egui/crates/egui/src/ui.rs

3120 lines
108 KiB
Rust

#![warn(missing_docs)] // Let's keep `Ui` well-documented.
#![allow(clippy::use_self)]
use std::{any::Any, hash::Hash, sync::Arc};
use emath::GuiRounding as _;
use epaint::mutex::RwLock;
use crate::{
containers::{CollapsingHeader, CollapsingResponse, Frame},
ecolor::Hsva,
emath, epaint,
epaint::text::Fonts,
grid,
layout::{Direction, Layout},
menu,
menu::MenuState,
pass_state,
placer::Placer,
pos2, style,
util::IdTypeMap,
vec2, widgets,
widgets::{
color_picker, Button, Checkbox, DragValue, Hyperlink, Image, ImageSource, Label, Link,
RadioButton, SelectableLabel, Separator, Spinner, TextEdit, Widget,
},
Align, Color32, Context, CursorIcon, DragAndDrop, Id, InnerResponse, InputState, LayerId,
Memory, Order, Painter, PlatformOutput, Pos2, Rangef, Rect, Response, Rgba, RichText, Sense,
Style, TextStyle, TextWrapMode, UiBuilder, UiStack, UiStackInfo, Vec2, WidgetRect, WidgetText,
};
#[cfg(debug_assertions)]
use crate::Stroke;
// ----------------------------------------------------------------------------
/// This is what you use to place widgets.
///
/// Represents a region of the screen with a type of layout (horizontal or vertical).
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.add(egui::Label::new("Hello World!"));
/// ui.label("A shorter and more convenient way to add a label.");
/// ui.horizontal(|ui| {
/// ui.label("Add widgets");
/// if ui.button("on the same row!").clicked() {
/// /* … */
/// }
/// });
/// # });
/// ```
pub struct Ui {
/// Generated based on id of parent ui together with an optional id salt.
///
/// This should be stable from one frame to next
/// so it can be used as a source for storing state
/// (e.g. window position, or if a collapsing header is open).
///
/// However, it is not necessarily globally unique.
/// For instance, sibling `Ui`s share the same [`Self::id`]
/// unless they where explicitly given different id salts using
/// [`UiBuilder::id_salt`].
id: Id,
/// This is a globally unique ID of this `Ui`,
/// based on where in the hierarchy of widgets this Ui is in.
///
/// This means it is not _stable_, as it can change if new widgets
/// are added or removed prior to this one.
/// It should therefore only be used for transient interactions (clicks etc),
/// not for storing state over time.
unique_id: Id,
/// This is used to create a unique interact ID for some widgets.
///
/// This value is based on where in the hierarchy of widgets this Ui is in,
/// and the value is increment with each added child widget.
/// This works as an Id source only as long as new widgets aren't added or removed.
/// They are therefore only good for Id:s that has no state.
next_auto_id_salt: u64,
/// Specifies paint layer, clip rectangle and a reference to [`Context`].
painter: Painter,
/// The [`Style`] (visuals, spacing, etc) of this ui.
/// Commonly many [`Ui`]:s share the same [`Style`].
/// The [`Ui`] implements copy-on-write for this.
style: Arc<Style>,
/// Handles the [`Ui`] size and the placement of new widgets.
placer: Placer,
/// If false we are unresponsive to input,
/// and all widgets will assume a gray style.
enabled: bool,
/// Set to true in special cases where we do one frame
/// where we size up the contents of the Ui, without actually showing it.
sizing_pass: bool,
/// Indicates whether this Ui belongs to a Menu.
menu_state: Option<Arc<RwLock<MenuState>>>,
/// The [`UiStack`] for this [`Ui`].
stack: Arc<UiStack>,
/// The sense for the ui background.
sense: Sense,
/// Whether [`Ui::remember_min_rect`] should be called when the [`Ui`] is dropped.
/// This is an optimization, so we don't call [`Ui::remember_min_rect`] multiple times at the
/// end of a [`Ui::scope`].
min_rect_already_remembered: bool,
}
impl Ui {
// ------------------------------------------------------------------------
// Creation:
/// Create a new top-level [`Ui`].
///
/// Normally you would not use this directly, but instead use
/// [`crate::SidePanel`], [`crate::TopBottomPanel`], [`crate::CentralPanel`], [`crate::Window`] or [`crate::Area`].
pub fn new(ctx: Context, id: Id, ui_builder: UiBuilder) -> Self {
let UiBuilder {
id_salt,
ui_stack_info,
layer_id,
max_rect,
layout,
disabled,
invisible,
sizing_pass,
style,
sense,
} = ui_builder;
let layer_id = layer_id.unwrap_or(LayerId::background());
debug_assert!(
id_salt.is_none(),
"Top-level Ui:s should not have an id_salt"
);
let max_rect = max_rect.unwrap_or_else(|| ctx.screen_rect());
let clip_rect = max_rect;
let layout = layout.unwrap_or_default();
let disabled = disabled || invisible;
let style = style.unwrap_or_else(|| ctx.style());
let sense = sense.unwrap_or(Sense::hover());
let placer = Placer::new(max_rect, layout);
let ui_stack = UiStack {
id,
layout_direction: layout.main_dir,
info: ui_stack_info,
parent: None,
min_rect: placer.min_rect(),
max_rect: placer.max_rect(),
};
let mut ui = Ui {
id,
unique_id: id,
next_auto_id_salt: id.with("auto").value(),
painter: Painter::new(ctx, layer_id, clip_rect),
style,
placer,
enabled: true,
sizing_pass,
menu_state: None,
stack: Arc::new(ui_stack),
sense,
min_rect_already_remembered: false,
};
// Register in the widget stack early, to ensure we are behind all widgets we contain:
let start_rect = Rect::NOTHING; // This will be overwritten when `remember_min_rect` is called
ui.ctx().create_widget(
WidgetRect {
id: ui.unique_id,
layer_id: ui.layer_id(),
rect: start_rect,
interact_rect: start_rect,
sense,
enabled: ui.enabled,
},
true,
);
if disabled {
ui.disable();
}
if invisible {
ui.set_invisible();
}
ui
}
/// Create a new [`Ui`] at a specific region.
///
/// Note: calling this function twice from the same [`Ui`] will create a conflict of id. Use
/// [`Self::scope`] if needed.
///
/// When in doubt, use `None` for the `UiStackInfo` argument.
#[deprecated = "Use ui.new_child() instead"]
pub fn child_ui(
&mut self,
max_rect: Rect,
layout: Layout,
ui_stack_info: Option<UiStackInfo>,
) -> Self {
self.new_child(
UiBuilder::new()
.max_rect(max_rect)
.layout(layout)
.ui_stack_info(ui_stack_info.unwrap_or_default()),
)
}
/// Create a new [`Ui`] at a specific region with a specific id.
///
/// When in doubt, use `None` for the `UiStackInfo` argument.
#[deprecated = "Use ui.new_child() instead"]
pub fn child_ui_with_id_source(
&mut self,
max_rect: Rect,
layout: Layout,
id_salt: impl Hash,
ui_stack_info: Option<UiStackInfo>,
) -> Self {
self.new_child(
UiBuilder::new()
.id_salt(id_salt)
.max_rect(max_rect)
.layout(layout)
.ui_stack_info(ui_stack_info.unwrap_or_default()),
)
}
/// Create a child `Ui` with the properties of the given builder.
///
/// This is a very low-level function.
/// Usually you are better off using [`Self::scope_builder`].
///
/// Note that calling this does not allocate any space in the parent `Ui`,
/// so after adding widgets to the child `Ui` you probably want to allocate
/// the [`Ui::min_rect`] of the child in the parent `Ui` using e.g.
/// [`Ui::advance_cursor_after_rect`].
pub fn new_child(&mut self, ui_builder: UiBuilder) -> Self {
let UiBuilder {
id_salt,
ui_stack_info,
layer_id,
max_rect,
layout,
disabled,
invisible,
sizing_pass,
style,
sense,
} = ui_builder;
let mut painter = self.painter.clone();
let id_salt = id_salt.unwrap_or_else(|| Id::from("child"));
let max_rect = max_rect.unwrap_or_else(|| self.available_rect_before_wrap());
let mut layout = layout.unwrap_or(*self.layout());
let enabled = self.enabled && !disabled && !invisible;
if let Some(layer_id) = layer_id {
painter.set_layer_id(layer_id);
}
if invisible {
painter.set_invisible();
}
let sizing_pass = self.sizing_pass || sizing_pass;
let style = style.unwrap_or_else(|| self.style.clone());
let sense = sense.unwrap_or(Sense::hover());
if sizing_pass {
// During the sizing pass we want widgets to use up as little space as possible,
// so that we measure the only the space we _need_.
layout.cross_justify = false;
if layout.cross_align == Align::Center {
layout.cross_align = Align::Min;
}
}
debug_assert!(!max_rect.any_nan());
let stable_id = self.id.with(id_salt);
let unique_id = stable_id.with(self.next_auto_id_salt);
let next_auto_id_salt = unique_id.value().wrapping_add(1);
self.next_auto_id_salt = self.next_auto_id_salt.wrapping_add(1);
let placer = Placer::new(max_rect, layout);
let ui_stack = UiStack {
id: unique_id,
layout_direction: layout.main_dir,
info: ui_stack_info,
parent: Some(self.stack.clone()),
min_rect: placer.min_rect(),
max_rect: placer.max_rect(),
};
let mut child_ui = Ui {
id: stable_id,
unique_id,
next_auto_id_salt,
painter,
style,
placer,
enabled,
sizing_pass,
menu_state: self.menu_state.clone(),
stack: Arc::new(ui_stack),
sense,
min_rect_already_remembered: false,
};
if disabled {
child_ui.disable();
}
// Register in the widget stack early, to ensure we are behind all widgets we contain:
let start_rect = Rect::NOTHING; // This will be overwritten when `remember_min_rect` is called
child_ui.ctx().create_widget(
WidgetRect {
id: child_ui.unique_id,
layer_id: child_ui.layer_id(),
rect: start_rect,
interact_rect: start_rect,
sense,
enabled: child_ui.enabled,
},
true,
);
child_ui
}
// -------------------------------------------------
/// Set to true in special cases where we do one frame
/// where we size up the contents of the Ui, without actually showing it.
///
/// This will also turn the Ui invisible.
/// Should be called right after [`Self::new`], if at all.
#[inline]
#[deprecated = "Use UiBuilder.sizing_pass().invisible()"]
pub fn set_sizing_pass(&mut self) {
self.sizing_pass = true;
self.set_invisible();
}
/// Set to true in special cases where we do one frame
/// where we size up the contents of the Ui, without actually showing it.
#[inline]
pub fn is_sizing_pass(&self) -> bool {
self.sizing_pass
}
// -------------------------------------------------
/// Generated based on id of parent ui together with an optional id salt.
///
/// This should be stable from one frame to next
/// so it can be used as a source for storing state
/// (e.g. window position, or if a collapsing header is open).
///
/// However, it is not necessarily globally unique.
/// For instance, sibling `Ui`s share the same [`Self::id`]
/// unless they where explicitly given different id salts using
/// [`UiBuilder::id_salt`].
#[inline]
pub fn id(&self) -> Id {
self.id
}
/// This is a globally unique ID of this `Ui`,
/// based on where in the hierarchy of widgets this Ui is in.
///
/// This means it is not _stable_, as it can change if new widgets
/// are added or removed prior to this one.
/// It should therefore only be used for transient interactions (clicks etc),
/// not for storing state over time.
#[inline]
pub fn unique_id(&self) -> Id {
self.unique_id
}
/// Style options for this [`Ui`] and its children.
///
/// Note that this may be a different [`Style`] than that of [`Context::style`].
#[inline]
pub fn style(&self) -> &Arc<Style> {
&self.style
}
/// Mutably borrow internal [`Style`].
/// Changes apply to this [`Ui`] and its subsequent children.
///
/// To set the style of all [`Ui`]:s, use [`Context::set_style_of`].
///
/// Example:
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.style_mut().override_text_style = Some(egui::TextStyle::Heading);
/// # });
/// ```
pub fn style_mut(&mut self) -> &mut Style {
Arc::make_mut(&mut self.style) // clone-on-write
}
/// Changes apply to this [`Ui`] and its subsequent children.
///
/// To set the visuals of all [`Ui`]:s, use [`Context::set_visuals_of`].
pub fn set_style(&mut self, style: impl Into<Arc<Style>>) {
self.style = style.into();
}
/// Reset to the default style set in [`Context`].
pub fn reset_style(&mut self) {
self.style = self.ctx().style();
}
/// The current spacing options for this [`Ui`].
/// Short for `ui.style().spacing`.
#[inline]
pub fn spacing(&self) -> &crate::style::Spacing {
&self.style.spacing
}
/// Mutably borrow internal [`Spacing`](crate::style::Spacing).
/// Changes apply to this [`Ui`] and its subsequent children.
///
/// Example:
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.spacing_mut().item_spacing = egui::vec2(10.0, 2.0);
/// # });
/// ```
pub fn spacing_mut(&mut self) -> &mut crate::style::Spacing {
&mut self.style_mut().spacing
}
/// The current visuals settings of this [`Ui`].
/// Short for `ui.style().visuals`.
#[inline]
pub fn visuals(&self) -> &crate::Visuals {
&self.style.visuals
}
/// Mutably borrow internal `visuals`.
/// Changes apply to this [`Ui`] and its subsequent children.
///
/// To set the visuals of all [`Ui`]:s, use [`Context::set_visuals_of`].
///
/// Example:
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.visuals_mut().override_text_color = Some(egui::Color32::RED);
/// # });
/// ```
pub fn visuals_mut(&mut self) -> &mut crate::Visuals {
&mut self.style_mut().visuals
}
/// Get a reference to this [`Ui`]'s [`UiStack`].
#[inline]
pub fn stack(&self) -> &Arc<UiStack> {
&self.stack
}
/// Get a reference to the parent [`Context`].
#[inline]
pub fn ctx(&self) -> &Context {
self.painter.ctx()
}
/// Use this to paint stuff within this [`Ui`].
#[inline]
pub fn painter(&self) -> &Painter {
&self.painter
}
/// Number of physical pixels for each logical UI point.
#[inline]
pub fn pixels_per_point(&self) -> f32 {
self.painter.pixels_per_point()
}
/// If `false`, the [`Ui`] does not allow any interaction and
/// the widgets in it will draw with a gray look.
#[inline]
pub fn is_enabled(&self) -> bool {
self.enabled
}
/// Calling `disable()` will cause the [`Ui`] to deny all future interaction
/// and all the widgets will draw with a gray look.
///
/// Usually it is more convenient to use [`Self::add_enabled_ui`] or [`Self::add_enabled`].
///
/// Note that once disabled, there is no way to re-enable the [`Ui`].
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut enabled = true;
/// ui.group(|ui| {
/// ui.checkbox(&mut enabled, "Enable subsection");
/// if !enabled {
/// ui.disable();
/// }
/// if ui.button("Button that is not always clickable").clicked() {
/// /* … */
/// }
/// });
/// # });
/// ```
pub fn disable(&mut self) {
self.enabled = false;
if self.is_visible() {
self.painter
.set_fade_to_color(Some(self.visuals().fade_out_to_color()));
}
}
/// Calling `set_enabled(false)` will cause the [`Ui`] to deny all future interaction
/// and all the widgets will draw with a gray look.
///
/// Usually it is more convenient to use [`Self::add_enabled_ui`] or [`Self::add_enabled`].
///
/// Calling `set_enabled(true)` has no effect - it will NOT re-enable the [`Ui`] once disabled.
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut enabled = true;
/// ui.group(|ui| {
/// ui.checkbox(&mut enabled, "Enable subsection");
/// ui.set_enabled(enabled);
/// if ui.button("Button that is not always clickable").clicked() {
/// /* … */
/// }
/// });
/// # });
/// ```
#[deprecated = "Use disable(), add_enabled_ui(), or add_enabled() instead"]
pub fn set_enabled(&mut self, enabled: bool) {
if !enabled {
self.disable();
}
}
/// If `false`, any widgets added to the [`Ui`] will be invisible and non-interactive.
///
/// This is `false` if any parent had [`UiBuilder::invisible`]
/// or if [`Context::will_discard`].
#[inline]
pub fn is_visible(&self) -> bool {
self.painter.is_visible()
}
/// Calling `set_invisible()` will cause all further widgets to be invisible,
/// yet still allocate space.
///
/// The widgets will not be interactive (`set_invisible()` implies `disable()`).
///
/// Once invisible, there is no way to make the [`Ui`] visible again.
///
/// Usually it is more convenient to use [`Self::add_visible_ui`] or [`Self::add_visible`].
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut visible = true;
/// ui.group(|ui| {
/// ui.checkbox(&mut visible, "Show subsection");
/// if !visible {
/// ui.set_invisible();
/// }
/// if ui.button("Button that is not always shown").clicked() {
/// /* … */
/// }
/// });
/// # });
/// ```
pub fn set_invisible(&mut self) {
self.painter.set_invisible();
self.disable();
}
/// Calling `set_visible(false)` will cause all further widgets to be invisible,
/// yet still allocate space.
///
/// The widgets will not be interactive (`set_visible(false)` implies `set_enabled(false)`).
///
/// Calling `set_visible(true)` has no effect.
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut visible = true;
/// ui.group(|ui| {
/// ui.checkbox(&mut visible, "Show subsection");
/// ui.set_visible(visible);
/// if ui.button("Button that is not always shown").clicked() {
/// /* … */
/// }
/// });
/// # });
/// ```
#[deprecated = "Use set_invisible(), add_visible_ui(), or add_visible() instead"]
pub fn set_visible(&mut self, visible: bool) {
if !visible {
self.painter.set_invisible();
self.disable();
}
}
/// Make the widget in this [`Ui`] semi-transparent.
///
/// `opacity` must be between 0.0 and 1.0, where 0.0 means fully transparent (i.e., invisible)
/// and 1.0 means fully opaque.
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.group(|ui| {
/// ui.set_opacity(0.5);
/// if ui.button("Half-transparent button").clicked() {
/// /* … */
/// }
/// });
/// # });
/// ```
///
/// See also: [`Self::opacity`] and [`Self::multiply_opacity`].
pub fn set_opacity(&mut self, opacity: f32) {
self.painter.set_opacity(opacity);
}
/// Like [`Self::set_opacity`], but multiplies the given value with the current opacity.
///
/// See also: [`Self::set_opacity`] and [`Self::opacity`].
pub fn multiply_opacity(&mut self, opacity: f32) {
self.painter.multiply_opacity(opacity);
}
/// Read the current opacity of the underlying painter.
///
/// See also: [`Self::set_opacity`] and [`Self::multiply_opacity`].
#[inline]
pub fn opacity(&self) -> f32 {
self.painter.opacity()
}
/// Read the [`Layout`].
#[inline]
pub fn layout(&self) -> &Layout {
self.placer.layout()
}
/// Which wrap mode should the text use in this [`Ui`]?
///
/// This is determined first by [`Style::wrap_mode`], and then by the layout of this [`Ui`].
pub fn wrap_mode(&self) -> TextWrapMode {
#[allow(deprecated)]
if let Some(wrap_mode) = self.style.wrap_mode {
wrap_mode
}
// `wrap` handling for backward compatibility
else if let Some(wrap) = self.style.wrap {
if wrap {
TextWrapMode::Wrap
} else {
TextWrapMode::Extend
}
} else if let Some(grid) = self.placer.grid() {
if grid.wrap_text() {
TextWrapMode::Wrap
} else {
TextWrapMode::Extend
}
} else {
let layout = self.layout();
if layout.is_vertical() || layout.is_horizontal() && layout.main_wrap() {
TextWrapMode::Wrap
} else {
TextWrapMode::Extend
}
}
}
/// Should text wrap in this [`Ui`]?
///
/// This is determined first by [`Style::wrap_mode`], and then by the layout of this [`Ui`].
#[deprecated = "Use `wrap_mode` instead"]
pub fn wrap_text(&self) -> bool {
self.wrap_mode() == TextWrapMode::Wrap
}
/// How to vertically align text
#[inline]
pub fn text_valign(&self) -> Align {
self.style()
.override_text_valign
.unwrap_or_else(|| self.layout().vertical_align())
}
/// Create a painter for a sub-region of this Ui.
///
/// The clip-rect of the returned [`Painter`] will be the intersection
/// of the given rectangle and the `clip_rect()` of this [`Ui`].
pub fn painter_at(&self, rect: Rect) -> Painter {
self.painter().with_clip_rect(rect)
}
/// Use this to paint stuff within this [`Ui`].
#[inline]
pub fn layer_id(&self) -> LayerId {
self.painter().layer_id()
}
/// The height of text of this text style.
///
/// Returns a value rounded to [`emath::GUI_ROUNDING`].
pub fn text_style_height(&self, style: &TextStyle) -> f32 {
self.fonts(|f| f.row_height(&style.resolve(self.style())))
}
/// Screen-space rectangle for clipping what we paint in this ui.
/// This is used, for instance, to avoid painting outside a window that is smaller than its contents.
#[inline]
pub fn clip_rect(&self) -> Rect {
self.painter.clip_rect()
}
/// Constrain the rectangle in which we can paint.
///
/// Short for `ui.set_clip_rect(ui.clip_rect().intersect(new_clip_rect))`.
///
/// See also: [`Self::clip_rect`] and [`Self::set_clip_rect`].
#[inline]
pub fn shrink_clip_rect(&mut self, new_clip_rect: Rect) {
self.painter.shrink_clip_rect(new_clip_rect);
}
/// Screen-space rectangle for clipping what we paint in this ui.
/// This is used, for instance, to avoid painting outside a window that is smaller than its contents.
///
/// Warning: growing the clip rect might cause unexpected results!
/// When in doubt, use [`Self::shrink_clip_rect`] instead.
pub fn set_clip_rect(&mut self, clip_rect: Rect) {
self.painter.set_clip_rect(clip_rect);
}
/// Can be used for culling: if `false`, then no part of `rect` will be visible on screen.
///
/// This is false if the whole `Ui` is invisible (see [`UiBuilder::invisible`])
/// or if [`Context::will_discard`] is true.
pub fn is_rect_visible(&self, rect: Rect) -> bool {
self.is_visible() && rect.intersects(self.clip_rect())
}
}
/// # Helpers for accessing the underlying [`Context`].
/// These functions all lock the [`Context`] owned by this [`Ui`].
/// Please see the documentation of [`Context`] for how locking works!
impl Ui {
/// Read-only access to the shared [`InputState`].
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// if ui.input(|i| i.key_pressed(egui::Key::A)) {
/// // …
/// }
/// # });
/// ```
#[inline]
pub fn input<R>(&self, reader: impl FnOnce(&InputState) -> R) -> R {
self.ctx().input(reader)
}
/// Read-write access to the shared [`InputState`].
#[inline]
pub fn input_mut<R>(&self, writer: impl FnOnce(&mut InputState) -> R) -> R {
self.ctx().input_mut(writer)
}
/// Read-only access to the shared [`Memory`].
#[inline]
pub fn memory<R>(&self, reader: impl FnOnce(&Memory) -> R) -> R {
self.ctx().memory(reader)
}
/// Read-write access to the shared [`Memory`].
#[inline]
pub fn memory_mut<R>(&self, writer: impl FnOnce(&mut Memory) -> R) -> R {
self.ctx().memory_mut(writer)
}
/// Read-only access to the shared [`IdTypeMap`], which stores superficial widget state.
#[inline]
pub fn data<R>(&self, reader: impl FnOnce(&IdTypeMap) -> R) -> R {
self.ctx().data(reader)
}
/// Read-write access to the shared [`IdTypeMap`], which stores superficial widget state.
#[inline]
pub fn data_mut<R>(&self, writer: impl FnOnce(&mut IdTypeMap) -> R) -> R {
self.ctx().data_mut(writer)
}
/// Read-only access to the shared [`PlatformOutput`].
///
/// This is what egui outputs each frame.
///
/// ```
/// # let mut ctx = egui::Context::default();
/// ctx.output_mut(|o| o.cursor_icon = egui::CursorIcon::Progress);
/// ```
#[inline]
pub fn output<R>(&self, reader: impl FnOnce(&PlatformOutput) -> R) -> R {
self.ctx().output(reader)
}
/// Read-write access to the shared [`PlatformOutput`].
///
/// This is what egui outputs each frame.
///
/// ```
/// # let mut ctx = egui::Context::default();
/// ctx.output_mut(|o| o.cursor_icon = egui::CursorIcon::Progress);
/// ```
#[inline]
pub fn output_mut<R>(&self, writer: impl FnOnce(&mut PlatformOutput) -> R) -> R {
self.ctx().output_mut(writer)
}
/// Read-only access to [`Fonts`].
#[inline]
pub fn fonts<R>(&self, reader: impl FnOnce(&Fonts) -> R) -> R {
self.ctx().fonts(reader)
}
}
// ------------------------------------------------------------------------
/// # Sizes etc
impl Ui {
/// Where and how large the [`Ui`] is already.
/// All widgets that have been added to this [`Ui`] fits within this rectangle.
///
/// No matter what, the final Ui will be at least this large.
///
/// This will grow as new widgets are added, but never shrink.
pub fn min_rect(&self) -> Rect {
self.placer.min_rect()
}
/// Size of content; same as `min_rect().size()`
pub fn min_size(&self) -> Vec2 {
self.min_rect().size()
}
/// New widgets will *try* to fit within this rectangle.
///
/// Text labels will wrap to fit within `max_rect`.
/// Separator lines will span the `max_rect`.
///
/// If a new widget doesn't fit within the `max_rect` then the
/// [`Ui`] will make room for it by expanding both `min_rect` and `max_rect`.
pub fn max_rect(&self) -> Rect {
self.placer.max_rect()
}
/// Used for animation, kind of hacky
pub(crate) fn force_set_min_rect(&mut self, min_rect: Rect) {
self.placer.force_set_min_rect(min_rect);
}
// ------------------------------------------------------------------------
/// Set the maximum size of the ui.
/// You won't be able to shrink it below the current minimum size.
pub fn set_max_size(&mut self, size: Vec2) {
self.set_max_width(size.x);
self.set_max_height(size.y);
}
/// Set the maximum width of the ui.
/// You won't be able to shrink it below the current minimum size.
pub fn set_max_width(&mut self, width: f32) {
self.placer.set_max_width(width);
}
/// Set the maximum height of the ui.
/// You won't be able to shrink it below the current minimum size.
pub fn set_max_height(&mut self, height: f32) {
self.placer.set_max_height(height);
}
// ------------------------------------------------------------------------
/// Set the minimum size of the ui.
/// This can't shrink the ui, only make it larger.
pub fn set_min_size(&mut self, size: Vec2) {
self.set_min_width(size.x);
self.set_min_height(size.y);
}
/// Set the minimum width of the ui.
/// This can't shrink the ui, only make it larger.
pub fn set_min_width(&mut self, width: f32) {
debug_assert!(0.0 <= width);
self.placer.set_min_width(width);
}
/// Set the minimum height of the ui.
/// This can't shrink the ui, only make it larger.
pub fn set_min_height(&mut self, height: f32) {
debug_assert!(0.0 <= height);
self.placer.set_min_height(height);
}
// ------------------------------------------------------------------------
/// Helper: shrinks the max width to the current width,
/// so further widgets will try not to be wider than previous widgets.
/// Useful for normal vertical layouts.
pub fn shrink_width_to_current(&mut self) {
self.set_max_width(self.min_rect().width());
}
/// Helper: shrinks the max height to the current height,
/// so further widgets will try not to be taller than previous widgets.
pub fn shrink_height_to_current(&mut self) {
self.set_max_height(self.min_rect().height());
}
/// 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.placer.expand_to_include_rect(rect);
}
/// `ui.set_width_range(min..=max);` is equivalent to `ui.set_min_width(min); ui.set_max_width(max);`.
pub fn set_width_range(&mut self, width: impl Into<Rangef>) {
let width = width.into();
self.set_min_width(width.min);
self.set_max_width(width.max);
}
/// `ui.set_height_range(min..=max);` is equivalent to `ui.set_min_height(min); ui.set_max_height(max);`.
pub fn set_height_range(&mut self, height: impl Into<Rangef>) {
let height = height.into();
self.set_min_height(height.min);
self.set_max_height(height.max);
}
/// Set both the minimum and maximum width.
pub fn set_width(&mut self, width: f32) {
self.set_min_width(width);
self.set_max_width(width);
}
/// Set both the minimum and maximum height.
pub fn set_height(&mut self, height: f32) {
self.set_min_height(height);
self.set_max_height(height);
}
/// 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.placer.expand_to_include_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.placer.expand_to_include_y(y);
}
// ------------------------------------------------------------------------
// Layout related measures:
/// The available space at the moment, given the current cursor.
///
/// This how much more space we can take up without overflowing our parent.
/// Shrinks as widgets allocate space and the cursor moves.
/// A small size should be interpreted as "as little as possible".
/// An infinite size should be interpreted as "as much as you want".
pub fn available_size(&self) -> Vec2 {
self.placer.available_size()
}
/// The available width at the moment, given the current cursor.
///
/// See [`Self::available_size`] for more information.
pub fn available_width(&self) -> f32 {
self.available_size().x
}
/// The available height at the moment, given the current cursor.
///
/// See [`Self::available_size`] for more information.
pub fn available_height(&self) -> f32 {
self.available_size().y
}
/// In case of a wrapping layout, how much space is left on this row/column?
///
/// If the layout does not wrap, this will return the same value as [`Self::available_size`].
pub fn available_size_before_wrap(&self) -> Vec2 {
self.placer.available_rect_before_wrap().size()
}
/// In case of a wrapping layout, how much space is left on this row/column?
///
/// If the layout does not wrap, this will return the same value as [`Self::available_size`].
pub fn available_rect_before_wrap(&self) -> Rect {
self.placer.available_rect_before_wrap()
}
}
/// # [`Id`] creation
impl Ui {
/// Use this to generate widget ids for widgets that have persistent state in [`Memory`].
pub fn make_persistent_id<IdSource>(&self, id_salt: IdSource) -> Id
where
IdSource: Hash,
{
self.id.with(&id_salt)
}
/// This is the `Id` that will be assigned to the next widget added to this `Ui`.
pub fn next_auto_id(&self) -> Id {
Id::new(self.next_auto_id_salt)
}
/// Same as `ui.next_auto_id().with(id_salt)`
pub fn auto_id_with<IdSource>(&self, id_salt: IdSource) -> Id
where
IdSource: Hash,
{
Id::new(self.next_auto_id_salt).with(id_salt)
}
/// Pretend like `count` widgets have been allocated.
pub fn skip_ahead_auto_ids(&mut self, count: usize) {
self.next_auto_id_salt = self.next_auto_id_salt.wrapping_add(count as u64);
}
}
/// # Interaction
impl Ui {
/// Check for clicks, drags and/or hover on a specific region of this [`Ui`].
pub fn interact(&self, rect: Rect, id: Id, sense: Sense) -> Response {
self.ctx().create_widget(
WidgetRect {
id,
layer_id: self.layer_id(),
rect,
interact_rect: self.clip_rect().intersect(rect),
sense,
enabled: self.enabled,
},
true,
)
}
/// Deprecated: use [`Self::interact`] instead.
#[deprecated = "The contains_pointer argument is ignored. Use `ui.interact` instead."]
pub fn interact_with_hovered(
&self,
rect: Rect,
_contains_pointer: bool,
id: Id,
sense: Sense,
) -> Response {
self.interact(rect, id, sense)
}
/// Read the [`Ui`]s background [`Response`].
/// It's [`Sense`] will be based on the [`UiBuilder::sense`] used to create this [`Ui`].
///
/// The rectangle of the [`Response`] (and interactive area) will be [`Self::min_rect`]
/// of the last pass.
///
/// The very first time when the [`Ui`] is created, this will return a [`Response`] with a
/// [`Rect`] of [`Rect::NOTHING`].
pub fn response(&self) -> Response {
// This is the inverse of Context::read_response. We prefer a response
// based on last frame's widget rect since the one from this frame is Rect::NOTHING until
// Ui::interact_bg is called or the Ui is dropped.
self.ctx()
.viewport(|viewport| {
viewport
.prev_pass
.widgets
.get(self.unique_id)
.or_else(|| viewport.this_pass.widgets.get(self.unique_id))
.copied()
})
.map(|widget_rect| self.ctx().get_response(widget_rect))
.expect(
"Since we always call Context::create_widget in Ui::new, this should never be None",
)
}
/// Update the [`WidgetRect`] created in [`Ui::new`] or [`Ui::new_child`] with the current
/// [`Ui::min_rect`].
fn remember_min_rect(&mut self) -> Response {
self.min_rect_already_remembered = true;
// We remove the id from used_ids to prevent a duplicate id warning from showing
// when the ui was created with `UiBuilder::sense`.
// This is a bit hacky, is there a better way?
self.ctx().pass_state_mut(|fs| {
fs.used_ids.remove(&self.unique_id);
});
// This will update the WidgetRect that was first created in `Ui::new`.
self.ctx().create_widget(
WidgetRect {
id: self.unique_id,
layer_id: self.layer_id(),
rect: self.min_rect(),
interact_rect: self.clip_rect().intersect(self.min_rect()),
sense: self.sense,
enabled: self.enabled,
},
false,
)
}
/// Interact with the background of this [`Ui`],
/// i.e. behind all the widgets.
///
/// The rectangle of the [`Response`] (and interactive area) will be [`Self::min_rect`].
#[deprecated = "Use UiBuilder::sense with Ui::response instead"]
pub fn interact_bg(&self, sense: Sense) -> Response {
// This will update the WidgetRect that was first created in `Ui::new`.
self.interact(self.min_rect(), self.unique_id, sense)
}
/// Is the pointer (mouse/touch) above this rectangle in this [`Ui`]?
///
/// The `clip_rect` and layer of this [`Ui`] will be respected, so, for instance,
/// if this [`Ui`] is behind some other window, this will always return `false`.
///
/// However, this will NOT check if any other _widget_ in the same layer is covering this widget. For that, use [`Response::contains_pointer`] instead.
pub fn rect_contains_pointer(&self, rect: Rect) -> bool {
self.ctx()
.rect_contains_pointer(self.layer_id(), self.clip_rect().intersect(rect))
}
/// Is the pointer (mouse/touch) above the current [`Ui`]?
///
/// Equivalent to `ui.rect_contains_pointer(ui.min_rect())`
///
/// Note that this tests against the _current_ [`Ui::min_rect`].
/// If you want to test against the final `min_rect`,
/// use [`Self::response`] instead.
pub fn ui_contains_pointer(&self) -> bool {
self.rect_contains_pointer(self.min_rect())
}
}
/// # Allocating space: where do I put my widgets?
impl Ui {
/// Allocate space for a widget and check for interaction in the space.
/// Returns a [`Response`] which contains a rectangle, id, and interaction info.
///
/// ## How sizes are negotiated
/// Each widget should have a *minimum desired size* and a *desired size*.
/// When asking for space, ask AT LEAST for your minimum, and don't ask for more than you need.
/// If you want to fill the space, ask about [`Ui::available_size`] and use that.
///
/// You may get MORE space than you asked for, for instance
/// for justified layouts, like in menus.
///
/// You will never get a rectangle that is smaller than the amount of space you asked for.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// let response = ui.allocate_response(egui::vec2(100.0, 200.0), egui::Sense::click());
/// if response.clicked() { /* … */ }
/// ui.painter().rect_stroke(response.rect, 0.0, (1.0, egui::Color32::WHITE));
/// # });
/// ```
pub fn allocate_response(&mut self, desired_size: Vec2, sense: Sense) -> Response {
let (id, rect) = self.allocate_space(desired_size);
let mut response = self.interact(rect, id, sense);
response.intrinsic_size = Some(desired_size);
response
}
/// Returns a [`Rect`] with exactly what you asked for.
///
/// The response rect will be larger if this is part of a justified layout or similar.
/// This means that if this is a narrow widget in a wide justified layout, then
/// the widget will react to interactions outside the returned [`Rect`].
pub fn allocate_exact_size(&mut self, desired_size: Vec2, sense: Sense) -> (Rect, Response) {
let response = self.allocate_response(desired_size, sense);
let rect = self
.placer
.align_size_within_rect(desired_size, response.rect);
(rect, response)
}
/// Allocate at least as much space as needed, and interact with that rect.
///
/// The returned [`Rect`] will be the same size as `Response::rect`.
pub fn allocate_at_least(&mut self, desired_size: Vec2, sense: Sense) -> (Rect, Response) {
let response = self.allocate_response(desired_size, sense);
(response.rect, response)
}
/// Reserve this much space and move the cursor.
/// Returns where to put the widget.
///
/// ## How sizes are negotiated
/// Each widget should have a *minimum desired size* and a *desired size*.
/// When asking for space, ask AT LEAST for your minimum, and don't ask for more than you need.
/// If you want to fill the space, ask about [`Ui::available_size`] and use that.
///
/// You may get MORE space than you asked for, for instance
/// for justified layouts, like in menus.
///
/// You will never get a rectangle that is smaller than the amount of space you asked for.
///
/// Returns an automatic [`Id`] (which you can use for interaction) and the [`Rect`] of where to put your widget.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// let (id, rect) = ui.allocate_space(egui::vec2(100.0, 200.0));
/// let response = ui.interact(rect, id, egui::Sense::click());
/// # });
/// ```
pub fn allocate_space(&mut self, desired_size: Vec2) -> (Id, Rect) {
#[cfg(debug_assertions)]
let original_available = self.available_size_before_wrap();
let rect = self.allocate_space_impl(desired_size);
#[cfg(debug_assertions)]
{
let too_wide = desired_size.x > original_available.x;
let too_high = desired_size.y > original_available.y;
let debug_expand_width = self.style().debug.show_expand_width;
let debug_expand_height = self.style().debug.show_expand_height;
if (debug_expand_width && too_wide) || (debug_expand_height && too_high) {
self.painter
.rect_stroke(rect, 0.0, (1.0, Color32::LIGHT_BLUE));
let stroke = Stroke::new(2.5, Color32::from_rgb(200, 0, 0));
let paint_line_seg = |a, b| self.painter().line_segment([a, b], stroke);
if debug_expand_width && too_wide {
paint_line_seg(rect.left_top(), rect.left_bottom());
paint_line_seg(rect.left_center(), rect.right_center());
paint_line_seg(
pos2(rect.left() + original_available.x, rect.top()),
pos2(rect.left() + original_available.x, rect.bottom()),
);
paint_line_seg(rect.right_top(), rect.right_bottom());
}
if debug_expand_height && too_high {
paint_line_seg(rect.left_top(), rect.right_top());
paint_line_seg(rect.center_top(), rect.center_bottom());
paint_line_seg(rect.left_bottom(), rect.right_bottom());
}
}
}
let id = Id::new(self.next_auto_id_salt);
self.next_auto_id_salt = self.next_auto_id_salt.wrapping_add(1);
(id, rect)
}
/// Reserve this much space and move the cursor.
/// Returns where to put the widget.
fn allocate_space_impl(&mut self, desired_size: Vec2) -> Rect {
let item_spacing = self.spacing().item_spacing;
let frame_rect = self.placer.next_space(desired_size, item_spacing);
debug_assert!(!frame_rect.any_nan());
let widget_rect = self.placer.justify_and_align(frame_rect, desired_size);
self.placer
.advance_after_rects(frame_rect, widget_rect, item_spacing);
register_rect(self, widget_rect);
widget_rect
}
/// Allocate a specific part of the [`Ui`].
///
/// Ignore the layout of the [`Ui`]: just put my widget here!
/// The layout cursor will advance to past this `rect`.
pub fn allocate_rect(&mut self, rect: Rect, sense: Sense) -> Response {
let rect = rect.round_ui();
let id = self.advance_cursor_after_rect(rect);
self.interact(rect, id, sense)
}
/// Allocate a rect without interacting with it.
pub fn advance_cursor_after_rect(&mut self, rect: Rect) -> Id {
debug_assert!(!rect.any_nan());
let rect = rect.round_ui();
let item_spacing = self.spacing().item_spacing;
self.placer.advance_after_rects(rect, rect, item_spacing);
register_rect(self, rect);
let id = Id::new(self.next_auto_id_salt);
self.next_auto_id_salt = self.next_auto_id_salt.wrapping_add(1);
id
}
pub(crate) fn placer(&self) -> &Placer {
&self.placer
}
/// 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 fn cursor(&self) -> Rect {
self.placer.cursor()
}
pub(crate) fn set_cursor(&mut self, cursor: Rect) {
self.placer.set_cursor(cursor);
}
/// Where do we expect a zero-sized widget to be placed?
pub fn next_widget_position(&self) -> Pos2 {
self.placer.next_widget_position()
}
/// Allocated the given space and then adds content to that space.
/// If the contents overflow, more space will be allocated.
/// When finished, the amount of space actually used (`min_rect`) will be allocated.
/// So you can request a lot of space and then use less.
#[inline]
pub fn allocate_ui<R>(
&mut self,
desired_size: Vec2,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R> {
self.allocate_ui_with_layout(desired_size, *self.layout(), add_contents)
}
/// Allocated the given space and then adds content to that space.
/// If the contents overflow, more space will be allocated.
/// When finished, the amount of space actually used (`min_rect`) will be allocated.
/// So you can request a lot of space and then use less.
#[inline]
pub fn allocate_ui_with_layout<R>(
&mut self,
desired_size: Vec2,
layout: Layout,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R> {
self.allocate_ui_with_layout_dyn(desired_size, layout, Box::new(add_contents))
}
fn allocate_ui_with_layout_dyn<'c, R>(
&mut self,
desired_size: Vec2,
layout: Layout,
add_contents: Box<dyn FnOnce(&mut Self) -> R + 'c>,
) -> InnerResponse<R> {
debug_assert!(desired_size.x >= 0.0 && desired_size.y >= 0.0);
let item_spacing = self.spacing().item_spacing;
let frame_rect = self.placer.next_space(desired_size, item_spacing);
let child_rect = self.placer.justify_and_align(frame_rect, desired_size);
self.allocate_new_ui(
UiBuilder::new().max_rect(child_rect).layout(layout),
add_contents,
)
}
/// Allocated the given rectangle and then adds content to that rectangle.
///
/// If the contents overflow, more space will be allocated.
/// When finished, the amount of space actually used (`min_rect`) will be allocated.
/// So you can request a lot of space and then use less.
#[deprecated = "Use `allocate_new_ui` instead"]
pub fn allocate_ui_at_rect<R>(
&mut self,
max_rect: Rect,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R> {
self.allocate_new_ui(UiBuilder::new().max_rect(max_rect), add_contents)
}
/// Allocated space (`UiBuilder::max_rect`) and then add content to it.
///
/// If the contents overflow, more space will be allocated.
/// When finished, the amount of space actually used (`min_rect`) will be allocated in the parent.
/// So you can request a lot of space and then use less.
pub fn allocate_new_ui<R>(
&mut self,
ui_builder: UiBuilder,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R> {
self.allocate_new_ui_dyn(ui_builder, Box::new(add_contents))
}
fn allocate_new_ui_dyn<'c, R>(
&mut self,
ui_builder: UiBuilder,
add_contents: Box<dyn FnOnce(&mut Self) -> R + 'c>,
) -> InnerResponse<R> {
let mut child_ui = self.new_child(ui_builder);
let inner = add_contents(&mut child_ui);
let rect = child_ui.min_rect();
let item_spacing = self.spacing().item_spacing;
self.placer.advance_after_rects(rect, rect, item_spacing);
register_rect(self, rect);
let response = self.interact(rect, child_ui.unique_id, Sense::hover());
InnerResponse::new(inner, response)
}
/// Convenience function to get a region to paint on.
///
/// Note that egui uses screen coordinates for everything.
///
/// ```
/// # use egui::*;
/// # use std::f32::consts::TAU;
/// # egui::__run_test_ui(|ui| {
/// let size = Vec2::splat(16.0);
/// let (response, painter) = ui.allocate_painter(size, Sense::hover());
/// let rect = response.rect;
/// let c = rect.center();
/// let r = rect.width() / 2.0 - 1.0;
/// let color = Color32::from_gray(128);
/// let stroke = Stroke::new(1.0, color);
/// painter.circle_stroke(c, r, stroke);
/// painter.line_segment([c - vec2(0.0, r), c + vec2(0.0, r)], stroke);
/// painter.line_segment([c, c + r * Vec2::angled(TAU * 1.0 / 8.0)], stroke);
/// painter.line_segment([c, c + r * Vec2::angled(TAU * 3.0 / 8.0)], stroke);
/// # });
/// ```
pub fn allocate_painter(&mut self, desired_size: Vec2, sense: Sense) -> (Response, Painter) {
let response = self.allocate_response(desired_size, sense);
let clip_rect = self.clip_rect().intersect(response.rect); // Make sure we don't paint out of bounds
let painter = self.painter().with_clip_rect(clip_rect);
(response, painter)
}
}
/// # Scrolling
impl Ui {
/// Adjust the scroll position of any parent [`crate::ScrollArea`] so that the given [`Rect`] becomes visible.
///
/// If `align` is [`Align::TOP`] it means "put the top of the rect at the top of the scroll area", etc.
/// If `align` is `None`, it'll scroll enough to bring the cursor into view.
///
/// See also: [`Response::scroll_to_me`], [`Ui::scroll_to_cursor`]. [`Ui::scroll_with_delta`]..
///
/// ```
/// # use egui::Align;
/// # egui::__run_test_ui(|ui| {
/// egui::ScrollArea::vertical().show(ui, |ui| {
/// // …
/// let response = ui.button("Center on me.");
/// if response.clicked() {
/// ui.scroll_to_rect(response.rect, Some(Align::Center));
/// }
/// });
/// # });
/// ```
pub fn scroll_to_rect(&self, rect: Rect, align: Option<Align>) {
self.scroll_to_rect_animation(rect, align, self.style.scroll_animation);
}
/// Same as [`Self::scroll_to_rect`], but allows you to specify the [`style::ScrollAnimation`].
pub fn scroll_to_rect_animation(
&self,
rect: Rect,
align: Option<Align>,
animation: style::ScrollAnimation,
) {
for d in 0..2 {
let range = Rangef::new(rect.min[d], rect.max[d]);
self.ctx().pass_state_mut(|state| {
state.scroll_target[d] =
Some(pass_state::ScrollTarget::new(range, align, animation));
});
}
}
/// Adjust the scroll position of any parent [`crate::ScrollArea`] so that the cursor (where the next widget goes) becomes visible.
///
/// If `align` is [`Align::TOP`] it means "put the top of the rect at the top of the scroll area", etc.
/// If `align` is not provided, it'll scroll enough to bring the cursor into view.
///
/// See also: [`Response::scroll_to_me`], [`Ui::scroll_to_rect`]. [`Ui::scroll_with_delta`].
///
/// ```
/// # use egui::Align;
/// # egui::__run_test_ui(|ui| {
/// egui::ScrollArea::vertical().show(ui, |ui| {
/// let scroll_bottom = ui.button("Scroll to bottom.").clicked();
/// for i in 0..1000 {
/// ui.label(format!("Item {}", i));
/// }
///
/// if scroll_bottom {
/// ui.scroll_to_cursor(Some(Align::BOTTOM));
/// }
/// });
/// # });
/// ```
pub fn scroll_to_cursor(&self, align: Option<Align>) {
self.scroll_to_cursor_animation(align, self.style.scroll_animation);
}
/// Same as [`Self::scroll_to_cursor`], but allows you to specify the [`style::ScrollAnimation`].
pub fn scroll_to_cursor_animation(
&self,
align: Option<Align>,
animation: style::ScrollAnimation,
) {
let target = self.next_widget_position();
for d in 0..2 {
let target = Rangef::point(target[d]);
self.ctx().pass_state_mut(|state| {
state.scroll_target[d] =
Some(pass_state::ScrollTarget::new(target, align, animation));
});
}
}
/// Scroll this many points in the given direction, in the parent [`crate::ScrollArea`].
///
/// The delta dictates how the _content_ (i.e. this UI) should move.
///
/// A positive X-value indicates the content is being moved right,
/// as when swiping right on a touch-screen or track-pad with natural scrolling.
///
/// A positive Y-value indicates the content is being moved down,
/// as when swiping down on a touch-screen or track-pad with natural scrolling.
///
/// If this is called multiple times per frame for the same [`crate::ScrollArea`], the deltas will be summed.
///
/// See also: [`Response::scroll_to_me`], [`Ui::scroll_to_rect`], [`Ui::scroll_to_cursor`]
///
/// ```
/// # use egui::{Align, Vec2};
/// # egui::__run_test_ui(|ui| {
/// let mut scroll_delta = Vec2::ZERO;
/// if ui.button("Scroll down").clicked() {
/// scroll_delta.y -= 64.0; // move content up
/// }
/// egui::ScrollArea::vertical().show(ui, |ui| {
/// ui.scroll_with_delta(scroll_delta);
/// for i in 0..1000 {
/// ui.label(format!("Item {}", i));
/// }
/// });
/// # });
/// ```
pub fn scroll_with_delta(&self, delta: Vec2) {
self.scroll_with_delta_animation(delta, self.style.scroll_animation);
}
/// Same as [`Self::scroll_with_delta`], but allows you to specify the [`style::ScrollAnimation`].
pub fn scroll_with_delta_animation(&self, delta: Vec2, animation: style::ScrollAnimation) {
self.ctx().pass_state_mut(|state| {
state.scroll_delta.0 += delta;
state.scroll_delta.1 = animation;
});
}
}
/// # Adding widgets
impl Ui {
/// Add a [`Widget`] to this [`Ui`] at a location dependent on the current [`Layout`].
///
/// The returned [`Response`] can be used to check for interactions,
/// as well as adding tooltips using [`Response::on_hover_text`].
///
/// See also [`Self::add_sized`] and [`Self::put`].
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut my_value = 42;
/// let response = ui.add(egui::Slider::new(&mut my_value, 0..=100));
/// response.on_hover_text("Drag me!");
/// # });
/// ```
#[inline]
pub fn add(&mut self, widget: impl Widget) -> Response {
widget.ui(self)
}
/// Add a [`Widget`] to this [`Ui`] with a given size.
/// The widget will attempt to fit within the given size, but some widgets may overflow.
///
/// To fill all remaining area, use `ui.add_sized(ui.available_size(), widget);`
///
/// See also [`Self::add`] and [`Self::put`].
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut my_value = 42;
/// ui.add_sized([40.0, 20.0], egui::DragValue::new(&mut my_value));
/// # });
/// ```
pub fn add_sized(&mut self, max_size: impl Into<Vec2>, widget: impl Widget) -> Response {
// TODO(emilk): configure to overflow to main_dir instead of centered overflow
// to handle the bug mentioned at https://github.com/emilk/egui/discussions/318#discussioncomment-627578
// and fixed in https://github.com/emilk/egui/commit/035166276322b3f2324bd8b97ffcedc63fa8419f
//
// Make sure we keep the same main direction since it changes e.g. how text is wrapped:
let layout = Layout::centered_and_justified(self.layout().main_dir());
self.allocate_ui_with_layout(max_size.into(), layout, |ui| ui.add(widget))
.inner
}
/// Add a [`Widget`] to this [`Ui`] at a specific location (manual layout).
///
/// See also [`Self::add`] and [`Self::add_sized`].
pub fn put(&mut self, max_rect: Rect, widget: impl Widget) -> Response {
self.allocate_new_ui(
UiBuilder::new()
.max_rect(max_rect)
.layout(Layout::centered_and_justified(Direction::TopDown)),
|ui| ui.add(widget),
)
.inner
}
/// Add a single [`Widget`] that is possibly disabled, i.e. greyed out and non-interactive.
///
/// If you call `add_enabled` from within an already disabled [`Ui`],
/// the widget will always be disabled, even if the `enabled` argument is true.
///
/// See also [`Self::add_enabled_ui`] and [`Self::is_enabled`].
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.add_enabled(false, egui::Button::new("Can't click this"));
/// # });
/// ```
pub fn add_enabled(&mut self, enabled: bool, widget: impl Widget) -> Response {
if self.is_enabled() && !enabled {
let old_painter = self.painter.clone();
self.disable();
let response = self.add(widget);
self.enabled = true;
self.painter = old_painter;
response
} else {
self.add(widget)
}
}
/// Add a section that is possibly disabled, i.e. greyed out and non-interactive.
///
/// If you call `add_enabled_ui` from within an already disabled [`Ui`],
/// the result will always be disabled, even if the `enabled` argument is true.
///
/// See also [`Self::add_enabled`] and [`Self::is_enabled`].
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut enabled = true;
/// ui.checkbox(&mut enabled, "Enable subsection");
/// ui.add_enabled_ui(enabled, |ui| {
/// if ui.button("Button that is not always clickable").clicked() {
/// /* … */
/// }
/// });
/// # });
/// ```
pub fn add_enabled_ui<R>(
&mut self,
enabled: bool,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
self.scope(|ui| {
if !enabled {
ui.disable();
}
add_contents(ui)
})
}
/// Add a single [`Widget`] that is possibly invisible.
///
/// An invisible widget still takes up the same space as if it were visible.
///
/// If you call `add_visible` from within an already invisible [`Ui`],
/// the widget will always be invisible, even if the `visible` argument is true.
///
/// See also [`Self::add_visible_ui`], [`Self::set_visible`] and [`Self::is_visible`].
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.add_visible(false, egui::Label::new("You won't see me!"));
/// # });
/// ```
pub fn add_visible(&mut self, visible: bool, widget: impl Widget) -> Response {
if self.is_visible() && !visible {
// temporary make us invisible:
let old_painter = self.painter.clone();
let old_enabled = self.enabled;
self.set_invisible();
let response = self.add(widget);
self.painter = old_painter;
self.enabled = old_enabled;
response
} else {
self.add(widget)
}
}
/// Add a section that is possibly invisible, i.e. greyed out and non-interactive.
///
/// An invisible ui still takes up the same space as if it were visible.
///
/// If you call `add_visible_ui` from within an already invisible [`Ui`],
/// the result will always be invisible, even if the `visible` argument is true.
///
/// See also [`Self::add_visible`], [`Self::set_visible`] and [`Self::is_visible`].
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// # let mut visible = true;
/// ui.checkbox(&mut visible, "Show subsection");
/// ui.add_visible_ui(visible, |ui| {
/// ui.label("Maybe you see this, maybe you don't!");
/// });
/// # });
/// ```
#[deprecated = "Use 'ui.scope_builder' instead"]
pub fn add_visible_ui<R>(
&mut self,
visible: bool,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
let mut ui_builder = UiBuilder::new();
if !visible {
ui_builder = ui_builder.invisible();
}
self.scope_builder(ui_builder, add_contents)
}
/// Add extra space before the next widget.
///
/// The direction is dependent on the layout.
/// This will be in addition to the [`crate::style::Spacing::item_spacing`].
///
/// [`Self::min_rect`] will expand to contain the space.
#[inline]
pub fn add_space(&mut self, amount: f32) {
self.placer.advance_cursor(amount);
}
/// Show some text.
///
/// Shortcut for `add(Label::new(text))`
///
/// See also [`Label`].
///
/// ### Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// use egui::{RichText, FontId, Color32};
/// ui.label("Normal text");
/// ui.label(RichText::new("Large text").font(FontId::proportional(40.0)));
/// ui.label(RichText::new("Red text").color(Color32::RED));
/// # });
/// ```
#[inline]
pub fn label(&mut self, text: impl Into<WidgetText>) -> Response {
Label::new(text).ui(self)
}
/// Show colored text.
///
/// Shortcut for `ui.label(RichText::new(text).color(color))`
pub fn colored_label(
&mut self,
color: impl Into<Color32>,
text: impl Into<RichText>,
) -> Response {
Label::new(text.into().color(color)).ui(self)
}
/// Show large text.
///
/// Shortcut for `ui.label(RichText::new(text).heading())`
pub fn heading(&mut self, text: impl Into<RichText>) -> Response {
Label::new(text.into().heading()).ui(self)
}
/// Show monospace (fixed width) text.
///
/// Shortcut for `ui.label(RichText::new(text).monospace())`
pub fn monospace(&mut self, text: impl Into<RichText>) -> Response {
Label::new(text.into().monospace()).ui(self)
}
/// Show text as monospace with a gray background.
///
/// Shortcut for `ui.label(RichText::new(text).code())`
pub fn code(&mut self, text: impl Into<RichText>) -> Response {
Label::new(text.into().code()).ui(self)
}
/// Show small text.
///
/// Shortcut for `ui.label(RichText::new(text).small())`
pub fn small(&mut self, text: impl Into<RichText>) -> Response {
Label::new(text.into().small()).ui(self)
}
/// Show text that stand out a bit (e.g. slightly brighter).
///
/// Shortcut for `ui.label(RichText::new(text).strong())`
pub fn strong(&mut self, text: impl Into<RichText>) -> Response {
Label::new(text.into().strong()).ui(self)
}
/// Show text that is weaker (fainter color).
///
/// Shortcut for `ui.label(RichText::new(text).weak())`
pub fn weak(&mut self, text: impl Into<RichText>) -> Response {
Label::new(text.into().weak()).ui(self)
}
/// Looks like a hyperlink.
///
/// Shortcut for `add(Link::new(text))`.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// if ui.link("Documentation").clicked() {
/// // …
/// }
/// # });
/// ```
///
/// See also [`Link`].
#[must_use = "You should check if the user clicked this with `if ui.link(…).clicked() { … } "]
pub fn link(&mut self, text: impl Into<WidgetText>) -> Response {
Link::new(text).ui(self)
}
/// Link to a web page.
///
/// Shortcut for `add(Hyperlink::new(url))`.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.hyperlink("https://www.egui.rs/");
/// # });
/// ```
///
/// See also [`Hyperlink`].
pub fn hyperlink(&mut self, url: impl ToString) -> Response {
Hyperlink::new(url).ui(self)
}
/// Shortcut for `add(Hyperlink::from_label_and_url(label, url))`.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.hyperlink_to("egui on GitHub", "https://www.github.com/emilk/egui/");
/// # });
/// ```
///
/// See also [`Hyperlink`].
pub fn hyperlink_to(&mut self, label: impl Into<WidgetText>, url: impl ToString) -> Response {
Hyperlink::from_label_and_url(label, url).ui(self)
}
/// No newlines (`\n`) allowed. Pressing enter key will result in the [`TextEdit`] losing focus (`response.lost_focus`).
///
/// See also [`TextEdit`].
pub fn text_edit_singleline<S: widgets::text_edit::TextBuffer>(
&mut self,
text: &mut S,
) -> Response {
TextEdit::singleline(text).ui(self)
}
/// A [`TextEdit`] for multiple lines. Pressing enter key will create a new line.
///
/// See also [`TextEdit`].
pub fn text_edit_multiline<S: widgets::text_edit::TextBuffer>(
&mut self,
text: &mut S,
) -> Response {
TextEdit::multiline(text).ui(self)
}
/// A [`TextEdit`] for code editing.
///
/// This will be multiline, monospace, and will insert tabs instead of moving focus.
///
/// See also [`TextEdit::code_editor`].
pub fn code_editor<S: widgets::text_edit::TextBuffer>(&mut self, text: &mut S) -> Response {
self.add(TextEdit::multiline(text).code_editor())
}
/// Usage: `if ui.button("Click me").clicked() { … }`
///
/// Shortcut for `add(Button::new(text))`
///
/// See also [`Button`].
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// if ui.button("Click me!").clicked() {
/// // …
/// }
///
/// # use egui::{RichText, Color32};
/// if ui.button(RichText::new("delete").color(Color32::RED)).clicked() {
/// // …
/// }
/// # });
/// ```
#[must_use = "You should check if the user clicked this with `if ui.button(…).clicked() { … } "]
#[inline]
pub fn button(&mut self, text: impl Into<WidgetText>) -> Response {
Button::new(text).ui(self)
}
/// A button as small as normal body text.
///
/// Usage: `if ui.small_button("Click me").clicked() { … }`
///
/// Shortcut for `add(Button::new(text).small())`
#[must_use = "You should check if the user clicked this with `if ui.small_button(…).clicked() { … } "]
pub fn small_button(&mut self, text: impl Into<WidgetText>) -> Response {
Button::new(text).small().ui(self)
}
/// Show a checkbox.
///
/// See also [`Self::toggle_value`].
#[inline]
pub fn checkbox(&mut self, checked: &mut bool, text: impl Into<WidgetText>) -> Response {
Checkbox::new(checked, text).ui(self)
}
/// Acts like a checkbox, but looks like a [`SelectableLabel`].
///
/// Click to toggle to bool.
///
/// See also [`Self::checkbox`].
pub fn toggle_value(&mut self, selected: &mut bool, text: impl Into<WidgetText>) -> Response {
let mut response = self.selectable_label(*selected, text);
if response.clicked() {
*selected = !*selected;
response.mark_changed();
}
response
}
/// Show a [`RadioButton`].
/// Often you want to use [`Self::radio_value`] instead.
#[must_use = "You should check if the user clicked this with `if ui.radio(…).clicked() { … } "]
#[inline]
pub fn radio(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response {
RadioButton::new(selected, text).ui(self)
}
/// Show a [`RadioButton`]. It is selected if `*current_value == selected_value`.
/// If clicked, `selected_value` is assigned to `*current_value`.
///
/// ```
/// # egui::__run_test_ui(|ui| {
///
/// #[derive(PartialEq)]
/// enum Enum { First, Second, Third }
/// let mut my_enum = Enum::First;
///
/// ui.radio_value(&mut my_enum, Enum::First, "First");
///
/// // is equivalent to:
///
/// if ui.add(egui::RadioButton::new(my_enum == Enum::First, "First")).clicked() {
/// my_enum = Enum::First
/// }
/// # });
/// ```
pub fn radio_value<Value: PartialEq>(
&mut self,
current_value: &mut Value,
alternative: Value,
text: impl Into<WidgetText>,
) -> Response {
let mut response = self.radio(*current_value == alternative, text);
if response.clicked() && *current_value != alternative {
*current_value = alternative;
response.mark_changed();
}
response
}
/// Show a label which can be selected or not.
///
/// See also [`SelectableLabel`] and [`Self::toggle_value`].
#[must_use = "You should check if the user clicked this with `if ui.selectable_label(…).clicked() { … } "]
pub fn selectable_label(&mut self, checked: bool, text: impl Into<WidgetText>) -> Response {
SelectableLabel::new(checked, text).ui(self)
}
/// Show selectable text. It is selected if `*current_value == selected_value`.
/// If clicked, `selected_value` is assigned to `*current_value`.
///
/// Example: `ui.selectable_value(&mut my_enum, Enum::Alternative, "Alternative")`.
///
/// See also [`SelectableLabel`] and [`Self::toggle_value`].
pub fn selectable_value<Value: PartialEq>(
&mut self,
current_value: &mut Value,
selected_value: Value,
text: impl Into<WidgetText>,
) -> Response {
let mut response = self.selectable_label(*current_value == selected_value, text);
if response.clicked() && *current_value != selected_value {
*current_value = selected_value;
response.mark_changed();
}
response
}
/// Shortcut for `add(Separator::default())`
///
/// See also [`Separator`].
#[inline]
pub fn separator(&mut self) -> Response {
Separator::default().ui(self)
}
/// Shortcut for `add(Spinner::new())`
///
/// See also [`Spinner`].
#[inline]
pub fn spinner(&mut self) -> Response {
Spinner::new().ui(self)
}
/// Modify an angle. The given angle should be in radians, but is shown to the user in degrees.
/// The angle is NOT wrapped, so the user may select, for instance 720° = 2𝞃 = 4π
pub fn drag_angle(&mut self, radians: &mut f32) -> Response {
let mut degrees = radians.to_degrees();
let mut response = self.add(DragValue::new(&mut degrees).speed(1.0).suffix("°"));
// only touch `*radians` if we actually changed the degree value
if degrees != radians.to_degrees() {
*radians = degrees.to_radians();
response.changed = true;
}
response
}
/// Modify an angle. The given angle should be in radians,
/// but is shown to the user in fractions of one Tau (i.e. fractions of one turn).
/// The angle is NOT wrapped, so the user may select, for instance 2𝞃 (720°)
pub fn drag_angle_tau(&mut self, radians: &mut f32) -> Response {
use std::f32::consts::TAU;
let mut taus = *radians / TAU;
let mut response = self.add(DragValue::new(&mut taus).speed(0.01).suffix("τ"));
if self.style().explanation_tooltips {
response =
response.on_hover_text("1τ = one turn, 0.5τ = half a turn, etc. 0.25τ = 90°");
}
// only touch `*radians` if we actually changed the value
if taus != *radians / TAU {
*radians = taus * TAU;
response.changed = true;
}
response
}
/// Show an image available at the given `uri`.
///
/// ⚠ This will do nothing unless you install some image loaders first!
/// The easiest way to do this is via [`egui_extras::install_image_loaders`](https://docs.rs/egui_extras/latest/egui_extras/fn.install_image_loaders.html).
///
/// The loaders handle caching image data, sampled textures, etc. across frames, so calling this is immediate-mode safe.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.image("https://picsum.photos/480");
/// ui.image("file://assets/ferris.png");
/// ui.image(egui::include_image!("../assets/ferris.png"));
/// ui.add(
/// egui::Image::new(egui::include_image!("../assets/ferris.png"))
/// .max_width(200.0)
/// .rounding(10.0),
/// );
/// # });
/// ```
///
/// Using [`crate::include_image`] is often the most ergonomic, and the path
/// will be resolved at compile-time and embedded in the binary.
/// When using a "file://" url on the other hand, you need to make sure
/// the files can be found in the right spot at runtime!
///
/// See also [`crate::Image`], [`crate::ImageSource`].
#[inline]
pub fn image<'a>(&mut self, source: impl Into<ImageSource<'a>>) -> Response {
Image::new(source).ui(self)
}
}
/// # Colors
impl Ui {
/// Shows a button with the given color.
/// If the user clicks the button, a full color picker is shown.
pub fn color_edit_button_srgba(&mut self, srgba: &mut Color32) -> Response {
color_picker::color_edit_button_srgba(self, srgba, color_picker::Alpha::BlendOrAdditive)
}
/// Shows a button with the given color.
/// If the user clicks the button, a full color picker is shown.
pub fn color_edit_button_hsva(&mut self, hsva: &mut Hsva) -> Response {
color_picker::color_edit_button_hsva(self, hsva, color_picker::Alpha::BlendOrAdditive)
}
/// Shows a button with the given color.
/// If the user clicks the button, a full color picker is shown.
/// The given color is in `sRGB` space.
pub fn color_edit_button_srgb(&mut self, srgb: &mut [u8; 3]) -> Response {
color_picker::color_edit_button_srgb(self, srgb)
}
/// Shows a button with the given color.
/// If the user clicks the button, a full color picker is shown.
/// The given color is in linear RGB space.
pub fn color_edit_button_rgb(&mut self, rgb: &mut [f32; 3]) -> Response {
color_picker::color_edit_button_rgb(self, rgb)
}
/// Shows a button with the given color.
/// If the user clicks the button, a full color picker is shown.
/// The given color is in `sRGBA` space with premultiplied alpha
pub fn color_edit_button_srgba_premultiplied(&mut self, srgba: &mut [u8; 4]) -> Response {
let mut color = Color32::from_rgba_premultiplied(srgba[0], srgba[1], srgba[2], srgba[3]);
let response = self.color_edit_button_srgba(&mut color);
*srgba = color.to_array();
response
}
/// Shows a button with the given color.
/// If the user clicks the button, a full color picker is shown.
/// The given color is in `sRGBA` space without premultiplied alpha.
/// If unsure, what "premultiplied alpha" is, then this is probably the function you want to use.
pub fn color_edit_button_srgba_unmultiplied(&mut self, srgba: &mut [u8; 4]) -> Response {
let mut rgba = Rgba::from_srgba_unmultiplied(srgba[0], srgba[1], srgba[2], srgba[3]);
let response =
color_picker::color_edit_button_rgba(self, &mut rgba, color_picker::Alpha::OnlyBlend);
*srgba = rgba.to_srgba_unmultiplied();
response
}
/// Shows a button with the given color.
/// If the user clicks the button, a full color picker is shown.
/// The given color is in linear RGBA space with premultiplied alpha
pub fn color_edit_button_rgba_premultiplied(&mut self, rgba_premul: &mut [f32; 4]) -> Response {
let mut rgba = Rgba::from_rgba_premultiplied(
rgba_premul[0],
rgba_premul[1],
rgba_premul[2],
rgba_premul[3],
);
let response = color_picker::color_edit_button_rgba(
self,
&mut rgba,
color_picker::Alpha::BlendOrAdditive,
);
*rgba_premul = rgba.to_array();
response
}
/// Shows a button with the given color.
/// If the user clicks the button, a full color picker is shown.
/// The given color is in linear RGBA space without premultiplied alpha.
/// If unsure, what "premultiplied alpha" is, then this is probably the function you want to use.
pub fn color_edit_button_rgba_unmultiplied(&mut self, rgba_unmul: &mut [f32; 4]) -> Response {
let mut rgba = Rgba::from_rgba_unmultiplied(
rgba_unmul[0],
rgba_unmul[1],
rgba_unmul[2],
rgba_unmul[3],
);
let response =
color_picker::color_edit_button_rgba(self, &mut rgba, color_picker::Alpha::OnlyBlend);
*rgba_unmul = rgba.to_rgba_unmultiplied();
response
}
}
/// # Adding Containers / Sub-uis:
impl Ui {
/// Put into a [`Frame::group`], visually grouping the contents together
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.group(|ui| {
/// ui.label("Within a frame");
/// });
/// # });
/// ```
///
/// See also [`Self::scope`].
pub fn group<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> InnerResponse<R> {
crate::Frame::group(self.style()).show(self, add_contents)
}
/// Create a child Ui with an explicit [`Id`].
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// for i in 0..10 {
/// // ui.collapsing("Same header", |ui| { }); // this will cause an ID clash because of the same title!
///
/// ui.push_id(i, |ui| {
/// ui.collapsing("Same header", |ui| { }); // this is fine!
/// });
/// }
/// # });
/// ```
pub fn push_id<R>(
&mut self,
id_salt: impl Hash,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
self.scope_dyn(UiBuilder::new().id_salt(id_salt), Box::new(add_contents))
}
/// Push another level onto the [`UiStack`].
///
/// You can use this, for instance, to tag a group of widgets.
#[deprecated = "Use 'ui.scope_builder' instead"]
pub fn push_stack_info<R>(
&mut self,
ui_stack_info: UiStackInfo,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
self.scope_dyn(
UiBuilder::new().ui_stack_info(ui_stack_info),
Box::new(add_contents),
)
}
/// Create a scoped child ui.
///
/// You can use this to temporarily change the [`Style`] of a sub-region, for instance:
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.scope(|ui| {
/// ui.spacing_mut().slider_width = 200.0; // Temporary change
/// // …
/// });
/// # });
/// ```
pub fn scope<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> InnerResponse<R> {
self.scope_dyn(UiBuilder::new(), Box::new(add_contents))
}
/// Create a child, add content to it, and then allocate only what was used in the parent `Ui`.
pub fn scope_builder<R>(
&mut self,
ui_builder: UiBuilder,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
self.scope_dyn(ui_builder, Box::new(add_contents))
}
/// Create a child, add content to it, and then allocate only what was used in the parent `Ui`.
pub fn scope_dyn<'c, R>(
&mut self,
ui_builder: UiBuilder,
add_contents: Box<dyn FnOnce(&mut Ui) -> R + 'c>,
) -> InnerResponse<R> {
let next_auto_id_salt = self.next_auto_id_salt;
let mut child_ui = self.new_child(ui_builder);
self.next_auto_id_salt = next_auto_id_salt; // HACK: we want `scope` to only increment this once, so that `ui.scope` is equivalent to `ui.allocate_space`.
let ret = add_contents(&mut child_ui);
let response = child_ui.remember_min_rect();
self.advance_cursor_after_rect(child_ui.min_rect());
InnerResponse::new(ret, response)
}
/// Redirect shapes to another paint layer.
///
/// ```
/// # use egui::{LayerId, Order, Id};
/// # egui::__run_test_ui(|ui| {
/// let layer_id = LayerId::new(Order::Tooltip, Id::new("my_floating_ui"));
/// ui.with_layer_id(layer_id, |ui| {
/// ui.label("This is now in a different layer");
/// });
/// # });
/// ```
#[deprecated = "Use ui.scope_builder(UiBuilder::new().layer_id(…), …) instead"]
pub fn with_layer_id<R>(
&mut self,
layer_id: LayerId,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R> {
self.scope_builder(UiBuilder::new().layer_id(layer_id), add_contents)
}
/// A [`CollapsingHeader`] that starts out collapsed.
///
/// The name must be unique within the current parent,
/// or you need to use [`CollapsingHeader::id_salt`].
pub fn collapsing<R>(
&mut self,
heading: impl Into<WidgetText>,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> CollapsingResponse<R> {
CollapsingHeader::new(heading).show(self, add_contents)
}
/// Create a child ui which is indented to the right.
///
/// The `id_salt` here be anything at all.
// TODO(emilk): remove `id_salt` argument?
#[inline]
pub fn indent<R>(
&mut self,
id_salt: impl Hash,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
self.indent_dyn(id_salt, Box::new(add_contents))
}
fn indent_dyn<'c, R>(
&mut self,
id_salt: impl Hash,
add_contents: Box<dyn FnOnce(&mut Ui) -> R + 'c>,
) -> InnerResponse<R> {
assert!(
self.layout().is_vertical(),
"You can only indent vertical layouts, found {:?}",
self.layout()
);
let indent = self.spacing().indent;
let mut child_rect = self.placer.available_rect_before_wrap();
child_rect.min.x += indent;
let mut child_ui = self.new_child(UiBuilder::new().id_salt(id_salt).max_rect(child_rect));
let ret = add_contents(&mut child_ui);
let left_vline = self.visuals().indent_has_left_vline;
let end_with_horizontal_line = self.spacing().indent_ends_with_horizontal_line;
if left_vline || end_with_horizontal_line {
if end_with_horizontal_line {
child_ui.add_space(4.0);
}
let stroke = self.visuals().widgets.noninteractive.bg_stroke;
let left_top = child_rect.min - 0.5 * indent * Vec2::X;
let left_bottom = pos2(left_top.x, child_ui.min_rect().bottom() - 2.0);
if left_vline {
// draw a faint line on the left to mark the indented section
self.painter.line_segment([left_top, left_bottom], stroke);
}
if end_with_horizontal_line {
let fudge = 2.0; // looks nicer with button rounding in collapsing headers
let right_bottom = pos2(child_ui.min_rect().right() - fudge, left_bottom.y);
self.painter
.line_segment([left_bottom, right_bottom], stroke);
}
}
let response = self.allocate_rect(child_ui.min_rect(), Sense::hover());
InnerResponse::new(ret, response)
}
/// Start a ui with horizontal layout.
/// After you have called this, the function registers the contents as any other widget.
///
/// Elements will be centered on the Y axis, i.e.
/// adjusted up and down to lie in the center of the horizontal layout.
/// The initial height is `style.spacing.interact_size.y`.
/// Centering is almost always what you want if you are
/// planning to mix widgets or use different types of text.
///
/// If you don't want the contents to be centered, use [`Self::horizontal_top`] instead.
///
/// The returned [`Response`] will only have checked for mouse hover
/// but can be used for tooltips (`on_hover_text`).
/// It also contains the [`Rect`] used by the horizontal layout.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.horizontal(|ui| {
/// ui.label("Same");
/// ui.label("row");
/// });
/// # });
/// ```
///
/// See also [`Self::with_layout`] for more options.
#[inline]
pub fn horizontal<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> InnerResponse<R> {
self.horizontal_with_main_wrap_dyn(false, Box::new(add_contents))
}
/// Like [`Self::horizontal`], but allocates the full vertical height and then centers elements vertically.
pub fn horizontal_centered<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
let initial_size = self.available_size_before_wrap();
let layout = if self.placer.prefer_right_to_left() {
Layout::right_to_left(Align::Center)
} else {
Layout::left_to_right(Align::Center)
}
.with_cross_align(Align::Center);
self.allocate_ui_with_layout_dyn(initial_size, layout, Box::new(add_contents))
}
/// Like [`Self::horizontal`], but aligns content with top.
pub fn horizontal_top<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
let initial_size = self.available_size_before_wrap();
let layout = if self.placer.prefer_right_to_left() {
Layout::right_to_left(Align::Center)
} else {
Layout::left_to_right(Align::Center)
}
.with_cross_align(Align::Min);
self.allocate_ui_with_layout_dyn(initial_size, layout, Box::new(add_contents))
}
/// Start a ui with horizontal layout that wraps to a new row
/// when it reaches the right edge of the `max_size`.
/// After you have called this, the function registers the contents as any other widget.
///
/// Elements will be centered on the Y axis, i.e.
/// adjusted up and down to lie in the center of the horizontal layout.
/// The initial height is `style.spacing.interact_size.y`.
/// Centering is almost always what you want if you are
/// planning to mix widgets or use different types of text.
///
/// The returned [`Response`] will only have checked for mouse hover
/// but can be used for tooltips (`on_hover_text`).
/// It also contains the [`Rect`] used by the horizontal layout.
///
/// See also [`Self::with_layout`] for more options.
pub fn horizontal_wrapped<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
self.horizontal_with_main_wrap_dyn(true, Box::new(add_contents))
}
fn horizontal_with_main_wrap_dyn<'c, R>(
&mut self,
main_wrap: bool,
add_contents: Box<dyn FnOnce(&mut Ui) -> R + 'c>,
) -> InnerResponse<R> {
let initial_size = vec2(
self.available_size_before_wrap().x,
self.spacing().interact_size.y, // Assume there will be something interactive on the horizontal layout
);
let layout = if self.placer.prefer_right_to_left() {
Layout::right_to_left(Align::Center)
} else {
Layout::left_to_right(Align::Center)
}
.with_main_wrap(main_wrap);
self.allocate_ui_with_layout_dyn(initial_size, layout, add_contents)
}
/// Start a ui with vertical layout.
/// Widgets will be left-justified.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.vertical(|ui| {
/// ui.label("over");
/// ui.label("under");
/// });
/// # });
/// ```
///
/// See also [`Self::with_layout`] for more options.
#[inline]
pub fn vertical<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> InnerResponse<R> {
self.allocate_new_ui(
UiBuilder::new().layout(Layout::top_down(Align::Min)),
add_contents,
)
}
/// Start a ui with vertical layout.
/// Widgets will be horizontally centered.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.vertical_centered(|ui| {
/// ui.label("over");
/// ui.label("under");
/// });
/// # });
/// ```
#[inline]
pub fn vertical_centered<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
self.allocate_new_ui(
UiBuilder::new().layout(Layout::top_down(Align::Center)),
add_contents,
)
}
/// Start a ui with vertical layout.
/// Widgets will be horizontally centered and justified (fill full width).
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.vertical_centered_justified(|ui| {
/// ui.label("over");
/// ui.label("under");
/// });
/// # });
/// ```
pub fn vertical_centered_justified<R>(
&mut self,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<R> {
self.allocate_new_ui(
UiBuilder::new().layout(Layout::top_down(Align::Center).with_cross_justify(true)),
add_contents,
)
}
/// The new layout will take up all available space.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.with_layout(egui::Layout::right_to_left(egui::Align::TOP), |ui| {
/// ui.label("world!");
/// ui.label("Hello");
/// });
/// # });
/// ```
///
/// If you don't want to use up all available space, use [`Self::allocate_ui_with_layout`].
///
/// See also the helpers [`Self::horizontal`], [`Self::vertical`], etc.
#[inline]
pub fn with_layout<R>(
&mut self,
layout: Layout,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R> {
self.allocate_new_ui(UiBuilder::new().layout(layout), add_contents)
}
/// This will make the next added widget centered and justified in the available space.
///
/// Only one widget may be added to the inner `Ui`!
pub fn centered_and_justified<R>(
&mut self,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R> {
self.allocate_new_ui(
UiBuilder::new().layout(Layout::centered_and_justified(Direction::TopDown)),
add_contents,
)
}
pub(crate) fn set_grid(&mut self, grid: grid::GridLayout) {
self.placer.set_grid(grid);
}
pub(crate) fn save_grid(&mut self) {
self.placer.save_grid();
}
pub(crate) fn is_grid(&self) -> bool {
self.placer.is_grid()
}
/// Move to the next row in a grid layout or wrapping layout.
/// Otherwise does nothing.
pub fn end_row(&mut self) {
self.placer
.end_row(self.spacing().item_spacing, &self.painter().clone());
}
/// Set row height in horizontal wrapping layout.
pub fn set_row_height(&mut self, height: f32) {
self.placer.set_row_height(height);
}
/// Temporarily split a [`Ui`] into several columns.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.columns(2, |columns| {
/// columns[0].label("First column");
/// columns[1].label("Second column");
/// });
/// # });
/// ```
#[inline]
pub fn columns<R>(
&mut self,
num_columns: usize,
add_contents: impl FnOnce(&mut [Self]) -> R,
) -> R {
self.columns_dyn(num_columns, Box::new(add_contents))
}
fn columns_dyn<'c, R>(
&mut self,
num_columns: usize,
add_contents: Box<dyn FnOnce(&mut [Self]) -> R + 'c>,
) -> R {
// TODO(emilk): ensure there is space
let spacing = self.spacing().item_spacing.x;
let total_spacing = spacing * (num_columns as f32 - 1.0);
let column_width = (self.available_width() - total_spacing) / (num_columns as f32);
let top_left = self.cursor().min;
let mut columns: Vec<Self> = (0..num_columns)
.map(|col_idx| {
let pos = top_left + vec2((col_idx as f32) * (column_width + spacing), 0.0);
let child_rect = Rect::from_min_max(
pos,
pos2(pos.x + column_width, self.max_rect().right_bottom().y),
);
let mut column_ui = self.new_child(
UiBuilder::new()
.max_rect(child_rect)
.layout(Layout::top_down_justified(Align::LEFT)),
);
column_ui.set_width(column_width);
column_ui
})
.collect();
let result = add_contents(&mut columns[..]);
let mut max_column_width = column_width;
let mut max_height = 0.0;
for column in &columns {
max_column_width = max_column_width.max(column.min_rect().width());
max_height = column.min_size().y.max(max_height);
}
// Make sure we fit everything next frame:
let total_required_width = total_spacing + max_column_width * (num_columns as f32);
let size = vec2(self.available_width().max(total_required_width), max_height);
self.advance_cursor_after_rect(Rect::from_min_size(top_left, size));
result
}
/// Temporarily split a [`Ui`] into several columns.
///
/// The same as [`Self::columns()`], but uses a constant for the column count.
/// This allows for compile-time bounds checking, and makes the compiler happy.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.columns_const(|[col_1, col_2]| {
/// col_1.label("First column");
/// col_2.label("Second column");
/// });
/// # });
/// ```
#[inline]
pub fn columns_const<const NUM_COL: usize, R>(
&mut self,
add_contents: impl FnOnce(&mut [Self; NUM_COL]) -> R,
) -> R {
// TODO(emilk): ensure there is space
let spacing = self.spacing().item_spacing.x;
let total_spacing = spacing * (NUM_COL as f32 - 1.0);
let column_width = (self.available_width() - total_spacing) / (NUM_COL as f32);
let top_left = self.cursor().min;
let mut columns = std::array::from_fn(|col_idx| {
let pos = top_left + vec2((col_idx as f32) * (column_width + spacing), 0.0);
let child_rect = Rect::from_min_max(
pos,
pos2(pos.x + column_width, self.max_rect().right_bottom().y),
);
let mut column_ui = self.new_child(
UiBuilder::new()
.max_rect(child_rect)
.layout(Layout::top_down_justified(Align::LEFT)),
);
column_ui.set_width(column_width);
column_ui
});
let result = add_contents(&mut columns);
let mut max_column_width = column_width;
let mut max_height = 0.0;
for column in &columns {
max_column_width = max_column_width.max(column.min_rect().width());
max_height = column.min_size().y.max(max_height);
}
// Make sure we fit everything next frame:
let total_required_width = total_spacing + max_column_width * (NUM_COL as f32);
let size = vec2(self.available_width().max(total_required_width), max_height);
self.advance_cursor_after_rect(Rect::from_min_size(top_left, size));
result
}
/// Create something that can be drag-and-dropped.
///
/// The `id` needs to be globally unique.
/// The payload is what will be dropped if the user starts dragging.
///
/// In contrast to [`Response::dnd_set_drag_payload`],
/// this function will paint the widget at the mouse cursor while the user is dragging.
#[doc(alias = "drag and drop")]
pub fn dnd_drag_source<Payload, R>(
&mut self,
id: Id,
payload: Payload,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R>
where
Payload: Any + Send + Sync,
{
let is_being_dragged = self.ctx().is_being_dragged(id);
if is_being_dragged {
crate::DragAndDrop::set_payload(self.ctx(), payload);
// Paint the body to a new layer:
let layer_id = LayerId::new(Order::Tooltip, id);
let InnerResponse { inner, response } =
self.scope_builder(UiBuilder::new().layer_id(layer_id), add_contents);
// Now we move the visuals of the body to where the mouse is.
// Normally you need to decide a location for a widget first,
// because otherwise that widget cannot interact with the mouse.
// However, a dragged component cannot be interacted with anyway
// (anything with `Order::Tooltip` always gets an empty [`Response`])
// So this is fine!
if let Some(pointer_pos) = self.ctx().pointer_interact_pos() {
let delta = pointer_pos - response.rect.center();
self.ctx()
.transform_layer_shapes(layer_id, emath::TSTransform::from_translation(delta));
}
InnerResponse::new(inner, response)
} else {
let InnerResponse { inner, response } = self.scope(add_contents);
// Check for drags:
let dnd_response = self
.interact(response.rect, id, Sense::drag())
.on_hover_cursor(CursorIcon::Grab);
InnerResponse::new(inner, dnd_response | response)
}
}
/// Surround the given ui with a frame which
/// changes colors when you can drop something onto it.
///
/// Returns the dropped item, if it was released this frame.
///
/// The given frame is used for its margins, but it color is ignored.
#[doc(alias = "drag and drop")]
pub fn dnd_drop_zone<Payload, R>(
&mut self,
frame: Frame,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> (InnerResponse<R>, Option<Arc<Payload>>)
where
Payload: Any + Send + Sync,
{
let is_anything_being_dragged = DragAndDrop::has_any_payload(self.ctx());
let can_accept_what_is_being_dragged =
DragAndDrop::has_payload_of_type::<Payload>(self.ctx());
let mut frame = frame.begin(self);
let inner = add_contents(&mut frame.content_ui);
let response = frame.allocate_space(self);
// NOTE: we use `response.contains_pointer` here instead of `hovered`, because
// `hovered` is always false when another widget is being dragged.
let style = if is_anything_being_dragged
&& can_accept_what_is_being_dragged
&& response.contains_pointer()
{
self.visuals().widgets.active
} else {
self.visuals().widgets.inactive
};
let mut fill = style.bg_fill;
let mut stroke = style.bg_stroke;
if is_anything_being_dragged && !can_accept_what_is_being_dragged {
// When dragging something else, show that it can't be dropped here:
fill = self.visuals().gray_out(fill);
stroke.color = self.visuals().gray_out(stroke.color);
}
frame.frame.fill = fill;
frame.frame.stroke = stroke;
frame.paint(self);
let payload = response.dnd_release_payload::<Payload>();
(InnerResponse { inner, response }, payload)
}
/// Create a new Scope and transform its contents via a [`emath::TSTransform`].
/// This only affects visuals, inputs will not be transformed. So this is mostly useful
/// to create visual effects on interactions, e.g. scaling a button on hover / click.
///
/// Check out [`Context::set_transform_layer`] for a persistent transform that also affects
/// inputs.
pub fn with_visual_transform<R>(
&mut self,
transform: emath::TSTransform,
add_contents: impl FnOnce(&mut Self) -> R,
) -> InnerResponse<R> {
let start_idx = self.ctx().graphics(|gx| {
gx.get(self.layer_id())
.map_or(crate::layers::ShapeIdx(0), |l| l.next_idx())
});
let r = self.scope_dyn(UiBuilder::new(), Box::new(add_contents));
self.ctx().graphics_mut(|g| {
let list = g.entry(self.layer_id());
let end_idx = list.next_idx();
list.transform_range(start_idx, end_idx, transform);
});
r
}
}
/// # Menus
impl Ui {
/// Close the menu we are in (including submenus), if any.
///
/// See also: [`Self::menu_button`] and [`Response::context_menu`].
pub fn close_menu(&mut self) {
if let Some(menu_state) = &mut self.menu_state {
menu_state.write().close();
}
self.menu_state = None;
}
pub(crate) fn set_menu_state(&mut self, menu_state: Option<Arc<RwLock<MenuState>>>) {
self.menu_state = menu_state;
}
#[inline]
/// Create a menu button that when clicked will show the given menu.
///
/// If called from within a menu this will instead create a button for a sub-menu.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// ui.menu_button("My menu", |ui| {
/// ui.menu_button("My sub-menu", |ui| {
/// if ui.button("Close the menu").clicked() {
/// ui.close_menu();
/// }
/// });
/// });
/// # });
/// ```
///
/// See also: [`Self::close_menu`] and [`Response::context_menu`].
pub fn menu_button<R>(
&mut self,
title: impl Into<WidgetText>,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<Option<R>> {
if let Some(menu_state) = self.menu_state.clone() {
menu::submenu_button(self, menu_state, title, add_contents)
} else {
menu::menu_button(self, title, add_contents)
}
}
/// Create a menu button with an image that when clicked will show the given menu.
///
/// If called from within a menu this will instead create a button for a sub-menu.
///
/// ```ignore
/// # egui::__run_test_ui(|ui| {
/// let img = egui::include_image!("../assets/ferris.png");
///
/// ui.menu_image_button(title, img, |ui| {
/// ui.menu_button("My sub-menu", |ui| {
/// if ui.button("Close the menu").clicked() {
/// ui.close_menu();
/// }
/// });
/// });
/// # });
/// ```
///
///
/// See also: [`Self::close_menu`] and [`Response::context_menu`].
#[inline]
pub fn menu_image_button<'a, R>(
&mut self,
image: impl Into<Image<'a>>,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<Option<R>> {
if let Some(menu_state) = self.menu_state.clone() {
menu::submenu_button(self, menu_state, String::new(), add_contents)
} else {
menu::menu_custom_button(self, Button::image(image), add_contents)
}
}
/// Create a menu button with an image and a text that when clicked will show the given menu.
///
/// If called from within a menu this will instead create a button for a sub-menu.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// let img = egui::include_image!("../assets/ferris.png");
/// let title = "My Menu";
///
/// ui.menu_image_text_button(img, title, |ui| {
/// ui.menu_button("My sub-menu", |ui| {
/// if ui.button("Close the menu").clicked() {
/// ui.close_menu();
/// }
/// });
/// });
/// # });
/// ```
///
/// See also: [`Self::close_menu`] and [`Response::context_menu`].
#[inline]
pub fn menu_image_text_button<'a, R>(
&mut self,
image: impl Into<Image<'a>>,
title: impl Into<WidgetText>,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> InnerResponse<Option<R>> {
if let Some(menu_state) = self.menu_state.clone() {
menu::submenu_button(self, menu_state, title, add_contents)
} else {
menu::menu_custom_button(self, Button::image_and_text(image, title), add_contents)
}
}
}
// ----------------------------------------------------------------------------
/// # Debug stuff
impl Ui {
/// Shows where the next widget is going to be placed
#[cfg(debug_assertions)]
pub fn debug_paint_cursor(&self) {
self.placer.debug_paint_cursor(&self.painter, "next");
}
}
impl Drop for Ui {
fn drop(&mut self) {
if !self.min_rect_already_remembered {
// Register our final `min_rect`
self.remember_min_rect();
}
#[cfg(debug_assertions)]
register_rect(self, self.min_rect());
}
}
/// Show this rectangle to the user if certain debug options are set.
#[cfg(debug_assertions)]
fn register_rect(ui: &Ui, rect: Rect) {
use emath::{Align2, GuiRounding};
let debug = ui.style().debug;
if debug.show_unaligned {
let unaligned_line = |p0: Pos2, p1: Pos2| {
let color = Color32::ORANGE;
let font_id = TextStyle::Monospace.resolve(ui.style());
ui.painter().line_segment([p0, p1], (1.0, color));
ui.painter()
.text(p0, Align2::LEFT_TOP, "Unaligned", font_id, color);
};
if rect.left() != rect.left().round_ui() {
unaligned_line(rect.left_top(), rect.left_bottom());
}
if rect.right() != rect.right().round_ui() {
unaligned_line(rect.right_top(), rect.right_bottom());
}
if rect.top() != rect.top().round_ui() {
unaligned_line(rect.left_top(), rect.right_top());
}
if rect.bottom() != rect.bottom().round_ui() {
unaligned_line(rect.left_bottom(), rect.right_bottom());
}
}
let show_callstacks = debug.debug_on_hover
|| debug.debug_on_hover_with_all_modifiers && ui.input(|i| i.modifiers.all());
if !show_callstacks {
return;
}
if !ui.rect_contains_pointer(rect) {
return;
}
let is_clicking = ui.input(|i| i.pointer.could_any_button_be_click());
#[cfg(feature = "callstack")]
let callstack = crate::callstack::capture();
#[cfg(not(feature = "callstack"))]
let callstack = String::default();
// We only show one debug rectangle, or things get confusing:
let debug_rect = pass_state::DebugRect {
rect,
callstack,
is_clicking,
};
let mut kept = false;
ui.ctx().pass_state_mut(|fs| {
if let Some(final_debug_rect) = &mut fs.debug_rect {
// or maybe pick the one with deepest callstack?
if final_debug_rect.rect.contains_rect(rect) {
*final_debug_rect = debug_rect;
kept = true;
}
} else {
fs.debug_rect = Some(debug_rect);
kept = true;
}
});
if !kept {
return;
}
// ----------------------------------------------
// Use the debug-painter to avoid clip rect,
// otherwise the content of the widget may cover what we paint here!
let painter = ui.ctx().debug_painter();
if debug.hover_shows_next {
ui.placer.debug_paint_cursor(&painter, "next");
}
}
#[cfg(not(debug_assertions))]
fn register_rect(_ui: &Ui, _rect: Rect) {}
#[test]
fn ui_impl_send_sync() {
fn assert_send_sync<T: Send + Sync>() {}
assert_send_sync::<Ui>();
}