1
0
mirror of https://github.com/emilk/egui.git synced 2026-06-27 15:13:12 -04:00
Files
egui/egui/src/containers/window.rs
2022-05-21 16:53:25 +02:00

930 lines
31 KiB
Rust

// WARNING: the code in here is horrible. It is a behemoth that needs breaking up into simpler parts.
use crate::collapsing_header::CollapsingState;
use crate::{widget_text::WidgetTextGalley, *};
use epaint::*;
use super::*;
/// Builder for a floating window which can be dragged, closed, collapsed, resized and scrolled (off by default).
///
/// You can customize:
/// * title
/// * default, minimum, maximum and/or fixed size
/// * if the window has a scroll area (off by default)
/// * if the window can be collapsed (minimized) to just the title bar (yes, by default)
/// * if there should be a close button (none by default)
///
/// ```
/// # egui::__run_test_ctx(|ctx| {
/// egui::Window::new("My Window").show(ctx, |ui| {
/// ui.label("Hello World!");
/// });
/// # });
#[must_use = "You should call .show()"]
pub struct Window<'open> {
title: WidgetText,
open: Option<&'open mut bool>,
area: Area,
frame: Option<Frame>,
resize: Resize,
scroll: ScrollArea,
collapsible: bool,
with_title_bar: bool,
}
impl<'open> Window<'open> {
/// The window title is used as a unique [`Id`] and must be unique, and should not change.
/// This is true even if you disable the title bar with `.title_bar(false)`.
/// If you need a changing title, you must call `window.id(…)` with a fixed id.
pub fn new(title: impl Into<WidgetText>) -> Self {
let title = title.into().fallback_text_style(TextStyle::Heading);
let area = Area::new(title.text());
Self {
title,
open: None,
area,
frame: None,
resize: Resize::default()
.with_stroke(false)
.min_size([96.0, 32.0])
.default_size([340.0, 420.0]), // Default inner size of a window
scroll: ScrollArea::neither(),
collapsible: true,
with_title_bar: true,
}
}
/// Assign a unique id to the Window. Required if the title changes, or is shared with another window.
pub fn id(mut self, id: Id) -> Self {
self.area = self.area.id(id);
self
}
/// Call this to add a close-button to the window title bar.
///
/// * If `*open == false`, the window will not be visible.
/// * If `*open == true`, the window will have a close button.
/// * If the close button is pressed, `*open` will be set to `false`.
pub fn open(mut self, open: &'open mut bool) -> Self {
self.open = Some(open);
self
}
/// If `false` the window will be grayed out and non-interactive.
pub fn enabled(mut self, enabled: bool) -> Self {
self.area = self.area.enabled(enabled);
self
}
/// Usage: `Window::new(…).mutate(|w| w.resize = w.resize.auto_expand_width(true))`
/// Not sure this is a good interface for this.
pub fn mutate(mut self, mutate: impl Fn(&mut Self)) -> Self {
mutate(&mut self);
self
}
/// Usage: `Window::new(…).resize(|r| r.auto_expand_width(true))`
/// Not sure this is a good interface for this.
pub fn resize(mut self, mutate: impl Fn(Resize) -> Resize) -> Self {
self.resize = mutate(self.resize);
self
}
/// Change the background color, margins, etc.
pub fn frame(mut self, frame: Frame) -> Self {
self.frame = Some(frame);
self
}
/// Set minimum width of the window.
pub fn min_width(mut self, min_width: f32) -> Self {
self.resize = self.resize.min_width(min_width);
self
}
/// Set minimum height of the window.
pub fn min_height(mut self, min_height: f32) -> Self {
self.resize = self.resize.min_height(min_height);
self
}
/// Set current position of the window.
/// If the window is movable it is up to you to keep track of where it moved to!
pub fn current_pos(mut self, current_pos: impl Into<Pos2>) -> Self {
self.area = self.area.current_pos(current_pos);
self
}
/// Set initial position of the window.
pub fn default_pos(mut self, default_pos: impl Into<Pos2>) -> Self {
self.area = self.area.default_pos(default_pos);
self
}
/// Set anchor and distance.
///
/// An anchor of `Align2::RIGHT_TOP` means "put the right-top corner of the window
/// in the right-top corner of the screen".
///
/// The offset is added to the position, so e.g. an offset of `[-5.0, 5.0]`
/// would move the window left and down from the given anchor.
///
/// Anchoring also makes the window immovable.
///
/// It is an error to set both an anchor and a position.
pub fn anchor(mut self, align: Align2, offset: impl Into<Vec2>) -> Self {
self.area = self.area.anchor(align, offset);
self
}
/// Set initial size of the window.
pub fn default_size(mut self, default_size: impl Into<Vec2>) -> Self {
self.resize = self.resize.default_size(default_size);
self
}
/// Set initial width of the window.
pub fn default_width(mut self, default_width: f32) -> Self {
self.resize = self.resize.default_width(default_width);
self
}
/// Set initial height of the window.
pub fn default_height(mut self, default_height: f32) -> Self {
self.resize = self.resize.default_height(default_height);
self
}
/// Set initial position and size of the window.
pub fn default_rect(self, rect: Rect) -> Self {
self.default_pos(rect.min).default_size(rect.size())
}
/// Sets the window position and prevents it from being dragged around.
pub fn fixed_pos(mut self, pos: impl Into<Pos2>) -> Self {
self.area = self.area.fixed_pos(pos);
self
}
/// Sets the window size and prevents it from being resized by dragging its edges.
pub fn fixed_size(mut self, size: impl Into<Vec2>) -> Self {
self.resize = self.resize.fixed_size(size);
self
}
/// Sets the window pos and size and prevents it from being moved and resized by dragging its edges.
pub fn fixed_rect(self, rect: Rect) -> Self {
self.fixed_pos(rect.min).fixed_size(rect.size())
}
/// Can the user resize the window by dragging its edges?
/// Note that even if you set this to `false` the window may still auto-resize.
pub fn resizable(mut self, resizable: bool) -> Self {
self.resize = self.resize.resizable(resizable);
self
}
/// Can the window be collapsed by clicking on its title?
pub fn collapsible(mut self, collapsible: bool) -> Self {
self.collapsible = collapsible;
self
}
/// Show title bar on top of the window?
/// If `false`, the window will not be collapsible nor have a close-button.
pub fn title_bar(mut self, title_bar: bool) -> Self {
self.with_title_bar = title_bar;
self
}
/// Not resizable, just takes the size of its contents.
/// Also disabled scrolling.
/// Text will not wrap, but will instead make your window width expand.
pub fn auto_sized(mut self) -> Self {
self.resize = self.resize.auto_sized();
self.scroll = ScrollArea::neither();
self
}
/// Enable/disable horizontal/vertical scrolling. `false` by default.
pub fn scroll2(mut self, scroll: [bool; 2]) -> Self {
self.scroll = self.scroll.scroll2(scroll);
self
}
/// Enable/disable horizontal scrolling. `false` by default.
pub fn hscroll(mut self, hscroll: bool) -> Self {
self.scroll = self.scroll.hscroll(hscroll);
self
}
/// Enable/disable vertical scrolling. `false` by default.
pub fn vscroll(mut self, vscroll: bool) -> Self {
self.scroll = self.scroll.vscroll(vscroll);
self
}
/// Constrain the area up to which the window can be dragged.
pub fn drag_bounds(mut self, bounds: Rect) -> Self {
self.area = self.area.drag_bounds(bounds);
self
}
}
impl<'open> Window<'open> {
/// Returns `None` if the window is not open (if [`Window::open`] was called with `&mut false`).
/// Returns `Some(InnerResponse { inner: None })` if the window is collapsed.
#[inline]
pub fn show<R>(
self,
ctx: &Context,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> Option<InnerResponse<Option<R>>> {
self.show_dyn(ctx, Box::new(add_contents))
}
fn show_dyn<'c, R>(
self,
ctx: &Context,
add_contents: Box<dyn FnOnce(&mut Ui) -> R + 'c>,
) -> Option<InnerResponse<Option<R>>> {
let Window {
title,
open,
area,
frame,
resize,
scroll,
collapsible,
with_title_bar,
} = self;
let frame = frame.unwrap_or_else(|| Frame::window(&ctx.style()));
let is_open = !matches!(open, Some(false)) || ctx.memory().everything_is_visible();
area.show_open_close_animation(ctx, &frame, is_open);
if !is_open {
return None;
}
let area_id = area.id;
let area_layer_id = area.layer();
let resize_id = area_id.with("resize");
let mut collapsing =
CollapsingState::load_with_default_open(ctx, area_id.with("collapsing"), true);
let is_collapsed = with_title_bar && !collapsing.is_open();
let possible = PossibleInteractions::new(&area, &resize, is_collapsed);
let area = area.movable(false); // We move it manually, or the area will move the window when we want to resize it
let resize = resize.resizable(false); // We move it manually
let mut resize = resize.id(resize_id);
let mut area = area.begin(ctx);
let title_content_spacing = 2.0 * ctx.style().spacing.item_spacing.y;
// First interact (move etc) to avoid frame delay:
let last_frame_outer_rect = area.state().rect();
let interaction = if possible.movable || possible.resizable() {
window_interaction(
ctx,
possible,
area_layer_id,
area_id.with("frame_resize"),
last_frame_outer_rect,
)
.and_then(|window_interaction| {
// Calculate roughly how much larger the window size is compared to the inner rect
let title_bar_height = if with_title_bar {
let style = ctx.style();
title.font_height(&ctx.fonts(), &style) + title_content_spacing
} else {
0.0
};
let margins = frame.outer_margin.sum()
+ frame.inner_margin.sum()
+ vec2(0.0, title_bar_height);
interact(
window_interaction,
ctx,
margins,
area_layer_id,
&mut area,
resize_id,
)
})
} else {
None
};
let hover_interaction = resize_hover(ctx, possible, area_layer_id, last_frame_outer_rect);
let mut area_content_ui = area.content_ui(ctx);
let content_inner = {
// BEGIN FRAME --------------------------------
let frame_stroke = frame.stroke;
let mut frame = frame.begin(&mut area_content_ui);
let show_close_button = open.is_some();
let title_bar = if with_title_bar {
let title_bar = show_title_bar(
&mut frame.content_ui,
title,
show_close_button,
&mut collapsing,
collapsible,
);
resize.min_size.x = resize.min_size.x.at_least(title_bar.rect.width()); // Prevent making window smaller than title bar width
Some(title_bar)
} else {
None
};
let (content_inner, content_response) = collapsing
.show_body_unindented(&mut frame.content_ui, |ui| {
resize.show(ui, |ui| {
if title_bar.is_some() {
ui.add_space(title_content_spacing);
}
if scroll.has_any_bar() {
scroll.show(ui, add_contents).inner
} else {
add_contents(ui)
}
})
})
.map_or((None, None), |ir| (Some(ir.inner), Some(ir.response)));
let outer_rect = frame.end(&mut area_content_ui).rect;
paint_resize_corner(&mut area_content_ui, &possible, outer_rect, frame_stroke);
// END FRAME --------------------------------
if let Some(title_bar) = title_bar {
title_bar.ui(
&mut area_content_ui,
outer_rect,
&content_response,
open,
&mut collapsing,
collapsible,
);
}
collapsing.store(ctx);
if let Some(interaction) = interaction {
paint_frame_interaction(
&mut area_content_ui,
outer_rect,
interaction,
ctx.style().visuals.widgets.active,
);
} else if let Some(hover_interaction) = hover_interaction {
if ctx.input().pointer.has_pointer() {
paint_frame_interaction(
&mut area_content_ui,
outer_rect,
hover_interaction,
ctx.style().visuals.widgets.hovered,
);
}
}
content_inner
};
area.state_mut().pos = ctx
.constrain_window_rect_to_area(area.state().rect(), area.drag_bounds())
.min;
let full_response = area.end(ctx, area_content_ui);
let inner_response = InnerResponse {
inner: content_inner,
response: full_response,
};
Some(inner_response)
}
}
fn paint_resize_corner(
ui: &mut Ui,
possible: &PossibleInteractions,
outer_rect: Rect,
stroke: Stroke,
) {
let corner = if possible.resize_right && possible.resize_bottom {
Align2::RIGHT_BOTTOM
} else if possible.resize_left && possible.resize_bottom {
Align2::LEFT_BOTTOM
} else if possible.resize_left && possible.resize_top {
Align2::LEFT_TOP
} else if possible.resize_right && possible.resize_top {
Align2::RIGHT_TOP
} else {
return;
};
let corner_size = Vec2::splat(ui.visuals().resize_corner_size);
let corner_rect = corner.align_size_within_rect(corner_size, outer_rect);
let corner_rect = corner_rect.translate(-2.0 * corner.to_sign()); // move away from corner
crate::resize::paint_resize_corner_with_style(ui, &corner_rect, stroke, corner);
}
// ----------------------------------------------------------------------------
#[derive(Clone, Copy, Debug)]
struct PossibleInteractions {
movable: bool,
// Which sides can we drag to resize?
resize_left: bool,
resize_right: bool,
resize_top: bool,
resize_bottom: bool,
}
impl PossibleInteractions {
fn new(area: &Area, resize: &Resize, is_collapsed: bool) -> Self {
let movable = area.is_enabled() && area.is_movable();
let resizable = area.is_enabled() && resize.is_resizable() && !is_collapsed;
let pivot = area.get_pivot();
Self {
movable,
resize_left: resizable && (movable || pivot.x() != Align::LEFT),
resize_right: resizable && (movable || pivot.x() != Align::RIGHT),
resize_top: resizable && (movable || pivot.y() != Align::TOP),
resize_bottom: resizable && (movable || pivot.y() != Align::BOTTOM),
}
}
pub fn resizable(&self) -> bool {
self.resize_left || self.resize_right || self.resize_top || self.resize_bottom
}
}
/// Either a move or resize
#[derive(Clone, Copy, Debug)]
pub(crate) struct WindowInteraction {
pub(crate) area_layer_id: LayerId,
pub(crate) start_rect: Rect,
pub(crate) left: bool,
pub(crate) right: bool,
pub(crate) top: bool,
pub(crate) bottom: bool,
}
impl WindowInteraction {
pub fn set_cursor(&self, ctx: &Context) {
if (self.left && self.top) || (self.right && self.bottom) {
ctx.output().cursor_icon = CursorIcon::ResizeNwSe;
} else if (self.right && self.top) || (self.left && self.bottom) {
ctx.output().cursor_icon = CursorIcon::ResizeNeSw;
} else if self.left || self.right {
ctx.output().cursor_icon = CursorIcon::ResizeHorizontal;
} else if self.bottom || self.top {
ctx.output().cursor_icon = CursorIcon::ResizeVertical;
}
}
pub fn is_resize(&self) -> bool {
self.left || self.right || self.top || self.bottom
}
}
fn interact(
window_interaction: WindowInteraction,
ctx: &Context,
margins: Vec2,
area_layer_id: LayerId,
area: &mut area::Prepared,
resize_id: Id,
) -> Option<WindowInteraction> {
let new_rect = move_and_resize_window(ctx, &window_interaction)?;
let new_rect = ctx.round_rect_to_pixels(new_rect);
let new_rect = ctx.constrain_window_rect_to_area(new_rect, area.drag_bounds());
// TODO(emilk): add this to a Window state instead as a command "move here next frame"
area.state_mut().pos = new_rect.min;
if window_interaction.is_resize() {
if let Some(mut state) = resize::State::load(ctx, resize_id) {
state.requested_size = Some(new_rect.size() - margins);
state.store(ctx, resize_id);
}
}
ctx.memory().areas.move_to_top(area_layer_id);
Some(window_interaction)
}
fn move_and_resize_window(ctx: &Context, window_interaction: &WindowInteraction) -> Option<Rect> {
window_interaction.set_cursor(ctx);
// Only move/resize windows with primary mouse button:
if !ctx.input().pointer.primary_down() {
return None;
}
let pointer_pos = ctx.input().pointer.interact_pos()?;
let mut rect = window_interaction.start_rect; // prevent drift
if window_interaction.is_resize() {
if window_interaction.left {
rect.min.x = ctx.round_to_pixel(pointer_pos.x);
} else if window_interaction.right {
rect.max.x = ctx.round_to_pixel(pointer_pos.x);
}
if window_interaction.top {
rect.min.y = ctx.round_to_pixel(pointer_pos.y);
} else if window_interaction.bottom {
rect.max.y = ctx.round_to_pixel(pointer_pos.y);
}
} else {
// Movement.
// We do window interaction first (to avoid frame delay),
// but we want anything interactive in the window (e.g. slider) to steal
// the drag from us. It is therefor important not to move the window the first frame,
// but instead let other widgets to the steal. HACK.
if !ctx.input().pointer.any_pressed() {
let press_origin = ctx.input().pointer.press_origin()?;
let delta = pointer_pos - press_origin;
rect = rect.translate(delta);
}
}
Some(rect)
}
/// Returns `Some` if there is a move or resize
fn window_interaction(
ctx: &Context,
possible: PossibleInteractions,
area_layer_id: LayerId,
id: Id,
rect: Rect,
) -> Option<WindowInteraction> {
{
let drag_id = ctx.memory().interaction.drag_id;
if drag_id.is_some() && drag_id != Some(id) {
return None;
}
}
let mut window_interaction = { ctx.memory().window_interaction };
if window_interaction.is_none() {
if let Some(hover_window_interaction) = resize_hover(ctx, possible, area_layer_id, rect) {
hover_window_interaction.set_cursor(ctx);
if ctx.input().pointer.any_pressed() && ctx.input().pointer.primary_down() {
ctx.memory().interaction.drag_id = Some(id);
ctx.memory().interaction.drag_is_window = true;
window_interaction = Some(hover_window_interaction);
ctx.memory().window_interaction = window_interaction;
}
}
}
if let Some(window_interaction) = window_interaction {
let is_active = ctx.memory().interaction.drag_id == Some(id);
if is_active && window_interaction.area_layer_id == area_layer_id {
return Some(window_interaction);
}
}
None
}
fn resize_hover(
ctx: &Context,
possible: PossibleInteractions,
area_layer_id: LayerId,
rect: Rect,
) -> Option<WindowInteraction> {
let pointer = ctx.input().pointer.interact_pos()?;
if ctx.input().pointer.any_down() && !ctx.input().pointer.any_pressed() {
return None; // already dragging (something)
}
if let Some(top_layer_id) = ctx.layer_id_at(pointer) {
if top_layer_id != area_layer_id && top_layer_id.order != Order::Background {
return None; // Another window is on top here
}
}
if ctx.memory().interaction.drag_interest {
// Another widget will become active if we drag here
return None;
}
let side_grab_radius = ctx.style().interaction.resize_grab_radius_side;
let corner_grab_radius = ctx.style().interaction.resize_grab_radius_corner;
if !rect.expand(side_grab_radius).contains(pointer) {
return None;
}
let mut left = possible.resize_left && (rect.left() - pointer.x).abs() <= side_grab_radius;
let mut right = possible.resize_right && (rect.right() - pointer.x).abs() <= side_grab_radius;
let mut top = possible.resize_top && (rect.top() - pointer.y).abs() <= side_grab_radius;
let mut bottom =
possible.resize_bottom && (rect.bottom() - pointer.y).abs() <= side_grab_radius;
if possible.resize_right
&& possible.resize_bottom
&& rect.right_bottom().distance(pointer) < corner_grab_radius
{
right = true;
bottom = true;
}
if possible.resize_right
&& possible.resize_top
&& rect.right_top().distance(pointer) < corner_grab_radius
{
right = true;
top = true;
}
if possible.resize_left
&& possible.resize_top
&& rect.left_top().distance(pointer) < corner_grab_radius
{
left = true;
top = true;
}
if possible.resize_left
&& possible.resize_bottom
&& rect.left_bottom().distance(pointer) < corner_grab_radius
{
left = true;
bottom = true;
}
let any_resize = left || right || top || bottom;
if !any_resize && !possible.movable {
return None;
}
if any_resize || possible.movable {
Some(WindowInteraction {
area_layer_id,
start_rect: rect,
left,
right,
top,
bottom,
})
} else {
None
}
}
/// Fill in parts of the window frame when we resize by dragging that part
fn paint_frame_interaction(
ui: &mut Ui,
rect: Rect,
interaction: WindowInteraction,
visuals: style::WidgetVisuals,
) {
use epaint::tessellator::path::add_circle_quadrant;
let rounding = ui.visuals().window_rounding;
let Rect { min, max } = rect;
let mut points = Vec::new();
if interaction.right && !interaction.bottom && !interaction.top {
points.push(pos2(max.x, min.y + rounding.ne));
points.push(pos2(max.x, max.y - rounding.se));
}
if interaction.right && interaction.bottom {
points.push(pos2(max.x, min.y + rounding.ne));
points.push(pos2(max.x, max.y - rounding.se));
add_circle_quadrant(
&mut points,
pos2(max.x - rounding.se, max.y - rounding.se),
rounding.se,
0.0,
);
}
if interaction.bottom {
points.push(pos2(max.x - rounding.se, max.y));
points.push(pos2(min.x + rounding.sw, max.y));
}
if interaction.left && interaction.bottom {
add_circle_quadrant(
&mut points,
pos2(min.x + rounding.sw, max.y - rounding.sw),
rounding.sw,
1.0,
);
}
if interaction.left {
points.push(pos2(min.x, max.y - rounding.sw));
points.push(pos2(min.x, min.y + rounding.nw));
}
if interaction.left && interaction.top {
add_circle_quadrant(
&mut points,
pos2(min.x + rounding.nw, min.y + rounding.nw),
rounding.nw,
2.0,
);
}
if interaction.top {
points.push(pos2(min.x + rounding.nw, min.y));
points.push(pos2(max.x - rounding.ne, min.y));
}
if interaction.right && interaction.top {
add_circle_quadrant(
&mut points,
pos2(max.x - rounding.ne, min.y + rounding.ne),
rounding.ne,
3.0,
);
points.push(pos2(max.x, min.y + rounding.ne));
points.push(pos2(max.x, max.y - rounding.se));
}
ui.painter().add(Shape::line(points, visuals.bg_stroke));
}
// ----------------------------------------------------------------------------
struct TitleBar {
/// A title Id used for dragging windows
id: Id,
/// Prepared text in the title
title_galley: WidgetTextGalley,
/// Size of the title bar in a collapsed state (if window is collapsible),
/// which includes all necessary space for showing the expand button, the
/// title and the close button.
min_rect: Rect,
/// Size of the title bar in an expanded state. This size become known only
/// after expanding window and painting its content
rect: Rect,
}
fn show_title_bar(
ui: &mut Ui,
title: WidgetText,
show_close_button: bool,
collapsing: &mut CollapsingState,
collapsible: bool,
) -> TitleBar {
let inner_response = ui.horizontal(|ui| {
let height = title
.font_height(&ui.fonts(), ui.style())
.max(ui.spacing().interact_size.y);
ui.set_min_height(height);
let item_spacing = ui.spacing().item_spacing;
let button_size = Vec2::splat(ui.spacing().icon_width);
let pad = (height - button_size.y) / 2.0; // calculated so that the icon is on the diagonal (if window padding is symmetrical)
if collapsible {
ui.add_space(pad);
collapsing.show_default_button_with_size(ui, button_size);
}
let title_galley = title.into_galley(ui, Some(false), f32::INFINITY, TextStyle::Heading);
let minimum_width = if collapsible || show_close_button {
// If at least one button is shown we make room for both buttons (since title is centered):
2.0 * (pad + button_size.x + item_spacing.x) + title_galley.size().x
} else {
pad + title_galley.size().x + pad
};
let min_rect = Rect::from_min_size(ui.min_rect().min, vec2(minimum_width, height));
let id = ui.advance_cursor_after_rect(min_rect);
TitleBar {
id,
title_galley,
min_rect,
rect: Rect::NAN, // Will be filled in later
}
});
let title_bar = inner_response.inner;
let rect = inner_response.response.rect;
TitleBar { rect, ..title_bar }
}
impl TitleBar {
/// Finishes painting of the title bar when the window content size already known.
///
/// # Parameters
///
/// - `ui`:
/// - `outer_rect`:
/// - `content_response`: if `None`, window is collapsed at this frame, otherwise contains
/// a result of rendering the window content
/// - `open`: if `None`, no "Close" button will be rendered, otherwise renders and processes
/// the "Close" button and writes a `false` if window was closed
/// - `collapsing`: holds the current expanding state. Can be changed by double click on the
/// title if `collapsible` is `true`
/// - `collapsible`: if `true`, double click on the title bar will be handled for a change
/// of `collapsing` state
fn ui(
mut self,
ui: &mut Ui,
outer_rect: Rect,
content_response: &Option<Response>,
open: Option<&mut bool>,
collapsing: &mut CollapsingState,
collapsible: bool,
) {
if let Some(content_response) = &content_response {
// Now we know how large we got to be:
self.rect.max.x = self.rect.max.x.max(content_response.rect.max.x);
}
if let Some(open) = open {
// Add close button now that we know our full width:
if self.close_button_ui(ui).clicked() {
*open = false;
}
}
let full_top_rect = Rect::from_x_y_ranges(self.rect.x_range(), self.min_rect.y_range());
let text_pos =
emath::align::center_size_in_rect(self.title_galley.size(), full_top_rect).left_top();
let text_pos = text_pos - self.title_galley.galley().rect.min.to_vec2();
let text_pos = text_pos - 1.5 * Vec2::Y; // HACK: center on x-height of text (looks better)
self.title_galley.paint_with_fallback_color(
ui.painter(),
text_pos,
ui.visuals().text_color(),
);
if let Some(content_response) = &content_response {
// paint separator between title and content:
let y = content_response.rect.top() + ui.spacing().item_spacing.y * 0.5;
// let y = lerp(self.rect.bottom()..=content_response.rect.top(), 0.5);
let stroke = ui.visuals().widgets.noninteractive.bg_stroke;
ui.painter().hline(outer_rect.x_range(), y, stroke);
}
if ui
.interact(self.rect, self.id, Sense::click())
.double_clicked()
&& collapsible
{
collapsing.toggle(ui);
}
}
/// Paints the "Close" button at the right side of the title bar
/// and processes clicks on it.
///
/// The button is square and its size is determined by the
/// [`crate::style::Spacing::icon_width`] setting.
fn close_button_ui(&self, ui: &mut Ui) -> Response {
let button_size = Vec2::splat(ui.spacing().icon_width);
let pad = (self.rect.height() - button_size.y) / 2.0; // calculated so that the icon is on the diagonal (if window padding is symmetrical)
let button_rect = Rect::from_min_size(
pos2(
self.rect.right() - pad - button_size.x,
self.rect.center().y - 0.5 * button_size.y,
),
button_size,
);
close_button(ui, button_rect)
}
}
/// Paints the "Close" button of the window and processes clicks on it.
///
/// The close button is just an `X` symbol painted by a current stroke
/// for foreground elements (such as a label text).
///
/// # Parameters
/// - `ui`:
/// - `rect`: The rectangular area to fit the button in
///
/// Returns the result of a click on a button if it was pressed
fn close_button(ui: &mut Ui, rect: Rect) -> Response {
let close_id = ui.auto_id_with("window_close_button");
let response = ui.interact(rect, close_id, Sense::click());
ui.expand_to_include_rect(response.rect);
let visuals = ui.style().interact(&response);
let rect = rect.shrink(2.0).expand(visuals.expansion);
let stroke = visuals.fg_stroke;
ui.painter() // paints \
.line_segment([rect.left_top(), rect.right_bottom()], stroke);
ui.painter() // paints /
.line_segment([rect.right_top(), rect.left_bottom()], stroke);
response
}