egui/layout.rs
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use crate::{
emath::{pos2, vec2, Align2, NumExt, Pos2, Rect, Vec2},
Align,
};
use std::f32::INFINITY;
// ----------------------------------------------------------------------------
/// This describes the bounds and existing contents of an [`Ui`][`crate::Ui`].
/// It is what is used and updated by [`Layout`] when adding new widgets.
#[derive(Clone, Copy, Debug)]
pub(crate) struct Region {
/// This is the minimal size of the [`Ui`](crate::Ui).
/// When adding new widgets, this will generally expand.
///
/// Always finite.
///
/// The bounding box of all child widgets, but not necessarily a tight bounding box
/// since [`Ui`](crate::Ui) can start with a non-zero `min_rect` size.
pub min_rect: Rect,
/// The maximum size of this [`Ui`](crate::Ui). This is a *soft max*
/// meaning new widgets will *try* not to expand beyond it,
/// but if they have to, they will.
///
/// Text will wrap at `max_rect.right()`.
/// Some widgets (like separator lines) will try to fill the full `max_rect` width of the ui.
///
/// `max_rect` will always be at least the size of `min_rect`.
///
/// If the `max_rect` size is zero, it is a signal that child widgets should be as small as possible.
/// If the `max_rect` size is infinite, it is a signal that child widgets should take up as much room as they want.
pub max_rect: Rect,
/// Where the next widget will be put.
///
/// One side of this will always be infinite: the direction in which new widgets will be added.
/// The opposing side is what is incremented.
/// The crossing sides are initialized to `max_rect`.
///
/// So one can think of `cursor` as a constraint on the available region.
///
/// If something has already been added, this will point to `style.spacing.item_spacing` beyond the latest child.
/// The cursor can thus be `style.spacing.item_spacing` pixels outside of the `min_rect`.
pub(crate) cursor: Rect,
}
impl Region {
/// Expand the `min_rect` and `max_rect` of this ui to include a child at the given rect.
pub fn expand_to_include_rect(&mut self, rect: Rect) {
self.min_rect = self.min_rect.union(rect);
self.max_rect = self.max_rect.union(rect);
}
/// Ensure we are big enough to contain the given X-coordinate.
/// This is sometimes useful to expand a ui to stretch to a certain place.
pub fn expand_to_include_x(&mut self, x: f32) {
self.min_rect.extend_with_x(x);
self.max_rect.extend_with_x(x);
self.cursor.extend_with_x(x);
}
/// Ensure we are big enough to contain the given Y-coordinate.
/// This is sometimes useful to expand a ui to stretch to a certain place.
pub fn expand_to_include_y(&mut self, y: f32) {
self.min_rect.extend_with_y(y);
self.max_rect.extend_with_y(y);
self.cursor.extend_with_y(y);
}
pub fn sanity_check(&self) {
debug_assert!(!self.min_rect.any_nan());
debug_assert!(!self.max_rect.any_nan());
debug_assert!(!self.cursor.any_nan());
}
}
// ----------------------------------------------------------------------------
/// Layout direction, one of [`LeftToRight`](Direction::LeftToRight), [`RightToLeft`](Direction::RightToLeft), [`TopDown`](Direction::TopDown), [`BottomUp`](Direction::BottomUp).
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum Direction {
LeftToRight,
RightToLeft,
TopDown,
BottomUp,
}
impl Direction {
#[inline(always)]
pub fn is_horizontal(self) -> bool {
match self {
Self::LeftToRight | Self::RightToLeft => true,
Self::TopDown | Self::BottomUp => false,
}
}
#[inline(always)]
pub fn is_vertical(self) -> bool {
match self {
Self::LeftToRight | Self::RightToLeft => false,
Self::TopDown | Self::BottomUp => true,
}
}
}
// ----------------------------------------------------------------------------
/// The layout of a [`Ui`][`crate::Ui`], e.g. "vertical & centered".
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.with_layout(egui::Layout::right_to_left(egui::Align::TOP), |ui| {
/// ui.label("world!");
/// ui.label("Hello");
/// });
/// # });
/// ```
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
// #[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Layout {
/// Main axis direction
pub main_dir: Direction,
/// If true, wrap around when reading the end of the main direction.
/// For instance, for `main_dir == Direction::LeftToRight` this will
/// wrap to a new row when we reach the right side of the `max_rect`.
pub main_wrap: bool,
/// How to align things on the main axis.
pub main_align: Align,
/// Justify the main axis?
pub main_justify: bool,
/// How to align things on the cross axis.
/// For vertical layouts: put things to left, center or right?
/// For horizontal layouts: put things to top, center or bottom?
pub cross_align: Align,
/// Justify the cross axis?
/// For vertical layouts justify mean all widgets get maximum width.
/// For horizontal layouts justify mean all widgets get maximum height.
pub cross_justify: bool,
}
impl Default for Layout {
fn default() -> Self {
// TODO(emilk): Get from `Style` instead.
Self::top_down(Align::LEFT) // This is a very euro-centric default.
}
}
/// ## Constructors
impl Layout {
/// Place elements horizontally, left to right.
///
/// The `valign` parameter controls how to align elements vertically.
#[inline(always)]
pub fn left_to_right(valign: Align) -> Self {
Self {
main_dir: Direction::LeftToRight,
main_wrap: false,
main_align: Align::Center, // looks best to e.g. center text within a button
main_justify: false,
cross_align: valign,
cross_justify: false,
}
}
/// Place elements horizontally, right to left.
///
/// The `valign` parameter controls how to align elements vertically.
#[inline(always)]
pub fn right_to_left(valign: Align) -> Self {
Self {
main_dir: Direction::RightToLeft,
main_wrap: false,
main_align: Align::Center, // looks best to e.g. center text within a button
main_justify: false,
cross_align: valign,
cross_justify: false,
}
}
/// Place elements vertically, top to bottom.
///
/// Use the provided horizontal alignment.
#[inline(always)]
pub fn top_down(halign: Align) -> Self {
Self {
main_dir: Direction::TopDown,
main_wrap: false,
main_align: Align::Center, // looks best to e.g. center text within a button
main_justify: false,
cross_align: halign,
cross_justify: false,
}
}
/// Top-down layout justified so that buttons etc fill the full available width.
#[inline(always)]
pub fn top_down_justified(halign: Align) -> Self {
Self::top_down(halign).with_cross_justify(true)
}
/// Place elements vertically, bottom up.
///
/// Use the provided horizontal alignment.
#[inline(always)]
pub fn bottom_up(halign: Align) -> Self {
Self {
main_dir: Direction::BottomUp,
main_wrap: false,
main_align: Align::Center, // looks best to e.g. center text within a button
main_justify: false,
cross_align: halign,
cross_justify: false,
}
}
#[inline(always)]
pub fn from_main_dir_and_cross_align(main_dir: Direction, cross_align: Align) -> Self {
Self {
main_dir,
main_wrap: false,
main_align: Align::Center, // looks best to e.g. center text within a button
main_justify: false,
cross_align,
cross_justify: false,
}
}
/// For when you want to add a single widget to a layout, and that widget
/// should use up all available space.
///
/// Only one widget may be added to the inner `Ui`!
#[inline(always)]
pub fn centered_and_justified(main_dir: Direction) -> Self {
Self {
main_dir,
main_wrap: false,
main_align: Align::Center,
main_justify: true,
cross_align: Align::Center,
cross_justify: true,
}
}
/// Wrap widgets when we overflow the main axis?
///
/// For instance, for left-to-right layouts, setting this to `true` will
/// put widgets on a new row if we would overflow the right side of [`crate::Ui::max_rect`].
#[inline(always)]
pub fn with_main_wrap(self, main_wrap: bool) -> Self {
Self { main_wrap, ..self }
}
/// The alignment to use on the main axis.
#[inline(always)]
pub fn with_main_align(self, main_align: Align) -> Self {
Self { main_align, ..self }
}
/// The alignment to use on the cross axis.
///
/// The "cross" axis is the one orthogonal to the main axis.
/// For instance: in left-to-right layout, the main axis is horizontal and the cross axis is vertical.
#[inline(always)]
pub fn with_cross_align(self, cross_align: Align) -> Self {
Self {
cross_align,
..self
}
}
/// Justify widgets on the main axis?
///
/// Justify here means "take up all available space".
#[inline(always)]
pub fn with_main_justify(self, main_justify: bool) -> Self {
Self {
main_justify,
..self
}
}
/// Justify widgets along the cross axis?
///
/// Justify here means "take up all available space".
///
/// The "cross" axis is the one orthogonal to the main axis.
/// For instance: in left-to-right layout, the main axis is horizontal and the cross axis is vertical.
#[inline(always)]
pub fn with_cross_justify(self, cross_justify: bool) -> Self {
Self {
cross_justify,
..self
}
}
}
/// ## Inspectors
impl Layout {
#[inline(always)]
pub fn main_dir(&self) -> Direction {
self.main_dir
}
#[inline(always)]
pub fn main_wrap(&self) -> bool {
self.main_wrap
}
#[inline(always)]
pub fn cross_align(&self) -> Align {
self.cross_align
}
#[inline(always)]
pub fn cross_justify(&self) -> bool {
self.cross_justify
}
#[inline(always)]
pub fn is_horizontal(&self) -> bool {
self.main_dir().is_horizontal()
}
#[inline(always)]
pub fn is_vertical(&self) -> bool {
self.main_dir().is_vertical()
}
pub fn prefer_right_to_left(&self) -> bool {
self.main_dir == Direction::RightToLeft
|| self.main_dir.is_vertical() && self.cross_align == Align::Max
}
/// e.g. for adjusting the placement of something.
/// * in horizontal layout: left or right?
/// * in vertical layout: same as [`Self::horizontal_align`].
pub fn horizontal_placement(&self) -> Align {
match self.main_dir {
Direction::LeftToRight => Align::LEFT,
Direction::RightToLeft => Align::RIGHT,
Direction::TopDown | Direction::BottomUp => self.cross_align,
}
}
/// e.g. for when aligning text within a button.
pub fn horizontal_align(&self) -> Align {
if self.is_horizontal() {
self.main_align
} else {
self.cross_align
}
}
/// e.g. for when aligning text within a button.
pub fn vertical_align(&self) -> Align {
if self.is_vertical() {
self.main_align
} else {
self.cross_align
}
}
/// e.g. for when aligning text within a button.
fn align2(&self) -> Align2 {
Align2([self.horizontal_align(), self.vertical_align()])
}
pub fn horizontal_justify(&self) -> bool {
if self.is_horizontal() {
self.main_justify
} else {
self.cross_justify
}
}
pub fn vertical_justify(&self) -> bool {
if self.is_vertical() {
self.main_justify
} else {
self.cross_justify
}
}
}
/// ## Doing layout
impl Layout {
pub fn align_size_within_rect(&self, size: Vec2, outer: Rect) -> Rect {
debug_assert!(size.x >= 0.0 && size.y >= 0.0);
debug_assert!(!outer.is_negative());
self.align2().align_size_within_rect(size, outer)
}
fn initial_cursor(&self, max_rect: Rect) -> Rect {
let mut cursor = max_rect;
match self.main_dir {
Direction::LeftToRight => {
cursor.max.x = INFINITY;
}
Direction::RightToLeft => {
cursor.min.x = -INFINITY;
}
Direction::TopDown => {
cursor.max.y = INFINITY;
}
Direction::BottomUp => {
cursor.min.y = -INFINITY;
}
}
cursor
}
pub(crate) fn region_from_max_rect(&self, max_rect: Rect) -> Region {
debug_assert!(!max_rect.any_nan());
let mut region = Region {
min_rect: Rect::NOTHING, // temporary
max_rect,
cursor: self.initial_cursor(max_rect),
};
let seed = self.next_widget_position(®ion);
region.min_rect = Rect::from_center_size(seed, Vec2::ZERO);
region
}
pub(crate) fn available_rect_before_wrap(&self, region: &Region) -> Rect {
self.available_from_cursor_max_rect(region.cursor, region.max_rect)
}
/// Amount of space available for a widget.
/// For wrapping layouts, this is the maximum (after wrap).
pub(crate) fn available_size(&self, r: &Region) -> Vec2 {
if self.main_wrap {
if self.main_dir.is_horizontal() {
vec2(r.max_rect.width(), r.cursor.height())
} else {
vec2(r.cursor.width(), r.max_rect.height())
}
} else {
self.available_from_cursor_max_rect(r.cursor, r.max_rect)
.size()
}
}
/// Given the cursor in the region, how much space is available
/// for the next widget?
fn available_from_cursor_max_rect(&self, cursor: Rect, max_rect: Rect) -> Rect {
debug_assert!(!cursor.any_nan());
debug_assert!(!max_rect.any_nan());
// NOTE: in normal top-down layout the cursor has moved below the current max_rect,
// but the available shouldn't be negative.
// ALSO: with wrapping layouts, cursor jumps to new row before expanding max_rect.
let mut avail = max_rect;
match self.main_dir {
Direction::LeftToRight => {
avail.min.x = cursor.min.x;
avail.max.x = avail.max.x.max(cursor.min.x);
avail.max.x = avail.max.x.max(avail.min.x);
avail.max.y = avail.max.y.max(avail.min.y);
}
Direction::RightToLeft => {
avail.max.x = cursor.max.x;
avail.min.x = avail.min.x.min(cursor.max.x);
avail.min.x = avail.min.x.min(avail.max.x);
avail.max.y = avail.max.y.max(avail.min.y);
}
Direction::TopDown => {
avail.min.y = cursor.min.y;
avail.max.y = avail.max.y.max(cursor.min.y);
avail.max.x = avail.max.x.max(avail.min.x);
avail.max.y = avail.max.y.max(avail.min.y);
}
Direction::BottomUp => {
avail.max.y = cursor.max.y;
avail.min.y = avail.min.y.min(cursor.max.y);
avail.max.x = avail.max.x.max(avail.min.x);
avail.min.y = avail.min.y.min(avail.max.y);
}
}
// We can use the cursor to restrict the available region.
// For instance, we use this to restrict the available space of a parent Ui
// after adding a panel to it.
// We also use it for wrapping layouts.
avail = avail.intersect(cursor);
// Make sure it isn't negative:
if avail.max.x < avail.min.x {
let x = 0.5 * (avail.min.x + avail.max.x);
avail.min.x = x;
avail.max.x = x;
}
if avail.max.y < avail.min.y {
let y = 0.5 * (avail.min.y + avail.max.y);
avail.min.y = y;
avail.max.y = y;
}
debug_assert!(!avail.any_nan());
avail
}
/// Returns where to put the next widget that is of the given size.
/// The returned `frame_rect` [`Rect`] will always be justified along the cross axis.
/// This is what you then pass to `advance_after_rects`.
/// Use `justify_and_align` to get the inner `widget_rect`.
pub(crate) fn next_frame(&self, region: &Region, child_size: Vec2, spacing: Vec2) -> Rect {
region.sanity_check();
debug_assert!(child_size.x >= 0.0 && child_size.y >= 0.0);
if self.main_wrap {
let available_size = self.available_rect_before_wrap(region).size();
let Region {
mut cursor,
mut max_rect,
min_rect,
} = *region;
match self.main_dir {
Direction::LeftToRight => {
if available_size.x < child_size.x && max_rect.left() < cursor.left() {
// New row
let new_row_height = cursor.height().max(child_size.y);
// let new_top = cursor.bottom() + spacing.y;
let new_top = min_rect.bottom() + spacing.y; // tighter packing
cursor = Rect::from_min_max(
pos2(max_rect.left(), new_top),
pos2(INFINITY, new_top + new_row_height),
);
max_rect.max.y = max_rect.max.y.max(cursor.max.y);
}
}
Direction::RightToLeft => {
if available_size.x < child_size.x && cursor.right() < max_rect.right() {
// New row
let new_row_height = cursor.height().max(child_size.y);
// let new_top = cursor.bottom() + spacing.y;
let new_top = min_rect.bottom() + spacing.y; // tighter packing
cursor = Rect::from_min_max(
pos2(-INFINITY, new_top),
pos2(max_rect.right(), new_top + new_row_height),
);
max_rect.max.y = max_rect.max.y.max(cursor.max.y);
}
}
Direction::TopDown => {
if available_size.y < child_size.y && max_rect.top() < cursor.top() {
// New column
let new_col_width = cursor.width().max(child_size.x);
cursor = Rect::from_min_max(
pos2(cursor.right() + spacing.x, max_rect.top()),
pos2(cursor.right() + spacing.x + new_col_width, INFINITY),
);
max_rect.max.x = max_rect.max.x.max(cursor.max.x);
}
}
Direction::BottomUp => {
if available_size.y < child_size.y && cursor.bottom() < max_rect.bottom() {
// New column
let new_col_width = cursor.width().max(child_size.x);
cursor = Rect::from_min_max(
pos2(cursor.right() + spacing.x, -INFINITY),
pos2(
cursor.right() + spacing.x + new_col_width,
max_rect.bottom(),
),
);
max_rect.max.x = max_rect.max.x.max(cursor.max.x);
}
}
}
// Use the new cursor:
let region = Region {
min_rect,
max_rect,
cursor,
};
self.next_frame_ignore_wrap(®ion, child_size)
} else {
self.next_frame_ignore_wrap(region, child_size)
}
}
fn next_frame_ignore_wrap(&self, region: &Region, child_size: Vec2) -> Rect {
region.sanity_check();
debug_assert!(child_size.x >= 0.0 && child_size.y >= 0.0);
let available_rect = self.available_rect_before_wrap(region);
let mut frame_size = child_size;
if (self.is_vertical() && self.horizontal_align() == Align::Center)
|| self.horizontal_justify()
{
frame_size.x = frame_size.x.max(available_rect.width()); // fill full width
}
if (self.is_horizontal() && self.vertical_align() == Align::Center)
|| self.vertical_justify()
{
frame_size.y = frame_size.y.max(available_rect.height()); // fill full height
}
let align2 = match self.main_dir {
Direction::LeftToRight => Align2([Align::LEFT, self.vertical_align()]),
Direction::RightToLeft => Align2([Align::RIGHT, self.vertical_align()]),
Direction::TopDown => Align2([self.horizontal_align(), Align::TOP]),
Direction::BottomUp => Align2([self.horizontal_align(), Align::BOTTOM]),
};
let mut frame_rect = align2.align_size_within_rect(frame_size, available_rect);
if self.is_horizontal() && frame_rect.top() < region.cursor.top() {
// for horizontal layouts we always want to expand down,
// or we will overlap the row above.
// This is a bit hacky. Maybe we should do it for vertical layouts too.
frame_rect = frame_rect.translate(Vec2::Y * (region.cursor.top() - frame_rect.top()));
}
debug_assert!(!frame_rect.any_nan());
debug_assert!(!frame_rect.is_negative());
frame_rect
}
/// Apply justify (fill width/height) and/or alignment after calling `next_space`.
pub(crate) fn justify_and_align(&self, frame: Rect, mut child_size: Vec2) -> Rect {
debug_assert!(child_size.x >= 0.0 && child_size.y >= 0.0);
debug_assert!(!frame.is_negative());
if self.horizontal_justify() {
child_size.x = child_size.x.at_least(frame.width()); // fill full width
}
if self.vertical_justify() {
child_size.y = child_size.y.at_least(frame.height()); // fill full height
}
self.align_size_within_rect(child_size, frame)
}
pub(crate) fn next_widget_space_ignore_wrap_justify(
&self,
region: &Region,
size: Vec2,
) -> Rect {
let frame = self.next_frame_ignore_wrap(region, size);
let rect = self.align_size_within_rect(size, frame);
debug_assert!(!rect.any_nan());
debug_assert!(!rect.is_negative());
rect
}
/// Where would the next tiny widget be centered?
pub(crate) fn next_widget_position(&self, region: &Region) -> Pos2 {
self.next_widget_space_ignore_wrap_justify(region, Vec2::ZERO)
.center()
}
/// Advance the cursor by this many points, and allocate in region.
pub(crate) fn advance_cursor(&self, region: &mut Region, amount: f32) {
match self.main_dir {
Direction::LeftToRight => {
region.cursor.min.x += amount;
region.expand_to_include_x(region.cursor.min.x);
}
Direction::RightToLeft => {
region.cursor.max.x -= amount;
region.expand_to_include_x(region.cursor.max.x);
}
Direction::TopDown => {
region.cursor.min.y += amount;
region.expand_to_include_y(region.cursor.min.y);
}
Direction::BottomUp => {
region.cursor.max.y -= amount;
region.expand_to_include_y(region.cursor.max.y);
}
}
}
/// Advance cursor after a widget was added to a specific rectangle.
///
/// * `frame_rect`: the frame inside which a widget was e.g. centered
/// * `widget_rect`: the actual rect used by the widget
pub(crate) fn advance_after_rects(
&self,
cursor: &mut Rect,
frame_rect: Rect,
widget_rect: Rect,
item_spacing: Vec2,
) {
debug_assert!(!cursor.any_nan());
if self.main_wrap {
if cursor.intersects(frame_rect.shrink(1.0)) {
// make row/column larger if necessary
*cursor = cursor.union(frame_rect);
} else {
// this is a new row or column. We temporarily use NAN for what will be filled in later.
match self.main_dir {
Direction::LeftToRight => {
*cursor = Rect::from_min_max(
pos2(f32::NAN, frame_rect.min.y),
pos2(INFINITY, frame_rect.max.y),
);
}
Direction::RightToLeft => {
*cursor = Rect::from_min_max(
pos2(-INFINITY, frame_rect.min.y),
pos2(f32::NAN, frame_rect.max.y),
);
}
Direction::TopDown => {
*cursor = Rect::from_min_max(
pos2(frame_rect.min.x, f32::NAN),
pos2(frame_rect.max.x, INFINITY),
);
}
Direction::BottomUp => {
*cursor = Rect::from_min_max(
pos2(frame_rect.min.x, -INFINITY),
pos2(frame_rect.max.x, f32::NAN),
);
}
};
}
} else {
// Make sure we also expand where we consider adding things (the cursor):
if self.is_horizontal() {
cursor.min.y = cursor.min.y.min(frame_rect.min.y);
cursor.max.y = cursor.max.y.max(frame_rect.max.y);
} else {
cursor.min.x = cursor.min.x.min(frame_rect.min.x);
cursor.max.x = cursor.max.x.max(frame_rect.max.x);
}
}
match self.main_dir {
Direction::LeftToRight => {
cursor.min.x = widget_rect.max.x + item_spacing.x;
}
Direction::RightToLeft => {
cursor.max.x = widget_rect.min.x - item_spacing.x;
}
Direction::TopDown => {
cursor.min.y = widget_rect.max.y + item_spacing.y;
}
Direction::BottomUp => {
cursor.max.y = widget_rect.min.y - item_spacing.y;
}
};
}
/// Move to the next row in a wrapping layout.
/// Otherwise does nothing.
pub(crate) fn end_row(&self, region: &mut Region, spacing: Vec2) {
if self.main_wrap {
match self.main_dir {
Direction::LeftToRight => {
let new_top = region.cursor.bottom() + spacing.y;
region.cursor = Rect::from_min_max(
pos2(region.max_rect.left(), new_top),
pos2(INFINITY, new_top + region.cursor.height()),
);
}
Direction::RightToLeft => {
let new_top = region.cursor.bottom() + spacing.y;
region.cursor = Rect::from_min_max(
pos2(-INFINITY, new_top),
pos2(region.max_rect.right(), new_top + region.cursor.height()),
);
}
Direction::TopDown | Direction::BottomUp => {}
}
}
}
/// Set row height in horizontal wrapping layout.
pub(crate) fn set_row_height(&self, region: &mut Region, height: f32) {
if self.main_wrap && self.is_horizontal() {
region.cursor.max.y = region.cursor.min.y + height;
}
}
}
// ----------------------------------------------------------------------------
/// ## Debug stuff
impl Layout {
/// Shows where the next widget is going to be placed
#[cfg(debug_assertions)]
pub(crate) fn paint_text_at_cursor(
&self,
painter: &crate::Painter,
region: &Region,
stroke: epaint::Stroke,
text: impl ToString,
) {
let cursor = region.cursor;
let next_pos = self.next_widget_position(region);
let l = 64.0;
let align = match self.main_dir {
Direction::LeftToRight => {
painter.line_segment([cursor.left_top(), cursor.left_bottom()], stroke);
painter.arrow(next_pos, vec2(l, 0.0), stroke);
Align2([Align::LEFT, self.vertical_align()])
}
Direction::RightToLeft => {
painter.line_segment([cursor.right_top(), cursor.right_bottom()], stroke);
painter.arrow(next_pos, vec2(-l, 0.0), stroke);
Align2([Align::RIGHT, self.vertical_align()])
}
Direction::TopDown => {
painter.line_segment([cursor.left_top(), cursor.right_top()], stroke);
painter.arrow(next_pos, vec2(0.0, l), stroke);
Align2([self.horizontal_align(), Align::TOP])
}
Direction::BottomUp => {
painter.line_segment([cursor.left_bottom(), cursor.right_bottom()], stroke);
painter.arrow(next_pos, vec2(0.0, -l), stroke);
Align2([self.horizontal_align(), Align::BOTTOM])
}
};
painter.debug_text(next_pos, align, stroke.color, text);
}
}