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https://github.com/emilk/egui.git
synced 2026-08-31 22:00:03 -04:00
Implement window resizing
This commit is contained in:
@@ -1,6 +1,6 @@
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use std::sync::Arc;
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use crate::{layout::Direction, widgets::Label, *};
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use crate::{layout::Direction, mesher::Path, widgets::Label, *};
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#[derive(Clone, Copy, Debug)]
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pub struct WindowState {
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@@ -8,12 +8,32 @@ pub struct WindowState {
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pub rect: Rect,
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}
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#[derive(Clone, Debug, Default)]
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#[derive(Clone, Debug)]
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pub struct Window {
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/// The title of the window and by default the source of its identity.
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title: String,
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/// Put the window here the first time
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default_pos: Option<Pos2>,
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resizeable: bool,
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// If true, won't allow you to make window so big that it creates spacing
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shrink_to_fit_content: bool,
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// If true, won't allow you to resize smaller than that everything fits.
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expand_to_fit_content: bool,
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}
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impl Default for Window {
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fn default() -> Self {
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Self {
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title: "".to_owned(),
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default_pos: None,
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resizeable: true,
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shrink_to_fit_content: false, // Normally you want this when resizable = false
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expand_to_fit_content: true,
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}
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}
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}
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impl Window {
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@@ -29,21 +49,24 @@ impl Window {
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self
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}
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pub fn resizeable(mut self, resizeable: bool) -> Self {
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self.resizeable = resizeable;
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self
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}
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pub fn show<F>(self, ctx: &Arc<Context>, add_contents: F)
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where
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F: FnOnce(&mut Region),
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{
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let default_pos = self.default_pos.unwrap_or(pos2(100.0, 100.0)); // TODO
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let default_size = vec2(200.0, 50.0); // TODO
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let id = ctx.make_unique_id(&self.title, default_pos);
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let mut state = ctx.memory.lock().get_or_create_window(
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id,
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Rect::from_min_size(
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default_pos,
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vec2(200.0, 200.0), // TODO
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),
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);
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let mut state = ctx
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.memory
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.lock()
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.get_or_create_window(id, Rect::from_min_size(default_pos, default_size));
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let layer = Layer::Window(id);
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let where_to_put_background = ctx.graphics.lock().layer(layer).len();
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@@ -60,7 +83,7 @@ impl Window {
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align: Align::Min,
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cursor: state.rect.min() + window_padding,
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bounding_size: vec2(0.0, 0.0),
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available_space: vec2(ctx.input.screen_size.x.min(350.0), std::f32::INFINITY), // TODO: window.width
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available_space: state.rect.size() - 2.0 * window_padding,
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};
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// Show top bar:
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@@ -72,28 +95,74 @@ impl Window {
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// TODO: handle the last item_spacing in a nicer way
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let inner_size = contents_region.bounding_size - style.item_spacing;
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let outer_size = inner_size + 2.0 * window_padding;
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let inner_size = inner_size.ceil(); // Avoid rounding errors in math
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let desired_outer_size = inner_size + 2.0 * window_padding;
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let mut new_outer_size = state.rect.size();
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state.rect = Rect::from_min_size(state.rect.min(), outer_size);
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if self.shrink_to_fit_content {
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new_outer_size = new_outer_size.min(desired_outer_size);
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}
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if self.expand_to_fit_content {
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new_outer_size = new_outer_size.max(desired_outer_size);
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}
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state.rect = Rect::from_min_size(state.rect.min(), new_outer_size);
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let mut graphics = ctx.graphics.lock();
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let corner_radius = style.window.corner_radius;
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graphics.layer(layer).insert(
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where_to_put_background,
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PaintCmd::Rect {
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corner_radius: 5.0,
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corner_radius,
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fill_color: Some(style.background_fill_color()),
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outline: Some(Outline::new(1.0, color::WHITE)),
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rect: state.rect,
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},
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);
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let interact = ctx.interact(layer, state.rect, Some(id));
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if interact.active {
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let corner_interact = if self.resizeable {
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// Resize-corner:
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let mut path = Path::default();
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let quadrant = 0.0; // Bottom-right
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let corner_center = state.rect.max() - Vec2::splat(corner_radius);
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let corner_rect = Rect::from_min_size(corner_center, Vec2::splat(corner_radius));
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let corner_interact = ctx.interact(layer, corner_rect, Some(id.with(&"corner")));
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// TODO: Path::circle_sector() or something
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path.add_point(corner_center, vec2(0.0, -1.0));
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path.add_point(corner_center + vec2(corner_radius, 0.0), vec2(0.0, -1.0));
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path.add_circle_quadrant(corner_center, corner_radius, quadrant);
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path.add_point(corner_center + vec2(0.0, corner_radius), vec2(-1.0, 0.0));
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path.add_point(corner_center, vec2(-1.0, 0.0));
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graphics.layer(layer).insert(
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where_to_put_background + 1,
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PaintCmd::Path {
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path,
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closed: true,
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fill_color: style.interact_fill_color(&corner_interact),
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outline: style.interact_outline(&corner_interact),
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},
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);
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corner_interact
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} else {
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InteractInfo::default()
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};
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let win_interact = ctx.interact(layer, state.rect, Some(id.with(&"window")));
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if corner_interact.active {
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let new_size = state.rect.size() + ctx.input().mouse_move;
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let new_size = new_size.max(Vec2::splat(0.0));
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state.rect = Rect::from_min_size(state.rect.min(), new_size);
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} else if win_interact.active {
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state.rect = state.rect.translate(ctx.input().mouse_move);
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}
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let mut memory = ctx.memory.lock();
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if interact.active || interact.clicked {
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if win_interact.active || corner_interact.active {
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memory.move_window_to_top(id);
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}
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memory.set_window_state(id, state);
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