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Refactor window resize code

readable-ids
Emil Ernerfeldt 5 years ago
parent
commit
a0b12a36e7
  1. 100
      emigui/src/containers/window.rs

100
emigui/src/containers/window.rs

@ -225,32 +225,14 @@ impl<'open> Window<'open> {
if movable || resizable {
let possible = PossibleInteractions { movable, resizable };
// TODO: not when collapsed, and not when resizing or moving is disabled etc
let pre_resize = ctx.round_rect_to_pixels(full_interact.rect);
let new_rect = resize_window(
interact(
ctx,
possible,
area_layer,
window_id.with("frame_resize"),
pre_resize,
window_id,
resize_id,
full_interact.rect,
);
if let Some(new_rect) = new_rect {
let new_rect = ctx.round_rect_to_pixels(new_rect);
// TODO: add this to a Window state instead as a command "move here next frame"
let mut area_state = ctx.memory().areas.get(area_layer.id).unwrap();
area_state.pos = new_rect.min;
ctx.memory().areas.set_state(area_layer, area_state);
let mut resize_state = ctx.memory().resize.get(&resize_id).cloned().unwrap();
// resize_state.size += new_rect.size() - pre_resize.size();
// resize_state.size = new_rect.size() - some margin;
resize_state.requested_size =
Some(resize_state.size + new_rect.size() - pre_resize.size());
ctx.memory().resize.insert(resize_id, resize_state);
ctx.memory().areas.move_to_top(area_layer);
}
}
Some(full_interact)
@ -294,40 +276,64 @@ impl WindowInteraction {
}
}
fn resize_window(
fn interact(
ctx: &Context,
possible: PossibleInteractions,
area_layer: Layer,
id: Id,
window_id: Id,
resize_id: Id,
rect: Rect,
) -> Option<Rect> {
if let Some(window_interaction) = window_interaction(ctx, possible, area_layer, id, rect) {
window_interaction.set_cursor(ctx);
if let Some(mouse_pos) = ctx.input().mouse.pos {
let mut rect = window_interaction.start_rect; // prevent drift
if window_interaction.is_resize() {
if window_interaction.left {
rect.min.x = ctx.round_to_pixel(mouse_pos.x);
} else if window_interaction.right {
rect.max.x = ctx.round_to_pixel(mouse_pos.x);
}
) -> Option<()> {
let pre_resize = ctx.round_rect_to_pixels(rect);
let window_interaction = window_interaction(
ctx,
possible,
area_layer,
window_id.with("frame_resize"),
rect,
)?;
let new_rect = resize_window(ctx, &window_interaction)?;
let new_rect = ctx.round_rect_to_pixels(new_rect);
// TODO: add this to a Window state instead as a command "move here next frame"
let mut area_state = ctx.memory().areas.get(area_layer.id).unwrap();
area_state.pos = new_rect.min;
ctx.memory().areas.set_state(area_layer, area_state);
let mut resize_state = ctx.memory().resize.get(&resize_id).cloned().unwrap();
// resize_state.size += new_rect.size() - pre_resize.size();
// resize_state.size = new_rect.size() - some margin;
resize_state.requested_size = Some(resize_state.size + new_rect.size() - pre_resize.size());
ctx.memory().resize.insert(resize_id, resize_state);
ctx.memory().areas.move_to_top(area_layer);
Some(())
}
if window_interaction.top {
rect.min.y = ctx.round_to_pixel(mouse_pos.y);
} else if window_interaction.bottom {
rect.max.y = ctx.round_to_pixel(mouse_pos.y);
}
} else {
// movevement
rect = rect.translate(mouse_pos - window_interaction.start_mouse_pos);
}
fn resize_window(ctx: &Context, window_interaction: &WindowInteraction) -> Option<Rect> {
window_interaction.set_cursor(ctx);
let mouse_pos = ctx.input().mouse.pos?;
let mut rect = window_interaction.start_rect; // prevent drift
if window_interaction.is_resize() {
if window_interaction.left {
rect.min.x = ctx.round_to_pixel(mouse_pos.x);
} else if window_interaction.right {
rect.max.x = ctx.round_to_pixel(mouse_pos.x);
}
return Some(rect);
if window_interaction.top {
rect.min.y = ctx.round_to_pixel(mouse_pos.y);
} else if window_interaction.bottom {
rect.max.y = ctx.round_to_pixel(mouse_pos.y);
}
} else {
// movevement
rect = rect.translate(mouse_pos - window_interaction.start_mouse_pos);
}
None
return Some(rect);
}
fn window_interaction(

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