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use bitflags::bitflags;
use std::f32;
use std::ptr;
use crate::sys;
use crate::{Condition, Ui};
pub(crate) mod child_window;
pub(crate) mod content_region;
pub(crate) mod scroll;
bitflags! {
/// Window hover check option flags
#[repr(transparent)]
pub struct WindowHoveredFlags: u32 {
/// Return true if any child of the window is hovered
const CHILD_WINDOWS = sys::ImGuiHoveredFlags_ChildWindows;
/// Test from root window (top-most parent of the current hierarchy)
const ROOT_WINDOW = sys::ImGuiHoveredFlags_RootWindow;
/// Return true if any window is hovered
const ANY_WINDOW = sys::ImGuiHoveredFlags_AnyWindow;
/// Return true even if a popup window is blocking access to this window
const ALLOW_WHEN_BLOCKED_BY_POPUP = sys::ImGuiHoveredFlags_AllowWhenBlockedByPopup;
/// Return true even if an active item is blocking access to this window
const ALLOW_WHEN_BLOCKED_BY_ACTIVE_ITEM = sys::ImGuiHoveredFlags_AllowWhenBlockedByActiveItem;
/// Test from root window, and return true if any child is hovered
const ROOT_AND_CHILD_WINDOWS = Self::ROOT_WINDOW.bits | Self::CHILD_WINDOWS.bits;
}
}
bitflags! {
/// Window focus check option flags
#[repr(transparent)]
pub struct WindowFocusedFlags: u32 {
/// Return true if any child of the window is focused
const CHILD_WINDOWS = sys::ImGuiFocusedFlags_ChildWindows;
/// Test from root window (top-most parent of the current hierarchy)
const ROOT_WINDOW = sys::ImGuiFocusedFlags_RootWindow;
/// Return true if any window is focused
const ANY_WINDOW = sys::ImGuiFocusedFlags_AnyWindow;
/// Test from root window, and return true if any child is focused
const ROOT_AND_CHILD_WINDOWS = Self::ROOT_WINDOW.bits | Self::CHILD_WINDOWS.bits;
}
}
bitflags! {
/// Configuration flags for windows
#[repr(transparent)]
pub struct WindowFlags: u32 {
/// Disable the title bar
const NO_TITLE_BAR = sys::ImGuiWindowFlags_NoTitleBar;
/// Disable resizing with the lower-right grip
const NO_RESIZE = sys::ImGuiWindowFlags_NoResize;
/// Disable moving the window
const NO_MOVE = sys::ImGuiWindowFlags_NoMove;
/// Disable scrollbars (scrolling is still possible with the mouse or programmatically)
const NO_SCROLLBAR = sys::ImGuiWindowFlags_NoScrollbar;
/// Disable vertical scrolling with the mouse wheel.
///
/// On child window, the mouse wheel will be forwarded to the parent unless `NO_SCROLLBAR`
/// is also set.
const NO_SCROLL_WITH_MOUSE = sys::ImGuiWindowFlags_NoScrollWithMouse;
/// Disable collapsing the window by double-clicking it
const NO_COLLAPSE = sys::ImGuiWindowFlags_NoCollapse;
/// Resize the window to its content on every frame
const ALWAYS_AUTO_RESIZE = sys::ImGuiWindowFlags_AlwaysAutoResize;
/// Disable drawing of background color and outside border
const NO_BACKGROUND = sys::ImGuiWindowFlags_NoBackground;
/// Never load/save settings
const NO_SAVED_SETTINGS = sys::ImGuiWindowFlags_NoSavedSettings;
/// Disable catching mouse input. Hovering test will pass through
const NO_MOUSE_INPUTS = sys::ImGuiWindowFlags_NoMouseInputs;
/// Show a menu bar
const MENU_BAR = sys::ImGuiWindowFlags_MenuBar;
/// Allow horizontal scrollbar to appear
const HORIZONTAL_SCROLLBAR = sys::ImGuiWindowFlags_HorizontalScrollbar;
/// Disable taking focus when transitioning from hidden to visible state
const NO_FOCUS_ON_APPEARING = sys::ImGuiWindowFlags_NoFocusOnAppearing;
/// Disable bringing window to front when taking focus (e.g. clicking it or
/// programmatically giving it focus)
const NO_BRING_TO_FRONT_ON_FOCUS = sys::ImGuiWindowFlags_NoBringToFrontOnFocus;
/// Always show vertical scrollbar
const ALWAYS_VERTICAL_SCROLLBAR = sys::ImGuiWindowFlags_AlwaysVerticalScrollbar;
/// Always show horizontal scrollbar
const ALWAYS_HORIZONTAL_SCROLLBAR = sys::ImGuiWindowFlags_AlwaysHorizontalScrollbar;
/// Ensure child windows without border use `style.window_padding`
const ALWAYS_USE_WINDOW_PADDING = sys::ImGuiWindowFlags_AlwaysUseWindowPadding;
/// Disable gamepad/keyboard navigation within the window
const NO_NAV_INPUTS = sys::ImGuiWindowFlags_NoNavInputs;
/// No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by
/// CTRL+TAB)
const NO_NAV_FOCUS = sys::ImGuiWindowFlags_NoNavFocus;
/// Append '*' to title without affecting the ID, as a convenience
const UNSAVED_DOCUMENT = sys::ImGuiWindowFlags_UnsavedDocument;
/// Disable gamepad/keyboard navigation and focusing.
///
/// Shorthand for `WindowFlags::NO_NAV_INPUTS | WindowFlags::NO_NAV_FOCUS`.
const NO_NAV = sys::ImGuiWindowFlags_NoNav;
/// Disable all window decorations.
///
/// Shorthand for `WindowFlags::NO_TITLE_BAR | WindowFlags::NO_RESIZE |
/// WindowFlags::NO_SCROLLBAR | WindowFlags::NO_COLLAPSE`.
const NO_DECORATION = sys::ImGuiWindowFlags_NoDecoration;
/// Don't handle input.
///
/// Shorthand for `WindowFlags::NO_MOUSE_INPUTS | WindowFlags::NO_NAV_INPUTS |
/// WindowFlags::NO_NAV_FOCUS`.
const NO_INPUTS = sys::ImGuiWindowFlags_NoInputs;
}
}
/// # Window utilities
impl<'ui> Ui<'ui> {
/// Returns true if the current window appeared during this frame
#[doc(alias = "IsWindowAppearing")]
pub fn is_window_appearing(&self) -> bool {
unsafe { sys::igIsWindowAppearing() }
}
/// Returns true if the current window is in collapsed state (= only the title bar is visible)
#[doc(alias = "IsWindowCollapsed")]
pub fn is_window_collapsed(&self) -> bool {
unsafe { sys::igIsWindowCollapsed() }
}
/// Returns true if the current window is focused
#[doc(alias = "IsWindowFocused")]
pub fn is_window_focused(&self) -> bool {
unsafe { sys::igIsWindowFocused(0) }
}
/// Returns true if the current window is focused based on the given flags
#[doc(alias = "IsWindowFocused")]
pub fn is_window_focused_with_flags(&self, flags: WindowFocusedFlags) -> bool {
unsafe { sys::igIsWindowFocused(flags.bits() as i32) }
}
/// Returns true if the current window is hovered
#[doc(alias = "IsWindowHovered")]
pub fn is_window_hovered(&self) -> bool {
unsafe { sys::igIsWindowHovered(0) }
}
/// Returns true if the current window is hovered based on the given flags
#[doc(alias = "IsWindowHovered")]
pub fn is_window_hovered_with_flags(&self, flags: WindowHoveredFlags) -> bool {
unsafe { sys::igIsWindowHovered(flags.bits() as i32) }
}
/// Returns the position of the current window (in screen space)
#[doc(alias = "GetWindowPos")]
pub fn window_pos(&self) -> [f32; 2] {
let mut out = sys::ImVec2::zero();
unsafe { sys::igGetWindowPos(&mut out) };
out.into()
}
/// Returns the size of the current window
#[doc(alias = "GetWindowPos")]
pub fn window_size(&self) -> [f32; 2] {
let mut out = sys::ImVec2::zero();
unsafe { sys::igGetWindowSize(&mut out) };
out.into()
}
}
/// Builder for a window
#[derive(Debug)]
#[must_use]
pub struct Window<'a, T> {
name: T,
opened: Option<&'a mut bool>,
flags: WindowFlags,
pos: [f32; 2],
pos_cond: Condition,
pos_pivot: [f32; 2],
size: [f32; 2],
size_cond: Condition,
size_constraints: Option<([f32; 2], [f32; 2])>,
content_size: [f32; 2],
collapsed: bool,
collapsed_cond: Condition,
focused: bool,
bg_alpha: f32,
}
impl<'a, T: AsRef<str>> Window<'a, T> {
/// Creates a new window builder with the given name
pub fn new(name: T) -> Self {
Window {
name,
opened: None,
flags: WindowFlags::empty(),
pos: [0.0, 0.0],
pos_cond: Condition::Never,
pos_pivot: [0.0, 0.0],
size: [0.0, 0.0],
size_cond: Condition::Never,
size_constraints: None,
content_size: [0.0, 0.0],
collapsed: false,
collapsed_cond: Condition::Never,
focused: false,
bg_alpha: f32::NAN,
}
}
/// Enables the window close button, which sets the passed boolean to false when clicked
#[inline]
pub fn opened(mut self, opened: &'a mut bool) -> Self {
self.opened = Some(opened);
self
}
/// Replace current window flags with the given value
#[inline]
pub fn flags(mut self, flags: WindowFlags) -> Self {
self.flags = flags;
self
}
/// Sets the window position, which is applied based on the given condition value
#[inline]
pub fn position(mut self, position: [f32; 2], condition: Condition) -> Self {
self.pos = position;
self.pos_cond = condition;
self
}
/// Sets the window position pivot, which can be used to adjust the alignment of the window
/// relative to the position.
///
/// For example, pass [0.5, 0.5] to center the window on the position.
/// Does nothing if window position is not also set with `position()`.
#[inline]
pub fn position_pivot(mut self, pivot: [f32; 2]) -> Self {
self.pos_pivot = pivot;
self
}
/// Sets the window size, which is applied based on the given condition value
#[inline]
pub fn size(mut self, size: [f32; 2], condition: Condition) -> Self {
self.size = size;
self.size_cond = condition;
self
}
/// Sets window size constraints.
///
/// Use -1.0, -1.0 on either X or Y axis to preserve current size.
#[inline]
pub fn size_constraints(mut self, size_min: [f32; 2], size_max: [f32; 2]) -> Self {
self.size_constraints = Some((size_min, size_max));
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]
pub fn content_size(mut self, size: [f32; 2]) -> Self {
self.content_size = size;
self
}
/// Sets the window collapse state, which is applied based on the given condition value
#[inline]
pub fn collapsed(mut self, collapsed: bool, condition: Condition) -> Self {
self.collapsed = collapsed;
self.collapsed_cond = condition;
self
}
/// Sets the window focused state, which can be used to bring the window to front
#[inline]
pub fn focused(mut self, focused: bool) -> Self {
self.focused = focused;
self
}
/// Sets the background color alpha value.
///
/// See also `draw_background`
#[inline]
pub fn bg_alpha(mut self, bg_alpha: f32) -> Self {
self.bg_alpha = bg_alpha;
self
}
/// Enables/disables the title bar.
///
/// Enabled by default.
#[inline]
pub fn title_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_TITLE_BAR, !value);
self
}
/// Enables/disables resizing with the lower-right grip.
///
/// Enabled by default.
#[inline]
pub fn resizable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_RESIZE, !value);
self
}
/// Enables/disables moving the window.
///
/// 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 collapsing the window by double-clicking it.
///
/// Enabled by default.
#[inline]
pub fn collapsible(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_COLLAPSE, !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 loading and saving of settings (e.g. from/to an .ini file).
///
/// Enabled by default.
#[inline]
pub fn save_settings(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SAVED_SETTINGS, !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
}
/// When enabled, appends '*' to title without affecting the ID, as a convenience.
///
/// Disabled by default.
#[inline]
pub fn unsaved_document(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::UNSAVED_DOCUMENT, 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
}
/// Disable all window decorations.
///
/// Shorthand for
/// ```text
/// .title_bar(false)
/// .resizable(false)
/// .scroll_bar(false)
/// .collapsible(false)
/// ```
#[inline]
pub fn no_decoration(mut self) -> Self {
self.flags |= WindowFlags::NO_DECORATION;
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 window and starts appending to it.
///
/// Returns `Some(WindowToken)` 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.
#[must_use]
pub fn begin<'ui>(self, ui: &Ui<'ui>) -> Option<WindowToken<'ui>> {
if self.pos_cond != Condition::Never {
unsafe {
sys::igSetNextWindowPos(
self.pos.into(),
self.pos_cond as i32,
self.pos_pivot.into(),
)
};
}
if self.size_cond != Condition::Never {
unsafe { sys::igSetNextWindowSize(self.size.into(), self.size_cond as i32) };
}
if let Some((size_min, size_max)) = self.size_constraints {
// TODO: callback support
unsafe {
sys::igSetNextWindowSizeConstraints(
size_min.into(),
size_max.into(),
None,
ptr::null_mut(),
)
};
}
if self.content_size[0] != 0.0 || self.content_size[1] != 0.0 {
unsafe { sys::igSetNextWindowContentSize(self.content_size.into()) };
}
if self.collapsed_cond != Condition::Never {
unsafe { sys::igSetNextWindowCollapsed(self.collapsed, self.collapsed_cond as i32) };
}
if self.focused {
unsafe { sys::igSetNextWindowFocus() };
}
if self.bg_alpha.is_finite() {
unsafe { sys::igSetNextWindowBgAlpha(self.bg_alpha) };
}
let should_render = unsafe {
sys::igBegin(
ui.scratch_txt(self.name),
self.opened
.map(|x| x as *mut bool)
.unwrap_or(ptr::null_mut()),
self.flags.bits() as i32,
)
};
if should_render {
Some(WindowToken::new(ui))
} else {
unsafe { sys::igEnd() };
None
}
}
/// Creates a 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<R, F: FnOnce() -> R>(self, ui: &Ui<'_>, f: F) -> Option<R> {
self.begin(ui).map(|_window| f())
}
}
create_token!(
/// Tracks a window that can be ended by calling `.end()`
/// or by dropping.
pub struct WindowToken<'ui>;
/// Ends a window
drop { sys::igEnd() }
);