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use std::f32;
use std::os::raw::{c_char, c_void};
use crate::sys;
use crate::window::WindowFlags;
use crate::{Id, Ui};
/// Builder for a child window
#[derive(Copy, Clone, Debug)]
#[must_use]
pub struct ChildWindow<'a> {
id: Id<'a>,
flags: WindowFlags,
size: [f32; 2],
content_size: [f32; 2],
focused: bool,
bg_alpha: f32,
border: bool,
}
impl<'a> ChildWindow<'a> {
/// Creates a new child window builder with the given ID
#[doc(alias = "BeginChildID")]
pub fn new<T: Into<Id<'a>>>(id: T) -> ChildWindow<'a> {
ChildWindow {
id: id.into(),
flags: WindowFlags::empty(),
size: [0.0, 0.0],
content_size: [0.0, 0.0],
focused: false,
bg_alpha: f32::NAN,
border: false,
}
}
/// Replace current window flags with the given value
#[inline]
pub fn flags(mut self, flags: WindowFlags) -> Self {
self.flags = flags;
self
}
/// Sets the child window size.
///
/// For each independent axis of size:
///
/// - `> 0.0`: fixed size
/// - `= 0.0`: use remaining host window size
/// - `< 0.0`: use remaining host window size minus abs(size)
#[inline]
pub fn size(mut self, size: [f32; 2]) -> Self {
self.size = size;
self
}
/// Sets the window content size, which can be used to enforce scrollbars.
///
/// Does not include window decorations (title bar, menu bar, etc.). Set one of the values to
/// 0.0 to leave the size automatic.
#[inline]
#[doc(alias = "SetNextWindowContentSize")]
pub fn content_size(mut self, size: [f32; 2]) -> Self {
self.content_size = size;
self
}
/// Sets the window focused state, which can be used to bring the window to front
#[inline]
#[doc(alias = "SetNextWindwowFocus")]
pub fn focused(mut self, focused: bool) -> Self {
self.focused = focused;
self
}
/// Sets the background color alpha value.
///
/// See also `draw_background`
#[inline]
#[doc(alias = "SetNextWindowContentBgAlpha")]
pub fn bg_alpha(mut self, bg_alpha: f32) -> Self {
self.bg_alpha = bg_alpha;
self
}
/// Enables/disables the child window border.
///
/// Disabled by default.
#[inline]
pub fn border(mut self, border: bool) -> Self {
self.border = border;
self
}
/// Enables/disables moving the window when child window is dragged.
///
/// Enabled by default.
#[inline]
pub fn movable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_MOVE, !value);
self
}
/// Enables/disables scrollbars (scrolling is still possible with the mouse or
/// programmatically).
///
/// Enabled by default.
#[inline]
pub fn scroll_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SCROLLBAR, !value);
self
}
/// Enables/disables vertical scrolling with the mouse wheel.
///
/// Enabled by default.
/// When enabled, child windows forward the mouse wheel to the parent unless `NO_SCROLLBAR`
/// is also set.
#[inline]
pub fn scrollable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SCROLL_WITH_MOUSE, !value);
self
}
/// Enables/disables resizing the window to its content on every frame.
///
/// Disabled by default.
#[inline]
pub fn always_auto_resize(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::ALWAYS_AUTO_RESIZE, value);
self
}
/// Enables/disables drawing of background color and outside border.
///
/// Enabled by default.
#[inline]
pub fn draw_background(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_BACKGROUND, !value);
self
}
/// Enables/disables catching mouse input.
///
/// Enabled by default.
/// Note: Hovering test will pass through when disabled
#[inline]
pub fn mouse_inputs(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_MOUSE_INPUTS, !value);
self
}
/// Enables/disables the menu bar.
///
/// Disabled by default.
#[inline]
pub fn menu_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::MENU_BAR, value);
self
}
/// Enables/disables the horizontal scrollbar.
///
/// Disabled by default.
#[inline]
pub fn horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::HORIZONTAL_SCROLLBAR, value);
self
}
/// Enables/disables taking focus when transitioning from hidden to visible state.
///
/// Enabled by default.
#[inline]
pub fn focus_on_appearing(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_FOCUS_ON_APPEARING, !value);
self
}
/// Enables/disables bringing the window to front when taking focus (e.g. clicking it or
/// programmatically giving it focus).
///
/// Enabled by default.
#[inline]
pub fn bring_to_front_on_focus(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::NO_BRING_TO_FRONT_ON_FOCUS, !value);
self
}
/// When enabled, forces the vertical scrollbar to render regardless of the content size.
///
/// Disabled by default.
#[inline]
pub fn always_vertical_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_VERTICAL_SCROLLBAR, value);
self
}
/// When enabled, forces the horizontal scrollbar to render regardless of the content size.
///
/// Disabled by default.
#[inline]
pub fn always_horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_HORIZONTAL_SCROLLBAR, value);
self
}
/// When enabled, ensures child windows without border use `style.window_padding`.
///
/// Disabled by default.
#[inline]
pub fn always_use_window_padding(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_USE_WINDOW_PADDING, value);
self
}
/// Enables/disables gamepad/keyboard navigation within the window.
///
/// Enabled by default.
#[inline]
pub fn nav_inputs(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_NAV_INPUTS, !value);
self
}
/// Enables/disables focusing toward this window with gamepad/keyboard navigation (e.g.
/// CTRL+TAB).
///
/// Enabled by default.
#[inline]
pub fn nav_focus(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_NAV_FOCUS, !value);
self
}
/// Disable gamepad/keyboard navigation and focusing.
///
/// Shorthand for
/// ```text
/// .nav_inputs(false)
/// .nav_focus(false)
/// ```
#[inline]
pub fn no_nav(mut self) -> Self {
self.flags |= WindowFlags::NO_NAV;
self
}
/// Don't handle input.
///
/// Shorthand for
/// ```text
/// .mouse_inputs(false)
/// .nav_inputs(false)
/// .nav_focus(false)
/// ```
#[inline]
pub fn no_inputs(mut self) -> Self {
self.flags |= WindowFlags::NO_INPUTS;
self
}
/// Creates a child window and starts append to it.
///
/// Returns `Some(ChildWindowToken)` if the window is visible. After content has been
/// rendered, the token must be ended by calling `.end()`.
///
/// Returns `None` if the window is not visible and no content should be rendered.
pub fn begin<'ui>(self, ui: &Ui<'ui>) -> Option<ChildWindowToken<'ui>> {
if self.content_size[0] != 0.0 || self.content_size[1] != 0.0 {
unsafe { sys::igSetNextWindowContentSize(self.content_size.into()) };
}
if self.focused {
unsafe { sys::igSetNextWindowFocus() };
}
if self.bg_alpha.is_finite() {
unsafe { sys::igSetNextWindowBgAlpha(self.bg_alpha) };
}
let id = unsafe {
match self.id {
Id::Int(i) => sys::igGetID_Ptr(i as *const c_void),
Id::Ptr(p) => sys::igGetID_Ptr(p),
Id::Str(s) => {
let start = s.as_ptr() as *const c_char;
let end = start.add(s.len());
sys::igGetID_StrStr(start, end)
}
}
};
let should_render = unsafe {
sys::igBeginChild_ID(id, self.size.into(), self.border, self.flags.bits() as i32)
};
if should_render {
Some(ChildWindowToken::new(ui))
} else {
unsafe { sys::igEndChild() };
None
}
}
/// Creates a child window and runs a closure to construct the contents.
/// Returns the result of the closure, if it is called.
///
/// Note: the closure is not called if no window content is visible (e.g. window is collapsed
/// or fully clipped).
pub fn build<T, F: FnOnce() -> T>(self, ui: &Ui<'_>, f: F) -> Option<T> {
self.begin(ui).map(|_window| f())
}
}
create_token!(
/// Tracks a child window that can be ended by calling `.end()`
/// or by dropping
pub struct ChildWindowToken<'ui>;
/// Ends a window
drop { sys::igEndChild() }
);