);
}
}
}
state.offset.y = state.offset.y.max(0.0);
state.offset.y = state.offset.y.min(content_size.y - inner_rect.height());
// Avoid frame-delay by calculating a new handle rect:
let handle_rect = Rect::from_min_max(
pos2(left, from_content(state.offset.y)),
pos2(right, from_content(state.offset.y + inner_rect.height())),
);
let style = outer_region.style();
let handle_fill_color = style.interact_fill_color(&handle_interact);
let handle_outline = style.interact_outline(&handle_interact);
outer_region.add_paint_cmd(PaintCmd::Rect {
rect: outer_scroll_rect,
corner_radius,
fill_color: Some(color::BLACK),
outline: None,
});
outer_region.add_paint_cmd(PaintCmd::Rect {
rect: handle_rect.expand(-2.0),
corner_radius,
fill_color: handle_fill_color,
outline: handle_outline,
});
}
let size = content_size.min(content_region.clip_rect.size());
outer_region.reserve_space_without_padding(size);
state.offset.y = state.offset.y.max(0.0);
state.offset.y = state.offset.y.min(content_size.y - inner_rect.height());
outer_region
.ctx()
.memory
.lock()
.scroll_areas
.insert(scroll_area_id, state);
}
}

View File

@@ -0,0 +1,80 @@
use std::sync::Arc;
use crate::{widgets::*, *};
use super::*;
// TODO: separate out resizing into a contained and reusable Resize-region.
#[derive(Clone, Debug)]
pub struct Window {
title: String,
floating: Floating,
frame: Frame,
resize: Resize,
}
impl Window {
pub fn new(title: impl Into<String>) -> Self {
let title = title.into();
Self {
title: title.clone(),
floating: Floating::new(title),
frame: Frame::default(),
resize: Resize::default()
.handle_offset(Vec2::splat(4.0))
.auto_shrink_height(true),
}
}
pub fn default_pos(mut self, default_pos: Pos2) -> Self {
self.floating = self.floating.default_pos(default_pos);
self
}
pub fn default_size(mut self, default_size: Vec2) -> Self {
self.resize = self.resize.default_size(default_size);
self
}
pub fn min_size(mut self, min_size: Vec2) -> Self {
self.resize = self.resize.min_size(min_size);
self
}
pub fn max_size(mut self, max_size: Vec2) -> Self {
self.resize = self.resize.max_size(max_size);
self
}
pub fn fixed_size(mut self, size: Vec2) -> Self {
self.resize = self.resize.fixed_size(size);
self
}
/// Can you resize it with the mouse?
/// Note that a window can still auto-resize
pub fn resizable(mut self, resizable: bool) -> Self {
self.resize = self.resize.resizable(resizable);
self
}
}
impl Window {
pub fn show(self, ctx: &Arc<Context>, add_contents: impl FnOnce(&mut Region)) {
let Window {
title,
floating,
frame,
resize,
} = self;
floating.show(ctx, |region| {
frame.show(region, |region| {
resize.show(region, |region| {
region.add(Label::new(title).text_style(TextStyle::Heading));
region.add(Separator::new().line_width(1.0)); // TODO: nicer way to split window title from contents
add_contents(region);
});
});
});
}
}