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layout.rs
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use egui::{Pos2, Rect, Response, Sense, Ui};
#[derive(Clone, Copy)]
pub(crate) enum CellSize {
/// Absolute size in points
Absolute(f32),
/// Take all available space
Remainder,
}
/// Cells are positioned in two dimensions, cells go in one direction and form lines.
///
/// In a strip there's only one line which goes in the direction of the strip:
///
/// In a horizontal strip, a [`StripLayout`] with horizontal [`CellDirection`] is used.
/// Its cells go from left to right inside this [`StripLayout`].
///
/// In a table there's a [`StripLayout`] for each table row with a horizontal [`CellDirection`].
/// Its cells go from left to right. And the lines go from top to bottom.
pub(crate) enum CellDirection {
/// Cells go from left to right.
Horizontal,
/// Cells go from top to bottom.
Vertical,
}
/// Positions cells in [`CellDirection`] and starts a new line on [`StripLayout::end_line`]
pub struct StripLayout<'l> {
pub(crate) ui: &'l mut Ui,
direction: CellDirection,
pub(crate) rect: Rect,
cursor: Pos2,
max: Pos2,
pub(crate) clip: bool,
cell_layout: egui::Layout,
}
impl<'l> StripLayout<'l> {
pub(crate) fn new(
ui: &'l mut Ui,
direction: CellDirection,
clip: bool,
cell_layout: egui::Layout,
) -> Self {
let rect = ui.available_rect_before_wrap();
let pos = rect.left_top();
Self {
ui,
direction,
rect,
cursor: pos,
max: pos,
clip,
cell_layout,
}
}
fn cell_rect(&self, width: &CellSize, height: &CellSize) -> Rect {
Rect {
min: self.cursor,
max: Pos2 {
x: match width {
CellSize::Absolute(width) => self.cursor.x + width,
CellSize::Remainder => self.rect.right(),
},
y: match height {
CellSize::Absolute(height) => self.cursor.y + height,
CellSize::Remainder => self.rect.bottom(),
},
},
}
}
fn set_pos(&mut self, rect: Rect) {
self.max.x = self.max.x.max(rect.right());
self.max.y = self.max.y.max(rect.bottom());
match self.direction {
CellDirection::Horizontal => {
self.cursor.x = rect.right() + self.ui.spacing().item_spacing.x;
}
CellDirection::Vertical => {
self.cursor.y = rect.bottom() + self.ui.spacing().item_spacing.y;
}
}
}
pub(crate) fn empty(&mut self, width: CellSize, height: CellSize) {
self.set_pos(self.cell_rect(&width, &height));
}
pub(crate) fn add(
&mut self,
width: CellSize,
height: CellSize,
add_contents: impl FnOnce(&mut Ui),
) -> Response {
let rect = self.cell_rect(&width, &height);
let used_rect = self.cell(rect, add_contents);
self.set_pos(rect);
self.ui.allocate_rect(rect.union(used_rect), Sense::hover())
}
pub(crate) fn add_striped(
&mut self,
width: CellSize,
height: CellSize,
add_contents: impl FnOnce(&mut Ui),
) -> Response {
let rect = self.cell_rect(&width, &height);
// Make sure we don't have a gap in the stripe background:
let rect = rect.expand2(0.5 * self.ui.spacing().item_spacing);
self.ui
.painter()
.rect_filled(rect, 0.0, self.ui.visuals().faint_bg_color);
self.add(width, height, add_contents)
}
/// only needed for layouts with multiple lines, like [`Table`](crate::Table).
pub fn end_line(&mut self) {
match self.direction {
CellDirection::Horizontal => {
self.cursor.y = self.max.y + self.ui.spacing().item_spacing.y;
self.cursor.x = self.rect.left();
}
CellDirection::Vertical => {
self.cursor.x = self.max.x + self.ui.spacing().item_spacing.x;
self.cursor.y = self.rect.top();
}
}
}
/// Skip a lot of space.
pub(crate) fn skip_space(&mut self, delta: egui::Vec2) {
let before = self.cursor;
self.cursor += delta;
let rect = Rect::from_two_pos(before, self.cursor);
self.ui.allocate_rect(rect, Sense::hover());
}
fn cell(&mut self, rect: Rect, add_contents: impl FnOnce(&mut Ui)) -> Rect {
let mut child_ui = self.ui.child_ui(rect, self.cell_layout);
if self.clip {
let margin = egui::Vec2::splat(self.ui.visuals().clip_rect_margin);
let margin = margin.min(0.5 * self.ui.spacing().item_spacing);
let clip_rect = rect.expand2(margin);
child_ui.set_clip_rect(clip_rect.intersect(child_ui.clip_rect()));
}
add_contents(&mut child_ui);
child_ui.min_rect()
}
/// Allocate the rect in [`Self::ui`] so that the scrollview knows about our size
pub fn allocate_rect(&mut self) -> Response {
let mut rect = self.rect;
rect.set_right(self.max.x);
rect.set_bottom(self.max.y);
self.ui.allocate_rect(rect, Sense::hover())
}
}