egui/memory/mod.rs
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#![warn(missing_docs)] // Let's keep this file well-documented.` to memory.rs
use std::num::NonZeroUsize;
use ahash::{HashMap, HashSet};
use epaint::emath::TSTransform;
use crate::{
area, vec2, EventFilter, Id, IdMap, LayerId, Order, Pos2, Rangef, RawInput, Rect, Style, Vec2,
ViewportId, ViewportIdMap, ViewportIdSet,
};
mod theme;
pub use theme::{Theme, ThemePreference};
// ----------------------------------------------------------------------------
/// The data that egui persists between frames.
///
/// This includes window positions and sizes,
/// how far the user has scrolled in a [`ScrollArea`](crate::ScrollArea) etc.
///
/// If you want this to persist when closing your app, you should serialize [`Memory`] and store it.
/// For this you need to enable the `persistence`.
///
/// If you want to store data for your widgets, you should look at [`Memory::data`]
#[derive(Clone, Debug)]
#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "persistence", serde(default))]
pub struct Memory {
/// Global egui options.
pub options: Options,
/// This map stores some superficial state for all widgets with custom [`Id`]s.
///
/// This includes storing whether a [`crate::CollapsingHeader`] is open, how far scrolled a
/// [`crate::ScrollArea`] is, where the cursor in a [`crate::TextEdit`] is, etc.
///
/// This is NOT meant to store any important data. Store that in your own structures!
///
/// Each read clones the data, so keep your values cheap to clone.
/// If you want to store a lot of data, you should wrap it in `Arc<Mutex<…>>` so it is cheap to clone.
///
/// This will be saved between different program runs if you use the `persistence` feature.
///
/// To store a state common for all your widgets (a singleton), use [`Id::NULL`] as the key.
pub data: crate::util::IdTypeMap,
// ------------------------------------------
/// Can be used to cache computations from one frame to another.
///
/// This is for saving CPU time when you have something that may take 1-100ms to compute.
/// Very slow operations (>100ms) should instead be done async (i.e. in another thread)
/// so as not to lock the UI thread.
///
/// ```
/// use egui::util::cache::{ComputerMut, FrameCache};
///
/// #[derive(Default)]
/// struct CharCounter {}
/// impl ComputerMut<&str, usize> for CharCounter {
/// fn compute(&mut self, s: &str) -> usize {
/// s.chars().count() // you probably want to cache something more expensive than this
/// }
/// }
/// type CharCountCache<'a> = FrameCache<usize, CharCounter>;
///
/// # let mut ctx = egui::Context::default();
/// ctx.memory_mut(|mem| {
/// let cache = mem.caches.cache::<CharCountCache<'_>>();
/// assert_eq!(cache.get("hello"), 5);
/// });
/// ```
#[cfg_attr(feature = "persistence", serde(skip))]
pub caches: crate::util::cache::CacheStorage,
// ------------------------------------------
/// new fonts that will be applied at the start of the next frame
#[cfg_attr(feature = "persistence", serde(skip))]
pub(crate) new_font_definitions: Option<epaint::text::FontDefinitions>,
// Current active viewport
#[cfg_attr(feature = "persistence", serde(skip))]
pub(crate) viewport_id: ViewportId,
/// Which popup-window is open (if any)?
/// Could be a combo box, color picker, menu, etc.
#[cfg_attr(feature = "persistence", serde(skip))]
popup: Option<Id>,
#[cfg_attr(feature = "persistence", serde(skip))]
everything_is_visible: bool,
/// Transforms per layer
pub layer_transforms: HashMap<LayerId, TSTransform>,
// -------------------------------------------------
// Per-viewport:
areas: ViewportIdMap<Areas>,
#[cfg_attr(feature = "persistence", serde(skip))]
pub(crate) interactions: ViewportIdMap<InteractionState>,
#[cfg_attr(feature = "persistence", serde(skip))]
pub(crate) focus: ViewportIdMap<Focus>,
}
impl Default for Memory {
fn default() -> Self {
let mut slf = Self {
options: Default::default(),
data: Default::default(),
caches: Default::default(),
new_font_definitions: Default::default(),
interactions: Default::default(),
focus: Default::default(),
viewport_id: Default::default(),
areas: Default::default(),
layer_transforms: Default::default(),
popup: Default::default(),
everything_is_visible: Default::default(),
};
slf.interactions.entry(slf.viewport_id).or_default();
slf.areas.entry(slf.viewport_id).or_default();
slf
}
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
enum FocusDirection {
/// Select the widget closest above the current focused widget.
Up,
/// Select the widget to the right of the current focused widget.
Right,
/// Select the widget below the current focused widget.
Down,
/// Select the widget to the left of the current focused widget.
Left,
/// Select the previous widget that had focus.
Previous,
/// Select the next widget that wants focus.
Next,
/// Don't change focus.
#[default]
None,
}
impl FocusDirection {
fn is_cardinal(&self) -> bool {
match self {
Self::Up | Self::Right | Self::Down | Self::Left => true,
Self::Previous | Self::Next | Self::None => false,
}
}
}
// ----------------------------------------------------------------------------
/// Some global options that you can read and write.
///
/// See also [`crate::style::DebugOptions`].
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(default))]
pub struct Options {
/// The default style for new [`Ui`](crate::Ui):s in dark mode.
#[cfg_attr(feature = "serde", serde(skip))]
pub dark_style: std::sync::Arc<Style>,
/// The default style for new [`Ui`](crate::Ui):s in light mode.
#[cfg_attr(feature = "serde", serde(skip))]
pub light_style: std::sync::Arc<Style>,
/// Preference for selection between dark and light [`crate::Context::style`]
/// as the active style used by all subsequent windows, panels, etc.
///
/// Default: `ThemePreference::System`.
pub theme_preference: ThemePreference,
/// Which theme to use in case [`Self::theme_preference`] is [`ThemePreference::System`]
/// and egui fails to detect the system theme.
///
/// Default: [`crate::Theme::Dark`].
pub fallback_theme: Theme,
/// The current system theme, used to choose between
/// dark and light style in case [`Self::theme_preference`] is [`ThemePreference::System`].
#[cfg_attr(feature = "serde", serde(skip))]
pub(crate) system_theme: Option<Theme>,
/// Global zoom factor of the UI.
///
/// This is used to calculate the `pixels_per_point`
/// for the UI as `pixels_per_point = zoom_fator * native_pixels_per_point`.
///
/// The default is 1.0. Increase it to make all UI elements larger.
///
/// You should call [`crate::Context::set_zoom_factor`]
/// instead of modifying this directly!
pub zoom_factor: f32,
/// If `true`, egui will change the scale of the ui ([`crate::Context::zoom_factor`]) when the user
/// presses Cmd+Plus, Cmd+Minus or Cmd+0, just like in a browser.
///
/// This is `true` by default.
///
/// On the web-backend of `eframe` this is set to false by default,
/// so that the zoom shortcuts are handled exclusively by the browser,
/// which will change the `native_pixels_per_point` (`devicePixelRatio`).
/// You can still zoom egui independently by calling [`crate::Context::set_zoom_factor`],
/// which will be applied on top of the browsers global zoom.
#[cfg_attr(feature = "serde", serde(skip))]
pub zoom_with_keyboard: bool,
/// Controls the tessellator.
pub tessellation_options: epaint::TessellationOptions,
/// If any widget moves or changes id, repaint everything.
///
/// It is recommended you keep this OFF, as it may
/// lead to endless repaints for an unknown reason. See
/// (<https://github.com/rerun-io/rerun/issues/5018>).
pub repaint_on_widget_change: bool,
/// Maximum number of passes to run in one frame.
///
/// Set to `1` for pure single-pass immediate mode.
/// Set to something larger than `1` to allow multi-pass when needed.
///
/// Default is `2`. This means sometimes a frame will cost twice as much,
/// but usually only rarely (e.g. when showing a new panel for the first time).
///
/// egui will usually only ever run one pass, even if `max_passes` is large.
///
/// If this is `1`, [`crate::Context::request_discard`] will be ignored.
///
/// Multi-pass is supported by [`crate::Context::run`].
///
/// See [`crate::Context::request_discard`] for more.
pub max_passes: NonZeroUsize,
/// This is a signal to any backend that we want the [`crate::PlatformOutput::events`] read out loud.
///
/// The only change to egui is that labels can be focused by pressing tab.
///
/// Screen readers are an experimental feature of egui, and not supported on all platforms.
/// `eframe` only supports it on web.
///
/// Consider using [AccessKit](https://github.com/AccessKit/accesskit) instead,
/// which is supported by `eframe`.
pub screen_reader: bool,
/// If true, the most common glyphs (ASCII) are pre-rendered to the texture atlas.
///
/// Only the fonts in [`Style::text_styles`] will be pre-cached.
///
/// This can lead to fewer texture operations, but may use up the texture atlas quicker
/// if you are changing [`Style::text_styles`], or have a lot of text styles.
pub preload_font_glyphs: bool,
/// Check reusing of [`Id`]s, and show a visual warning on screen when one is found.
///
/// By default this is `true` in debug builds.
pub warn_on_id_clash: bool,
// ------------------------------
// Input:
/// Multiplier for the scroll speed when reported in [`crate::MouseWheelUnit::Line`]s.
pub line_scroll_speed: f32,
/// Controls the speed at which we zoom in when doing ctrl/cmd + scroll.
pub scroll_zoom_speed: f32,
/// Options related to input state handling.
pub input_options: crate::input_state::InputOptions,
/// If `true`, `egui` will discard the loaded image data after
/// the texture is loaded onto the GPU to reduce memory usage.
///
/// In modern GPU rendering, the texture data is not required after the texture is loaded.
///
/// This is beneficial when using a large number or resolution of images and there is no need to
/// retain the image data, potentially saving a significant amount of memory.
///
/// The drawback is that it becomes impossible to serialize the loaded images or render in non-GPU systems.
///
/// Default is `false`.
pub reduce_texture_memory: bool,
}
impl Default for Options {
fn default() -> Self {
// TODO(emilk): figure out why these constants need to be different on web and on native (winit).
let is_web = cfg!(target_arch = "wasm32");
let line_scroll_speed = if is_web {
8.0
} else {
40.0 // Scroll speed decided by consensus: https://github.com/emilk/egui/issues/461
};
Self {
dark_style: std::sync::Arc::new(Theme::Dark.default_style()),
light_style: std::sync::Arc::new(Theme::Light.default_style()),
theme_preference: ThemePreference::System,
fallback_theme: Theme::Dark,
system_theme: None,
zoom_factor: 1.0,
zoom_with_keyboard: true,
tessellation_options: Default::default(),
repaint_on_widget_change: false,
max_passes: NonZeroUsize::new(2).unwrap(),
screen_reader: false,
preload_font_glyphs: true,
warn_on_id_clash: cfg!(debug_assertions),
// Input:
line_scroll_speed,
scroll_zoom_speed: 1.0 / 200.0,
input_options: Default::default(),
reduce_texture_memory: false,
}
}
}
impl Options {
pub(crate) fn begin_pass(&mut self, new_raw_input: &RawInput) {
self.system_theme = new_raw_input.system_theme;
}
/// The currently active theme (may depend on the system theme).
pub(crate) fn theme(&self) -> Theme {
match self.theme_preference {
ThemePreference::Dark => Theme::Dark,
ThemePreference::Light => Theme::Light,
ThemePreference::System => self.system_theme.unwrap_or(self.fallback_theme),
}
}
pub(crate) fn style(&self) -> &std::sync::Arc<Style> {
match self.theme() {
Theme::Dark => &self.dark_style,
Theme::Light => &self.light_style,
}
}
pub(crate) fn style_mut(&mut self) -> &mut std::sync::Arc<Style> {
match self.theme() {
Theme::Dark => &mut self.dark_style,
Theme::Light => &mut self.light_style,
}
}
}
impl Options {
/// Show the options in the ui.
pub fn ui(&mut self, ui: &mut crate::Ui) {
let theme = self.theme();
let Self {
dark_style, // covered above
light_style,
theme_preference,
fallback_theme: _,
system_theme: _,
zoom_factor: _, // TODO(emilk)
zoom_with_keyboard,
tessellation_options,
repaint_on_widget_change,
max_passes,
screen_reader: _, // needs to come from the integration
preload_font_glyphs: _,
warn_on_id_clash,
line_scroll_speed,
scroll_zoom_speed,
input_options,
reduce_texture_memory,
} = self;
use crate::containers::CollapsingHeader;
use crate::Widget as _;
CollapsingHeader::new("⚙ Options")
.default_open(false)
.show(ui, |ui| {
ui.horizontal(|ui| {
ui.label("Max passes:");
ui.add(crate::DragValue::new(max_passes).range(0..=10));
});
ui.checkbox(
repaint_on_widget_change,
"Repaint if any widget moves or changes id",
);
ui.checkbox(
zoom_with_keyboard,
"Zoom with keyboard (Cmd +, Cmd -, Cmd 0)",
);
ui.checkbox(warn_on_id_clash, "Warn if two widgets have the same Id");
ui.checkbox(reduce_texture_memory, "Reduce texture memory");
});
CollapsingHeader::new("🎑 Style")
.default_open(true)
.show(ui, |ui| {
theme_preference.radio_buttons(ui);
std::sync::Arc::make_mut(match theme {
Theme::Dark => dark_style,
Theme::Light => light_style,
})
.ui(ui);
});
CollapsingHeader::new("✒ Painting")
.default_open(false)
.show(ui, |ui| {
tessellation_options.ui(ui);
ui.vertical_centered(|ui| {
crate::reset_button(ui, tessellation_options, "Reset paint settings");
});
});
CollapsingHeader::new("🖱 Input")
.default_open(false)
.show(ui, |ui| {
ui.horizontal(|ui| {
ui.label("Line scroll speed");
ui.add(crate::DragValue::new(line_scroll_speed).range(0.0..=f32::INFINITY))
.on_hover_text(
"How many lines to scroll with each tick of the mouse wheel",
);
});
ui.horizontal(|ui| {
ui.label("Scroll zoom speed");
ui.add(
crate::DragValue::new(scroll_zoom_speed)
.range(0.0..=f32::INFINITY)
.speed(0.001),
)
.on_hover_text("How fast to zoom with ctrl/cmd + scroll");
});
input_options.ui(ui);
});
ui.vertical_centered(|ui| crate::reset_button(ui, self, "Reset all"));
}
}
// ----------------------------------------------------------------------------
/// The state of the interaction in egui,
/// i.e. what is being dragged.
///
/// Say there is a button in a scroll area.
/// If the user clicks the button, the button should click.
/// If the user drags the button we should scroll the scroll area.
/// Therefore, when the mouse is pressed, we register both the button
/// and the scroll area (as `click_id`/`drag_id`).
/// If the user releases the button without moving the mouse, we register it as a click on `click_id`.
/// If the cursor moves too much, we clear the `click_id` and start passing move events to `drag_id`.
#[derive(Clone, Debug, Default)]
pub(crate) struct InteractionState {
/// A widget interested in clicks that has a mouse press on it.
pub potential_click_id: Option<Id>,
/// A widget interested in drags that has a mouse press on it.
///
/// Note that this is set as soon as the mouse is pressed,
/// so the widget may not yet be marked as "dragged"
/// as that can only happen after the mouse has moved a bit
/// (at least if the widget is interesated in both clicks and drags).
pub potential_drag_id: Option<Id>,
}
/// Keeps tracks of what widget has keyboard focus
#[derive(Clone, Debug, Default)]
pub(crate) struct Focus {
/// The widget with keyboard focus (i.e. a text input field).
focused_widget: Option<FocusWidget>,
/// The ID of a widget that had keyboard focus during the previous frame.
id_previous_frame: Option<Id>,
/// The ID of a widget to give the focus to in the next frame.
id_next_frame: Option<Id>,
#[cfg(feature = "accesskit")]
id_requested_by_accesskit: Option<accesskit::NodeId>,
/// If set, the next widget that is interested in focus will automatically get it.
/// Probably because the user pressed Tab.
give_to_next: bool,
/// The last widget interested in focus.
last_interested: Option<Id>,
/// Set when looking for widget with navigational keys like arrows, tab, shift+tab.
focus_direction: FocusDirection,
/// A cache of widget IDs that are interested in focus with their corresponding rectangles.
focus_widgets_cache: IdMap<Rect>,
}
/// The widget with focus.
#[derive(Clone, Copy, Debug)]
struct FocusWidget {
pub id: Id,
pub filter: EventFilter,
}
impl FocusWidget {
pub fn new(id: Id) -> Self {
Self {
id,
filter: Default::default(),
}
}
}
impl InteractionState {
/// Are we currently clicking or dragging an egui widget?
pub fn is_using_pointer(&self) -> bool {
self.potential_click_id.is_some() || self.potential_drag_id.is_some()
}
}
impl Focus {
/// Which widget currently has keyboard focus?
pub fn focused(&self) -> Option<Id> {
self.focused_widget.as_ref().map(|w| w.id)
}
fn begin_pass(&mut self, new_input: &crate::data::input::RawInput) {
self.id_previous_frame = self.focused();
if let Some(id) = self.id_next_frame.take() {
self.focused_widget = Some(FocusWidget::new(id));
}
let event_filter = self.focused_widget.map(|w| w.filter).unwrap_or_default();
#[cfg(feature = "accesskit")]
{
self.id_requested_by_accesskit = None;
}
self.focus_direction = FocusDirection::None;
for event in &new_input.events {
if !event_filter.matches(event) {
if let crate::Event::Key {
key,
pressed: true,
modifiers,
..
} = event
{
if let Some(cardinality) = match key {
crate::Key::ArrowUp => Some(FocusDirection::Up),
crate::Key::ArrowRight => Some(FocusDirection::Right),
crate::Key::ArrowDown => Some(FocusDirection::Down),
crate::Key::ArrowLeft => Some(FocusDirection::Left),
crate::Key::Tab => {
if modifiers.shift {
Some(FocusDirection::Previous)
} else {
Some(FocusDirection::Next)
}
}
crate::Key::Escape => {
self.focused_widget = None;
Some(FocusDirection::None)
}
_ => None,
} {
self.focus_direction = cardinality;
}
}
}
#[cfg(feature = "accesskit")]
{
if let crate::Event::AccessKitActionRequest(accesskit::ActionRequest {
action: accesskit::Action::Focus,
target,
data: None,
}) = event
{
self.id_requested_by_accesskit = Some(*target);
}
}
}
}
pub(crate) fn end_pass(&mut self, used_ids: &IdMap<Rect>) {
if self.focus_direction.is_cardinal() {
if let Some(found_widget) = self.find_widget_in_direction(used_ids) {
self.focused_widget = Some(FocusWidget::new(found_widget));
}
}
if let Some(focused_widget) = self.focused_widget {
// Allow calling `request_focus` one frame and not using it until next frame
let recently_gained_focus = self.id_previous_frame != Some(focused_widget.id);
if !recently_gained_focus && !used_ids.contains_key(&focused_widget.id) {
// Dead-mans-switch: the widget with focus has disappeared!
self.focused_widget = None;
}
}
}
pub(crate) fn had_focus_last_frame(&self, id: Id) -> bool {
self.id_previous_frame == Some(id)
}
fn interested_in_focus(&mut self, id: Id) {
#[cfg(feature = "accesskit")]
{
if self.id_requested_by_accesskit == Some(id.accesskit_id()) {
self.focused_widget = Some(FocusWidget::new(id));
self.id_requested_by_accesskit = None;
self.give_to_next = false;
self.reset_focus();
}
}
// The rect is updated at the end of the frame.
self.focus_widgets_cache
.entry(id)
.or_insert(Rect::EVERYTHING);
if self.give_to_next && !self.had_focus_last_frame(id) {
self.focused_widget = Some(FocusWidget::new(id));
self.give_to_next = false;
} else if self.focused() == Some(id) {
if self.focus_direction == FocusDirection::Next {
self.focused_widget = None;
self.give_to_next = true;
self.reset_focus();
} else if self.focus_direction == FocusDirection::Previous {
self.id_next_frame = self.last_interested; // frame-delay so gained_focus works
self.reset_focus();
}
} else if self.focus_direction == FocusDirection::Next
&& self.focused_widget.is_none()
&& !self.give_to_next
{
// nothing has focus and the user pressed tab - give focus to the first widgets that wants it:
self.focused_widget = Some(FocusWidget::new(id));
self.reset_focus();
} else if self.focus_direction == FocusDirection::Previous
&& self.focused_widget.is_none()
&& !self.give_to_next
{
// nothing has focus and the user pressed Shift+Tab - give focus to the last widgets that wants it:
self.focused_widget = self.last_interested.map(FocusWidget::new);
self.reset_focus();
}
self.last_interested = Some(id);
}
fn reset_focus(&mut self) {
self.focus_direction = FocusDirection::None;
}
fn find_widget_in_direction(&mut self, new_rects: &IdMap<Rect>) -> Option<Id> {
// NOTE: `new_rects` here include some widgets _not_ interested in focus.
/// * negative if `a` is left of `b`
/// * positive if `a` is right of `b`
/// * zero if the ranges overlap significantly
fn range_diff(a: Rangef, b: Rangef) -> f32 {
let has_significant_overlap = a.intersection(b).span() >= 0.5 * b.span().min(a.span());
if has_significant_overlap {
0.0
} else {
a.center() - b.center()
}
}
let current_focused = self.focused_widget?;
// In what direction we are looking for the next widget.
let search_direction = match self.focus_direction {
FocusDirection::Up => Vec2::UP,
FocusDirection::Right => Vec2::RIGHT,
FocusDirection::Down => Vec2::DOWN,
FocusDirection::Left => Vec2::LEFT,
_ => {
return None;
}
};
// Update cache with new rects
self.focus_widgets_cache.retain(|id, old_rect| {
if let Some(new_rect) = new_rects.get(id) {
*old_rect = *new_rect;
true // Keep the item
} else {
false // Remove the item
}
});
let current_rect = self.focus_widgets_cache.get(¤t_focused.id)?;
let mut best_score = std::f32::INFINITY;
let mut best_id = None;
for (candidate_id, candidate_rect) in &self.focus_widgets_cache {
if *candidate_id == current_focused.id {
continue;
}
// There is a lot of room for improvement here.
let to_candidate = vec2(
range_diff(candidate_rect.x_range(), current_rect.x_range()),
range_diff(candidate_rect.y_range(), current_rect.y_range()),
);
let acos_angle = to_candidate.normalized().dot(search_direction);
// Only interested in widgets that fall in a 90° cone (±45°)
// of the search direction.
let is_in_search_cone = 0.5_f32.sqrt() <= acos_angle;
if is_in_search_cone {
let distance = to_candidate.length();
// There is a lot of room for improvement here.
let score = distance / (acos_angle * acos_angle);
if score < best_score {
best_score = score;
best_id = Some(*candidate_id);
}
}
}
best_id
}
}
impl Memory {
pub(crate) fn begin_pass(&mut self, new_raw_input: &RawInput, viewports: &ViewportIdSet) {
crate::profile_function!();
self.viewport_id = new_raw_input.viewport_id;
// Cleanup
self.interactions.retain(|id, _| viewports.contains(id));
self.areas.retain(|id, _| viewports.contains(id));
self.areas.entry(self.viewport_id).or_default();
// self.interactions is handled elsewhere
self.options.begin_pass(new_raw_input);
self.focus
.entry(self.viewport_id)
.or_default()
.begin_pass(new_raw_input);
}
pub(crate) fn end_pass(&mut self, used_ids: &IdMap<Rect>) {
self.caches.update();
self.areas_mut().end_pass();
self.focus_mut().end_pass(used_ids);
}
pub(crate) fn set_viewport_id(&mut self, viewport_id: ViewportId) {
self.viewport_id = viewport_id;
}
/// Access memory of the [`Area`](crate::containers::area::Area)s, such as `Window`s.
pub fn areas(&self) -> &Areas {
self.areas
.get(&self.viewport_id)
.expect("Memory broken: no area for the current viewport")
}
/// Access memory of the [`Area`](crate::containers::area::Area)s, such as `Window`s.
pub fn areas_mut(&mut self) -> &mut Areas {
self.areas.entry(self.viewport_id).or_default()
}
/// Top-most layer at the given position.
pub fn layer_id_at(&self, pos: Pos2) -> Option<LayerId> {
self.areas().layer_id_at(pos, &self.layer_transforms)
}
/// An iterator over all layers. Back-to-front, top is last.
pub fn layer_ids(&self) -> impl ExactSizeIterator<Item = LayerId> + '_ {
self.areas().order().iter().copied()
}
/// Check if the layer had focus last frame.
/// returns `true` if the layer had focus last frame, but not this one.
pub fn had_focus_last_frame(&self, id: Id) -> bool {
self.focus().and_then(|f| f.id_previous_frame) == Some(id)
}
/// Check if the layer lost focus last frame.
/// returns `true` if the layer lost focus last frame, but not this one.
pub(crate) fn lost_focus(&self, id: Id) -> bool {
self.had_focus_last_frame(id) && !self.has_focus(id)
}
/// Check if the layer gained focus this frame.
/// returns `true` if the layer gained focus this frame, but not last one.
pub(crate) fn gained_focus(&self, id: Id) -> bool {
!self.had_focus_last_frame(id) && self.has_focus(id)
}
/// Does this widget have keyboard focus?
///
/// This function does not consider whether the UI as a whole (e.g. window)
/// has the keyboard focus. That makes this function suitable for deciding
/// widget state that should not be disrupted if the user moves away from
/// the window and back.
#[inline(always)]
pub fn has_focus(&self, id: Id) -> bool {
self.focused() == Some(id)
}
/// Which widget has keyboard focus?
pub fn focused(&self) -> Option<Id> {
self.focus().and_then(|f| f.focused())
}
/// Set an event filter for a widget.
///
/// This allows you to control whether the widget will loose focus
/// when the user presses tab, arrow keys, or escape.
///
/// You must first give focus to the widget before calling this.
pub fn set_focus_lock_filter(&mut self, id: Id, event_filter: EventFilter) {
if self.had_focus_last_frame(id) && self.has_focus(id) {
if let Some(focused) = &mut self.focus_mut().focused_widget {
if focused.id == id {
focused.filter = event_filter;
}
}
}
}
/// Give keyboard focus to a specific widget.
/// See also [`crate::Response::request_focus`].
#[inline(always)]
pub fn request_focus(&mut self, id: Id) {
self.focus_mut().focused_widget = Some(FocusWidget::new(id));
}
/// Surrender keyboard focus for a specific widget.
/// See also [`crate::Response::surrender_focus`].
#[inline(always)]
pub fn surrender_focus(&mut self, id: Id) {
let focus = self.focus_mut();
if focus.focused() == Some(id) {
focus.focused_widget = None;
}
}
/// Register this widget as being interested in getting keyboard focus.
/// This will allow the user to select it with tab and shift-tab.
/// This is normally done automatically when handling interactions,
/// but it is sometimes useful to pre-register interest in focus,
/// e.g. before deciding which type of underlying widget to use,
/// as in the [`crate::DragValue`] widget, so a widget can be focused
/// and rendered correctly in a single frame.
#[inline(always)]
pub fn interested_in_focus(&mut self, id: Id) {
self.focus_mut().interested_in_focus(id);
}
/// Stop editing the active [`TextEdit`](crate::TextEdit) (if any).
#[inline(always)]
pub fn stop_text_input(&mut self) {
self.focus_mut().focused_widget = None;
}
/// Is any widget being dragged?
#[deprecated = "Use `Context::dragged_id` instead"]
#[inline(always)]
pub fn is_anything_being_dragged(&self) -> bool {
self.interaction().potential_drag_id.is_some()
}
/// Is this specific widget being dragged?
///
/// A widget that sense both clicks and drags is only marked as "dragged"
/// when the mouse has moved a bit, but `is_being_dragged` will return true immediately.
#[deprecated = "Use `Context::is_being_dragged` instead"]
#[inline(always)]
pub fn is_being_dragged(&self, id: Id) -> bool {
self.interaction().potential_drag_id == Some(id)
}
/// Get the id of the widget being dragged, if any.
///
/// Note that this is set as soon as the mouse is pressed,
/// so the widget may not yet be marked as "dragged",
/// as that can only happen after the mouse has moved a bit
/// (at least if the widget is interesated in both clicks and drags).
#[deprecated = "Use `Context::dragged_id` instead"]
#[inline(always)]
pub fn dragged_id(&self) -> Option<Id> {
self.interaction().potential_drag_id
}
/// Set which widget is being dragged.
#[inline(always)]
#[deprecated = "Use `Context::set_dragged_id` instead"]
pub fn set_dragged_id(&mut self, id: Id) {
self.interaction_mut().potential_drag_id = Some(id);
}
/// Stop dragging any widget.
#[inline(always)]
#[deprecated = "Use `Context::stop_dragging` instead"]
pub fn stop_dragging(&mut self) {
self.interaction_mut().potential_drag_id = None;
}
/// Is something else being dragged?
///
/// Returns true if we are dragging something, but not the given widget.
#[inline(always)]
#[deprecated = "Use `Context::dragging_something_else` instead"]
pub fn dragging_something_else(&self, not_this: Id) -> bool {
let drag_id = self.interaction().potential_drag_id;
drag_id.is_some() && drag_id != Some(not_this)
}
/// Forget window positions, sizes etc.
/// Can be used to auto-layout windows.
pub fn reset_areas(&mut self) {
for area in self.areas.values_mut() {
*area = Default::default();
}
}
/// Obtain the previous rectangle of an area.
pub fn area_rect(&self, id: impl Into<Id>) -> Option<Rect> {
self.areas().get(id.into()).map(|state| state.rect())
}
pub(crate) fn interaction(&self) -> &InteractionState {
self.interactions
.get(&self.viewport_id)
.expect("Failed to get interaction")
}
pub(crate) fn interaction_mut(&mut self) -> &mut InteractionState {
self.interactions.entry(self.viewport_id).or_default()
}
pub(crate) fn focus(&self) -> Option<&Focus> {
self.focus.get(&self.viewport_id)
}
pub(crate) fn focus_mut(&mut self) -> &mut Focus {
self.focus.entry(self.viewport_id).or_default()
}
}
/// ## Popups
/// Popups are things like combo-boxes, color pickers, menus etc.
/// Only one can be open at a time.
impl Memory {
/// Is the given popup open?
pub fn is_popup_open(&self, popup_id: Id) -> bool {
self.popup == Some(popup_id) || self.everything_is_visible()
}
/// Is any popup open?
pub fn any_popup_open(&self) -> bool {
self.popup.is_some() || self.everything_is_visible()
}
/// Open the given popup and close all others.
pub fn open_popup(&mut self, popup_id: Id) {
self.popup = Some(popup_id);
}
/// Close the open popup, if any.
pub fn close_popup(&mut self) {
self.popup = None;
}
/// Toggle the given popup between closed and open.
///
/// Note: At most, only one popup can be open at a time.
pub fn toggle_popup(&mut self, popup_id: Id) {
if self.is_popup_open(popup_id) {
self.close_popup();
} else {
self.open_popup(popup_id);
}
}
/// If true, all windows, menus, tooltips, etc., will be visible at once.
///
/// This is useful for testing, benchmarking, pre-caching, etc.
///
/// Experimental feature!
#[inline(always)]
pub fn everything_is_visible(&self) -> bool {
self.everything_is_visible
}
/// If true, all windows, menus, tooltips etc are to be visible at once.
///
/// This is useful for testing, benchmarking, pre-caching, etc.
///
/// Experimental feature!
pub fn set_everything_is_visible(&mut self, value: bool) {
self.everything_is_visible = value;
}
}
// ----------------------------------------------------------------------------
/// Keeps track of [`Area`](crate::containers::area::Area)s, which are free-floating [`Ui`](crate::Ui)s.
/// These [`Area`](crate::containers::area::Area)s can be in any [`Order`].
#[derive(Clone, Debug, Default)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(default))]
pub struct Areas {
areas: IdMap<area::AreaState>,
/// Back-to-front, top is last.
order: Vec<LayerId>,
visible_last_frame: ahash::HashSet<LayerId>,
visible_current_frame: ahash::HashSet<LayerId>,
/// When an area wants to be on top, it is assigned here.
/// This is used to reorder the layers at the end of the frame.
/// If several layers want to be on top, they will keep their relative order.
/// This means closing three windows and then reopening them all in one frame
/// results in them being sent to the top and keeping their previous internal order.
wants_to_be_on_top: ahash::HashSet<LayerId>,
/// List of sublayers for each layer.
///
/// When a layer has sublayers, they are moved directly above it in the ordering.
sublayers: ahash::HashMap<LayerId, HashSet<LayerId>>,
}
impl Areas {
pub(crate) fn count(&self) -> usize {
self.areas.len()
}
pub(crate) fn get(&self, id: Id) -> Option<&area::AreaState> {
self.areas.get(&id)
}
/// Back-to-front, top is last.
pub(crate) fn order(&self) -> &[LayerId] {
&self.order
}
/// For each layer, which [`Self::order`] is it in?
pub(crate) fn order_map(&self) -> HashMap<LayerId, usize> {
self.order
.iter()
.enumerate()
.map(|(i, id)| (*id, i))
.collect()
}
pub(crate) fn set_state(&mut self, layer_id: LayerId, state: area::AreaState) {
self.visible_current_frame.insert(layer_id);
self.areas.insert(layer_id.id, state);
if !self.order.iter().any(|x| *x == layer_id) {
self.order.push(layer_id);
}
}
/// Top-most layer at the given position.
pub fn layer_id_at(
&self,
pos: Pos2,
layer_transforms: &HashMap<LayerId, TSTransform>,
) -> Option<LayerId> {
for layer in self.order.iter().rev() {
if self.is_visible(layer) {
if let Some(state) = self.areas.get(&layer.id) {
let mut rect = state.rect();
if state.interactable {
if let Some(transform) = layer_transforms.get(layer) {
rect = *transform * rect;
}
if rect.contains(pos) {
return Some(*layer);
}
}
}
}
}
None
}
pub fn visible_last_frame(&self, layer_id: &LayerId) -> bool {
self.visible_last_frame.contains(layer_id)
}
pub fn is_visible(&self, layer_id: &LayerId) -> bool {
self.visible_last_frame.contains(layer_id) || self.visible_current_frame.contains(layer_id)
}
pub fn visible_layer_ids(&self) -> ahash::HashSet<LayerId> {
self.visible_last_frame
.iter()
.copied()
.chain(self.visible_current_frame.iter().copied())
.collect()
}
pub(crate) fn visible_windows(&self) -> impl Iterator<Item = (LayerId, &area::AreaState)> {
self.visible_layer_ids()
.into_iter()
.filter(|layer| layer.order == crate::Order::Middle)
.filter(|&layer| !self.is_sublayer(&layer))
.filter_map(|layer| Some((layer, self.get(layer.id)?)))
}
pub fn move_to_top(&mut self, layer_id: LayerId) {
self.visible_current_frame.insert(layer_id);
self.wants_to_be_on_top.insert(layer_id);
if !self.order.iter().any(|x| *x == layer_id) {
self.order.push(layer_id);
}
}
/// Mark the `child` layer as a sublayer of `parent`.
///
/// Sublayers are moved directly above the parent layer at the end of the frame. This is mainly
/// intended for adding a new [Area](crate::Area) inside a [Window](crate::Window).
///
/// This currently only supports one level of nesting. If `parent` is a sublayer of another
/// layer, the behavior is unspecified.
pub fn set_sublayer(&mut self, parent: LayerId, child: LayerId) {
self.sublayers.entry(parent).or_default().insert(child);
}
pub fn top_layer_id(&self, order: Order) -> Option<LayerId> {
self.order
.iter()
.filter(|layer| layer.order == order && !self.is_sublayer(layer))
.last()
.copied()
}
pub(crate) fn is_sublayer(&self, layer: &LayerId) -> bool {
self.sublayers
.iter()
.any(|(_, children)| children.contains(layer))
}
pub(crate) fn end_pass(&mut self) {
let Self {
visible_last_frame,
visible_current_frame,
order,
wants_to_be_on_top,
sublayers,
..
} = self;
std::mem::swap(visible_last_frame, visible_current_frame);
visible_current_frame.clear();
order.sort_by_key(|layer| (layer.order, wants_to_be_on_top.contains(layer)));
wants_to_be_on_top.clear();
// For all layers with sublayers, put the sublayers directly after the parent layer:
let sublayers = std::mem::take(sublayers);
for (parent, children) in sublayers {
let mut moved_layers = vec![parent];
order.retain(|l| {
if children.contains(l) {
moved_layers.push(*l);
false
} else {
true
}
});
let Some(parent_pos) = order.iter().position(|l| l == &parent) else {
continue;
};
order.splice(parent_pos..=parent_pos, moved_layers);
}
}
}
// ----------------------------------------------------------------------------
#[test]
fn memory_impl_send_sync() {
fn assert_send_sync<T: Send + Sync>() {}
assert_send_sync::<Memory>();
}