304 lines
10 KiB
Rust
304 lines
10 KiB
Rust
use crate::*;
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#[derive(Clone, Debug, Default, PartialEq)]
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#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
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pub(crate) struct State {
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col_widths: Vec<f32>,
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row_heights: Vec<f32>,
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}
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impl State {
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fn set_min_col_width(&mut self, col: usize, width: f32) {
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self.col_widths
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.resize(self.col_widths.len().max(col + 1), 0.0);
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self.col_widths[col] = self.col_widths[col].max(width);
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}
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fn set_min_row_height(&mut self, row: usize, height: f32) {
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self.row_heights
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.resize(self.row_heights.len().max(row + 1), 0.0);
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self.row_heights[row] = self.row_heights[row].max(height);
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}
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fn col_width(&self, col: usize) -> Option<f32> {
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self.col_widths.get(col).copied()
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}
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fn row_height(&self, row: usize) -> Option<f32> {
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self.row_heights.get(row).copied()
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}
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fn full_width(&self, x_spacing: f32) -> f32 {
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self.col_widths.iter().sum::<f32>()
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+ (self.col_widths.len().at_least(1) - 1) as f32 * x_spacing
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}
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}
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// ----------------------------------------------------------------------------
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pub(crate) struct GridLayout {
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ctx: CtxRef,
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id: Id,
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/// State previous frame (if any).
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/// This can be used to predict future sizes of cells.
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prev_state: State,
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/// State accumulated during the current frame.
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curr_state: State,
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spacing: Vec2,
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striped: bool,
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initial_x: f32,
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min_cell_size: Vec2,
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col: usize,
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row: usize,
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}
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impl GridLayout {
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pub(crate) fn new(ui: &Ui, id: Id) -> Self {
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let prev_state = ui.memory().grid.get(&id).cloned().unwrap_or_default();
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Self {
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ctx: ui.ctx().clone(),
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id,
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prev_state,
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curr_state: State::default(),
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spacing: ui.spacing().item_spacing,
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striped: false,
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initial_x: ui.cursor().x,
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min_cell_size: ui.spacing().interact_size,
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col: 0,
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row: 0,
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}
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}
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}
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impl GridLayout {
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fn prev_col_width(&self, col: usize) -> f32 {
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self.prev_state
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.col_width(col)
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.unwrap_or(self.min_cell_size.x)
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}
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fn prev_row_height(&self, row: usize) -> f32 {
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self.prev_state
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.row_height(row)
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.unwrap_or(self.min_cell_size.y)
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}
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pub(crate) fn available_rect(&self, region: &Region) -> Rect {
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// let mut rect = Rect::from_min_max(region.cursor, region.max_rect.max);
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// rect.set_height(rect.height().at_least(self.min_cell_size.y));
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// rect
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// required for putting CollapsingHeader in anything but the last column:
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self.available_rect_finite(region)
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}
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pub(crate) fn available_rect_finite(&self, region: &Region) -> Rect {
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// If we want to allow width-filling widgets like `Separator` in one of the first cells
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// then we need to make sure they don't spill out of the first cell:
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let width = self.prev_state.col_width(self.col);
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let width = width.or_else(|| self.curr_state.col_width(self.col));
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let width = width.unwrap_or_default().at_least(self.min_cell_size.x);
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let height = region.max_rect_finite().max.y - region.cursor.y;
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let height = height.at_least(self.min_cell_size.y);
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Rect::from_min_size(region.cursor, vec2(width, height))
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}
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pub(crate) fn next_cell(&self, cursor: Pos2, child_size: Vec2) -> Rect {
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let width = self.prev_state.col_width(self.col).unwrap_or(0.0);
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let height = self.prev_row_height(self.row);
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let size = child_size.max(vec2(width, height));
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Rect::from_min_size(cursor, size)
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}
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pub(crate) fn align_size_within_rect(&self, size: Vec2, frame: Rect) -> Rect {
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// TODO: allow this alignment to be customized
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Align2::LEFT_CENTER.align_size_within_rect(size, frame)
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}
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pub(crate) fn justify_or_align(&self, frame: Rect, size: Vec2) -> Rect {
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self.align_size_within_rect(size, frame)
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}
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pub(crate) fn advance(&mut self, cursor: &mut Pos2, frame_rect: Rect, widget_rect: Rect) {
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let debug_expand_width = self.ctx.style().visuals.debug_expand_width;
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let debug_expand_height = self.ctx.style().visuals.debug_expand_height;
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if debug_expand_width || debug_expand_height {
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let rect = widget_rect;
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let too_wide = rect.width() > self.prev_col_width(self.col);
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let too_high = rect.height() > self.prev_row_height(self.row);
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if (debug_expand_width && too_wide) || (debug_expand_height && too_high) {
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let painter = self.ctx.debug_painter();
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painter.rect_stroke(rect, 0.0, (1.0, Color32::LIGHT_BLUE));
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let stroke = Stroke::new(2.5, Color32::from_rgb(200, 0, 0));
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let paint_line_seg = |a, b| painter.line_segment([a, b], stroke);
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if debug_expand_width && too_wide {
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paint_line_seg(rect.left_top(), rect.left_bottom());
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paint_line_seg(rect.left_center(), rect.right_center());
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paint_line_seg(rect.right_top(), rect.right_bottom());
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}
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}
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}
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self.curr_state
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.set_min_col_width(self.col, widget_rect.width().at_least(self.min_cell_size.x));
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self.curr_state.set_min_row_height(
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self.row,
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widget_rect.height().at_least(self.min_cell_size.y),
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);
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self.col += 1;
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cursor.x += frame_rect.width() + self.spacing.x;
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}
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pub(crate) fn end_row(&mut self, cursor: &mut Pos2, painter: &Painter) {
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let row_height = self.prev_row_height(self.row);
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cursor.x = self.initial_x;
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cursor.y += row_height + self.spacing.y;
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self.col = 0;
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self.row += 1;
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if self.striped && self.row % 2 == 1 {
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if let Some(height) = self.prev_state.row_height(self.row) {
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// Paint background for coming row:
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let size = Vec2::new(self.prev_state.full_width(self.spacing.x), height);
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let rect = Rect::from_min_size(*cursor, size);
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let rect = rect.expand2(0.5 * self.spacing.y * Vec2::Y);
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let rect = rect.expand2(2.0 * Vec2::X); // HACK: just looks better with some spacing on the sides
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let color = Rgba::from_white_alpha(0.0075);
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// let color = Rgba::from_black_alpha(0.2);
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painter.rect_filled(rect, 2.0, color);
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}
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}
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}
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pub(crate) fn save(&self) {
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if self.curr_state != self.prev_state {
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self.ctx
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.memory()
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.grid
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.insert(self.id, self.curr_state.clone());
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self.ctx.request_repaint();
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}
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}
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}
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// ----------------------------------------------------------------------------
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/// A simple grid layout.
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///
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/// The contents of each cell be aligned to the left and center.
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/// If you want to add multiple widgets to a cell you need to group them with
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/// [`Ui::horizontal`], [`Ui::vertical`] etc.
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///
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/// ```
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/// # let ui = &mut egui::Ui::__test();
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/// egui::Grid::new("some_unique_id").show(ui, |ui| {
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/// ui.label("First row, first column");
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/// ui.label("First row, second column");
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/// ui.end_row();
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///
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/// ui.label("Second row, first column");
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/// ui.label("Second row, second column");
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/// ui.label("Second row, third column");
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/// ui.end_row();
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///
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/// ui.horizontal(|ui| { ui.label("Same"); ui.label("cell"); });
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/// ui.label("Third row, second column");
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/// ui.end_row();
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/// });
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/// ```
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pub struct Grid {
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id_source: Id,
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striped: bool,
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min_col_width: Option<f32>,
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min_row_height: Option<f32>,
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spacing: Option<Vec2>,
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}
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impl Grid {
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/// Create a new [`Grid`] with a locally unique identifier.
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pub fn new(id_source: impl std::hash::Hash) -> Self {
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Self {
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id_source: Id::new(id_source),
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striped: false,
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min_col_width: None,
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min_row_height: None,
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spacing: None,
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}
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}
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/// If `true`, add a subtle background color to every other row.
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///
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/// This can make a table easier to read.
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/// Default: `false`.
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pub fn striped(mut self, striped: bool) -> Self {
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self.striped = striped;
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self
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}
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/// Set minimum width of each column.
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/// Default: [`crate::style::Spacing::interact_size`]`.x`.
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pub fn min_col_width(mut self, min_col_width: f32) -> Self {
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self.min_col_width = Some(min_col_width);
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self
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}
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/// Set minimum height of each row.
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/// Default: [`crate::style::Spacing::interact_size`]`.y`.
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pub fn min_row_height(mut self, min_row_height: f32) -> Self {
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self.min_row_height = Some(min_row_height);
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self
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}
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/// Set spacing between columns/rows.
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/// Default: [`crate::style::Spacing::item_spacing`].
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pub fn spacing(mut self, spacing: impl Into<Vec2>) -> Self {
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self.spacing = Some(spacing.into());
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self
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}
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}
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impl Grid {
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pub fn show<R>(self, ui: &mut Ui, add_contents: impl FnOnce(&mut Ui) -> R) -> R {
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let Self {
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id_source,
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striped,
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min_col_width,
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min_row_height,
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spacing,
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} = self;
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let min_col_width = min_col_width.unwrap_or_else(|| ui.spacing().interact_size.x);
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let min_row_height = min_row_height.unwrap_or_else(|| ui.spacing().interact_size.y);
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let spacing = spacing.unwrap_or_else(|| ui.spacing().item_spacing);
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// Each grid cell is aligned LEFT_CENTER.
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// If somebody wants to wrap more things inside a cell,
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// then we should pick a default layout that matches that alignment,
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// which we do here:
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ui.horizontal(|ui| {
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let id = ui.make_persistent_id(id_source);
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let grid = GridLayout {
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striped,
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spacing,
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min_cell_size: vec2(min_col_width, min_row_height),
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..GridLayout::new(ui, id)
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};
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ui.set_grid(grid);
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let r = add_contents(ui);
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ui.save_grid();
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r
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})
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.0
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}
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}
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