egui/containers/area.rs
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//! Area is a [`Ui`] that has no parent, it floats on the background.
//! It has no frame or own size. It is potentially movable.
//! It is the foundation for windows and popups.
use crate::{
emath, pos2, Align2, Context, Id, InnerResponse, LayerId, NumExt, Order, Pos2, Rect, Response,
Sense, Ui, UiBuilder, UiKind, UiStackInfo, Vec2, WidgetRect, WidgetWithState,
};
/// State of an [`Area`] that is persisted between frames.
///
/// Areas back [`crate::Window`]s and other floating containers,
/// like tooltips and the popups of [`crate::ComboBox`].
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct AreaState {
/// Last known position of the pivot.
pub pivot_pos: Option<Pos2>,
/// The anchor point of the area, i.e. where on the area the [`Self::pivot_pos`] refers to.
pub pivot: Align2,
/// Last known size.
///
/// Area size is intentionally NOT persisted between sessions,
/// so that a bad tooltip or menu size won't be remembered forever.
/// A resizable [`crate::Window`] remembers the size the user picked using
/// the state in the [`crate::Resize`] container.
#[cfg_attr(feature = "serde", serde(skip))]
pub size: Option<Vec2>,
/// If false, clicks goes straight through to what is behind us. Useful for tooltips etc.
pub interactable: bool,
/// At what time was this area first shown?
///
/// Used to fade in the area.
#[cfg_attr(feature = "serde", serde(skip))]
pub last_became_visible_at: Option<f64>,
}
impl Default for AreaState {
fn default() -> Self {
Self {
pivot_pos: None,
pivot: Align2::LEFT_TOP,
size: None,
interactable: true,
last_became_visible_at: None,
}
}
}
impl AreaState {
/// Load the state of an [`Area`] from memory.
pub fn load(ctx: &Context, id: Id) -> Option<Self> {
// TODO(emilk): Area state is not currently stored in `Memory::data`, but maybe it should be?
ctx.memory(|mem| mem.areas().get(id).copied())
}
/// The left top positions of the area.
pub fn left_top_pos(&self) -> Pos2 {
let pivot_pos = self.pivot_pos.unwrap_or_default();
let size = self.size.unwrap_or_default();
pos2(
pivot_pos.x - self.pivot.x().to_factor() * size.x,
pivot_pos.y - self.pivot.y().to_factor() * size.y,
)
}
/// Move the left top positions of the area.
pub fn set_left_top_pos(&mut self, pos: Pos2) {
let size = self.size.unwrap_or_default();
self.pivot_pos = Some(pos2(
pos.x + self.pivot.x().to_factor() * size.x,
pos.y + self.pivot.y().to_factor() * size.y,
));
}
/// Where the area is on screen.
pub fn rect(&self) -> Rect {
let size = self.size.unwrap_or_default();
Rect::from_min_size(self.left_top_pos(), size)
}
}
/// An area on the screen that can be moved by dragging.
///
/// This forms the base of the [`crate::Window`] container.
///
/// ```
/// # egui::__run_test_ctx(|ctx| {
/// egui::Area::new(egui::Id::new("my_area"))
/// .fixed_pos(egui::pos2(32.0, 32.0))
/// .show(ctx, |ui| {
/// ui.label("Floating text!");
/// });
/// # });
/// ```
///
/// The previous rectangle used by this area can be obtained through [`crate::Memory::area_rect()`].
#[must_use = "You should call .show()"]
#[derive(Clone, Copy, Debug)]
pub struct Area {
pub(crate) id: Id,
kind: UiKind,
sense: Option<Sense>,
movable: bool,
interactable: bool,
enabled: bool,
constrain: bool,
constrain_rect: Option<Rect>,
order: Order,
default_pos: Option<Pos2>,
default_size: Vec2,
pivot: Align2,
anchor: Option<(Align2, Vec2)>,
new_pos: Option<Pos2>,
fade_in: bool,
}
impl WidgetWithState for Area {
type State = AreaState;
}
impl Area {
/// The `id` must be globally unique.
pub fn new(id: Id) -> Self {
Self {
id,
kind: UiKind::GenericArea,
sense: None,
movable: true,
interactable: true,
constrain: true,
constrain_rect: None,
enabled: true,
order: Order::Middle,
default_pos: None,
default_size: Vec2::NAN,
new_pos: None,
pivot: Align2::LEFT_TOP,
anchor: None,
fade_in: true,
}
}
/// Let's you change the `id` that you assigned in [`Self::new`].
///
/// The `id` must be globally unique.
#[inline]
pub fn id(mut self, id: Id) -> Self {
self.id = id;
self
}
/// Change the [`UiKind`] of the arena.
///
/// Default to [`UiKind::GenericArea`].
#[inline]
pub fn kind(mut self, kind: UiKind) -> Self {
self.kind = kind;
self
}
pub fn layer(&self) -> LayerId {
LayerId::new(self.order, self.id)
}
/// If false, no content responds to click
/// and widgets will be shown grayed out.
/// You won't be able to move the window.
/// Default: `true`.
#[inline]
pub fn enabled(mut self, enabled: bool) -> Self {
self.enabled = enabled;
self
}
/// Moveable by dragging the area?
#[inline]
pub fn movable(mut self, movable: bool) -> Self {
self.movable = movable;
self.interactable |= movable;
self
}
pub fn is_enabled(&self) -> bool {
self.enabled
}
pub fn is_movable(&self) -> bool {
self.movable && self.enabled
}
/// If false, clicks goes straight through to what is behind us.
///
/// Can be used for semi-invisible areas that the user should be able to click through.
///
/// Default: `true`.
#[inline]
pub fn interactable(mut self, interactable: bool) -> Self {
self.interactable = interactable;
self.movable &= interactable;
self
}
/// Explicitly set a sense.
///
/// If not set, this will default to `Sense::drag()` if movable, `Sense::click()` if interactable, and `Sense::hover()` otherwise.
#[inline]
pub fn sense(mut self, sense: Sense) -> Self {
self.sense = Some(sense);
self
}
/// `order(Order::Foreground)` for an Area that should always be on top
#[inline]
pub fn order(mut self, order: Order) -> Self {
self.order = order;
self
}
#[inline]
pub fn default_pos(mut self, default_pos: impl Into<Pos2>) -> Self {
self.default_pos = Some(default_pos.into());
self
}
/// The size used for the [`Ui::max_rect`] the first frame.
///
/// Text will wrap at this width, and images that expand to fill the available space
/// will expand to this size.
///
/// If the contents are smaller than this size, the area will shrink to fit the contents.
/// If the contents overflow, the area will grow.
///
/// If not set, [`crate::style::Spacing::default_area_size`] will be used.
#[inline]
pub fn default_size(mut self, default_size: impl Into<Vec2>) -> Self {
self.default_size = default_size.into();
self
}
/// See [`Self::default_size`].
#[inline]
pub fn default_width(mut self, default_width: f32) -> Self {
self.default_size.x = default_width;
self
}
/// See [`Self::default_size`].
#[inline]
pub fn default_height(mut self, default_height: f32) -> Self {
self.default_size.y = default_height;
self
}
/// Positions the window and prevents it from being moved
#[inline]
pub fn fixed_pos(mut self, fixed_pos: impl Into<Pos2>) -> Self {
self.new_pos = Some(fixed_pos.into());
self.movable = false;
self
}
/// Constrains this area to [`Context::screen_rect`]?
///
/// Default: `true`.
#[inline]
pub fn constrain(mut self, constrain: bool) -> Self {
self.constrain = constrain;
self
}
/// Constrain the movement of the window to the given rectangle.
///
/// For instance: `.constrain_to(ctx.screen_rect())`.
#[inline]
pub fn constrain_to(mut self, constrain_rect: Rect) -> Self {
self.constrain = true;
self.constrain_rect = Some(constrain_rect);
self
}
/// Where the "root" of the area is.
///
/// For instance, if you set this to [`Align2::RIGHT_TOP`]
/// then [`Self::fixed_pos`] will set the position of the right-top
/// corner of the area.
///
/// Default: [`Align2::LEFT_TOP`].
#[inline]
pub fn pivot(mut self, pivot: Align2) -> Self {
self.pivot = pivot;
self
}
/// Positions the window but you can still move it.
#[inline]
pub fn current_pos(mut self, current_pos: impl Into<Pos2>) -> Self {
self.new_pos = Some(current_pos.into());
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.
#[inline]
pub fn anchor(mut self, align: Align2, offset: impl Into<Vec2>) -> Self {
self.anchor = Some((align, offset.into()));
self.movable(false)
}
pub(crate) fn get_pivot(&self) -> Align2 {
if let Some((pivot, _)) = self.anchor {
pivot
} else {
Align2::LEFT_TOP
}
}
/// If `true`, quickly fade in the area.
///
/// Default: `true`.
#[inline]
pub fn fade_in(mut self, fade_in: bool) -> Self {
self.fade_in = fade_in;
self
}
}
pub(crate) struct Prepared {
kind: UiKind,
layer_id: LayerId,
state: AreaState,
move_response: Response,
enabled: bool,
constrain: bool,
constrain_rect: Rect,
/// We always make windows invisible the first frame to hide "first-frame-jitters".
///
/// This is so that we use the first frame to calculate the window size,
/// and then can correctly position the window and its contents the next frame,
/// without having one frame where the window is wrongly positioned or sized.
sizing_pass: bool,
fade_in: bool,
}
impl Area {
pub fn show<R>(
self,
ctx: &Context,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
let prepared = self.begin(ctx);
let mut content_ui = prepared.content_ui(ctx);
let inner = add_contents(&mut content_ui);
let response = prepared.end(ctx, content_ui);
InnerResponse { inner, response }
}
pub(crate) fn begin(self, ctx: &Context) -> Prepared {
let Self {
id,
kind,
sense,
movable,
order,
interactable,
enabled,
default_pos,
default_size,
new_pos,
pivot,
anchor,
constrain,
constrain_rect,
fade_in,
} = self;
let constrain_rect = constrain_rect.unwrap_or_else(|| ctx.screen_rect());
let layer_id = LayerId::new(order, id);
let state = AreaState::load(ctx, id);
let mut sizing_pass = state.is_none();
let mut state = state.unwrap_or(AreaState {
pivot_pos: None,
pivot,
size: None,
interactable,
last_became_visible_at: None,
});
state.pivot = pivot;
state.interactable = interactable;
if let Some(new_pos) = new_pos {
state.pivot_pos = Some(new_pos);
}
state.pivot_pos.get_or_insert_with(|| {
default_pos.unwrap_or_else(|| automatic_area_position(ctx, layer_id))
});
state.interactable = interactable;
let size = *state.size.get_or_insert_with(|| {
sizing_pass = true;
// during the sizing pass we will use this as the max size
let mut size = default_size;
let default_area_size = ctx.style().spacing.default_area_size;
if size.x.is_nan() {
size.x = default_area_size.x;
}
if size.y.is_nan() {
size.y = default_area_size.y;
}
if constrain {
size = size.at_most(constrain_rect.size());
}
size
});
// TODO(emilk): if last frame was sizing pass, it should be considered invisible for smoother fade-in
let visible_last_frame = ctx.memory(|mem| mem.areas().visible_last_frame(&layer_id));
if !visible_last_frame || state.last_became_visible_at.is_none() {
state.last_became_visible_at = Some(ctx.input(|i| i.time));
}
if let Some((anchor, offset)) = anchor {
state.set_left_top_pos(
anchor
.align_size_within_rect(size, constrain_rect)
.left_top()
+ offset,
);
}
// interact right away to prevent frame-delay
let mut move_response = {
let interact_id = layer_id.id.with("move");
let sense = sense.unwrap_or_else(|| {
if movable {
Sense::drag()
} else if interactable {
Sense::click() // allow clicks to bring to front
} else {
Sense::hover()
}
});
let move_response = ctx.create_widget(
WidgetRect {
id: interact_id,
layer_id,
rect: state.rect(),
interact_rect: state.rect(),
sense,
enabled,
},
true,
);
if movable && move_response.dragged() {
if let Some(pivot_pos) = &mut state.pivot_pos {
*pivot_pos += move_response.drag_delta();
}
}
if (move_response.dragged() || move_response.clicked())
|| pointer_pressed_on_area(ctx, layer_id)
|| !ctx.memory(|m| m.areas().visible_last_frame(&layer_id))
{
ctx.memory_mut(|m| m.areas_mut().move_to_top(layer_id));
ctx.request_repaint();
}
move_response
};
if constrain {
state.set_left_top_pos(
ctx.constrain_window_rect_to_area(state.rect(), constrain_rect)
.min,
);
}
state.set_left_top_pos(ctx.round_pos_to_pixels(state.left_top_pos()));
// Update response with possibly moved/constrained rect:
move_response.rect = state.rect();
move_response.interact_rect = state.rect();
Prepared {
kind,
layer_id,
state,
move_response,
enabled,
constrain,
constrain_rect,
sizing_pass,
fade_in,
}
}
}
impl Prepared {
pub(crate) fn state(&self) -> &AreaState {
&self.state
}
pub(crate) fn state_mut(&mut self) -> &mut AreaState {
&mut self.state
}
pub(crate) fn constrain(&self) -> bool {
self.constrain
}
pub(crate) fn constrain_rect(&self) -> Rect {
self.constrain_rect
}
pub(crate) fn content_ui(&self, ctx: &Context) -> Ui {
let max_rect = self.state.rect();
let mut ui_builder = UiBuilder::new()
.ui_stack_info(UiStackInfo::new(self.kind))
.max_rect(max_rect);
if !self.enabled {
ui_builder = ui_builder.disabled();
}
if self.sizing_pass {
ui_builder = ui_builder.sizing_pass().invisible();
}
let mut ui = Ui::new(ctx.clone(), self.layer_id, self.layer_id.id, ui_builder);
ui.set_clip_rect(self.constrain_rect); // Don't paint outside our bounds
if self.fade_in {
if let Some(last_became_visible_at) = self.state.last_became_visible_at {
let age =
ctx.input(|i| (i.time - last_became_visible_at) as f32 + i.predicted_dt / 2.0);
let opacity = crate::remap_clamp(age, 0.0..=ctx.style().animation_time, 0.0..=1.0);
let opacity = emath::easing::quadratic_out(opacity); // slow fade-out = quick fade-in
ui.multiply_opacity(opacity);
if opacity < 1.0 {
ctx.request_repaint();
}
}
}
ui
}
#[allow(clippy::needless_pass_by_value)] // intentional to swallow up `content_ui`.
pub(crate) fn end(self, ctx: &Context, content_ui: Ui) -> Response {
let Self {
kind: _,
layer_id,
mut state,
move_response: mut response,
sizing_pass,
..
} = self;
state.size = Some(content_ui.min_size());
// Make sure we report back the correct size.
// Very important after the initial sizing pass, when the initial estimate of the size is way off.
let final_rect = state.rect();
response.rect = final_rect;
response.interact_rect = final_rect;
ctx.memory_mut(|m| m.areas_mut().set_state(layer_id, state));
if sizing_pass {
// If we didn't know the size, we were likely drawing the area in the wrong place.
ctx.request_repaint();
}
response
}
}
fn pointer_pressed_on_area(ctx: &Context, layer_id: LayerId) -> bool {
if let Some(pointer_pos) = ctx.pointer_interact_pos() {
let any_pressed = ctx.input(|i| i.pointer.any_pressed());
any_pressed && ctx.layer_id_at(pointer_pos) == Some(layer_id)
} else {
false
}
}
fn automatic_area_position(ctx: &Context, layer_id: LayerId) -> Pos2 {
let mut existing: Vec<Rect> = ctx.memory(|mem| {
mem.areas()
.visible_windows()
.filter(|(id, _)| id != &layer_id) // ignore ourselves
.filter(|(_, state)| state.pivot_pos.is_some() && state.size.is_some())
.map(|(_, state)| state.rect())
.collect()
});
existing.sort_by_key(|r| r.left().round() as i32);
// NOTE: for the benefit of the egui demo, we position the windows so they don't
// cover the side panels, which means we use `available_rect` here instead of `constrain_rect` or `screen_rect`.
let available_rect = ctx.available_rect();
let spacing = 16.0;
let left = available_rect.left() + spacing;
let top = available_rect.top() + spacing;
if existing.is_empty() {
return pos2(left, top);
}
// Separate existing rectangles into columns:
let mut column_bbs = vec![existing[0]];
for &rect in &existing {
let current_column_bb = column_bbs.last_mut().unwrap();
if rect.left() < current_column_bb.right() {
// same column
*current_column_bb = current_column_bb.union(rect);
} else {
// new column
column_bbs.push(rect);
}
}
{
// Look for large spaces between columns (empty columns):
let mut x = left;
for col_bb in &column_bbs {
let available = col_bb.left() - x;
if available >= 300.0 {
return pos2(x, top);
}
x = col_bb.right() + spacing;
}
}
// Find first column with some available space at the bottom of it:
for col_bb in &column_bbs {
if col_bb.bottom() < available_rect.center().y {
return pos2(col_bb.left(), col_bb.bottom() + spacing);
}
}
// Maybe we can fit a new column?
let rightmost = column_bbs.last().unwrap().right();
if rightmost + 200.0 < available_rect.right() {
return pos2(rightmost + spacing, top);
}
// Ok, just put us in the column with the most space at the bottom:
let mut best_pos = pos2(left, column_bbs[0].bottom() + spacing);
for col_bb in &column_bbs {
let col_pos = pos2(col_bb.left(), col_bb.bottom() + spacing);
if col_pos.y < best_pos.y {
best_pos = col_pos;
}
}
best_pos
}