233 lines
7.3 KiB
Rust
233 lines
7.3 KiB
Rust
use smallvec::SmallVec;
|
|
use taffy::style::{Display, Position};
|
|
|
|
use crate::{
|
|
point, AnyElement, BorrowWindow, Bounds, Component, Element, LayoutId, ParentComponent, Pixels,
|
|
Point, Size, Style,
|
|
};
|
|
|
|
pub struct OverlayState {
|
|
child_layout_ids: SmallVec<[LayoutId; 4]>,
|
|
}
|
|
|
|
pub struct Overlay<V> {
|
|
children: SmallVec<[AnyElement<V>; 2]>,
|
|
anchor_corner: AnchorCorner,
|
|
fit_mode: OverlayFitMode,
|
|
// todo!();
|
|
anchor_position: Option<Point<Pixels>>,
|
|
// position_mode: OverlayPositionMode,
|
|
}
|
|
|
|
/// overlay gives you a floating element that will avoid overflowing the window bounds.
|
|
/// Its children should have no margin to avoid measurement issues.
|
|
pub fn overlay<V: 'static>() -> Overlay<V> {
|
|
Overlay {
|
|
children: SmallVec::new(),
|
|
anchor_corner: AnchorCorner::TopLeft,
|
|
fit_mode: OverlayFitMode::SwitchAnchor,
|
|
anchor_position: None,
|
|
}
|
|
}
|
|
|
|
impl<V> Overlay<V> {
|
|
/// Sets which corner of the overlay should be anchored to the current position.
|
|
pub fn anchor(mut self, anchor: AnchorCorner) -> Self {
|
|
self.anchor_corner = anchor;
|
|
self
|
|
}
|
|
|
|
/// Sets the position in window co-ordinates
|
|
/// (otherwise the location the overlay is rendered is used)
|
|
pub fn position(mut self, anchor: Point<Pixels>) -> Self {
|
|
self.anchor_position = Some(anchor);
|
|
self
|
|
}
|
|
|
|
/// Snap to window edge instead of switching anchor corner when an overflow would occur.
|
|
pub fn snap_to_window(mut self) -> Self {
|
|
self.fit_mode = OverlayFitMode::SnapToWindow;
|
|
self
|
|
}
|
|
}
|
|
|
|
impl<V: 'static> ParentComponent<V> for Overlay<V> {
|
|
fn children_mut(&mut self) -> &mut SmallVec<[AnyElement<V>; 2]> {
|
|
&mut self.children
|
|
}
|
|
}
|
|
|
|
impl<V: 'static> Component<V> for Overlay<V> {
|
|
fn render(self) -> AnyElement<V> {
|
|
AnyElement::new(self)
|
|
}
|
|
}
|
|
|
|
impl<V: 'static> Element<V> for Overlay<V> {
|
|
type ElementState = OverlayState;
|
|
|
|
fn element_id(&self) -> Option<crate::ElementId> {
|
|
None
|
|
}
|
|
|
|
fn layout(
|
|
&mut self,
|
|
view_state: &mut V,
|
|
_: Option<Self::ElementState>,
|
|
cx: &mut crate::ViewContext<V>,
|
|
) -> (crate::LayoutId, Self::ElementState) {
|
|
let child_layout_ids = self
|
|
.children
|
|
.iter_mut()
|
|
.map(|child| child.layout(view_state, cx))
|
|
.collect::<SmallVec<_>>();
|
|
|
|
let mut overlay_style = Style::default();
|
|
overlay_style.position = Position::Absolute;
|
|
overlay_style.display = Display::Flex;
|
|
|
|
let layout_id = cx.request_layout(&overlay_style, child_layout_ids.iter().copied());
|
|
|
|
(layout_id, OverlayState { child_layout_ids })
|
|
}
|
|
|
|
fn paint(
|
|
&mut self,
|
|
bounds: crate::Bounds<crate::Pixels>,
|
|
view_state: &mut V,
|
|
element_state: &mut Self::ElementState,
|
|
cx: &mut crate::ViewContext<V>,
|
|
) {
|
|
if element_state.child_layout_ids.is_empty() {
|
|
return;
|
|
}
|
|
|
|
let mut child_min = point(Pixels::MAX, Pixels::MAX);
|
|
let mut child_max = Point::default();
|
|
for child_layout_id in &element_state.child_layout_ids {
|
|
let child_bounds = cx.layout_bounds(*child_layout_id);
|
|
child_min = child_min.min(&child_bounds.origin);
|
|
child_max = child_max.max(&child_bounds.lower_right());
|
|
}
|
|
let size: Size<Pixels> = (child_max - child_min).into();
|
|
let origin = self.anchor_position.unwrap_or(bounds.origin);
|
|
|
|
let mut desired = self.anchor_corner.get_bounds(origin, size);
|
|
let limits = Bounds {
|
|
origin: Point::zero(),
|
|
size: cx.viewport_size(),
|
|
};
|
|
|
|
match self.fit_mode {
|
|
OverlayFitMode::SnapToWindow => {
|
|
// Snap the horizontal edges of the overlay to the horizontal edges of the window if
|
|
// its horizontal bounds overflow
|
|
if desired.right() > limits.right() {
|
|
desired.origin.x -= desired.right() - limits.right();
|
|
} else if desired.left() < limits.left() {
|
|
desired.origin.x = limits.origin.x;
|
|
}
|
|
|
|
// Snap the vertical edges of the overlay to the vertical edges of the window if
|
|
// its vertical bounds overflow.
|
|
if desired.bottom() > limits.bottom() {
|
|
desired.origin.y -= desired.bottom() - limits.bottom();
|
|
} else if desired.top() < limits.top() {
|
|
desired.origin.y = limits.origin.y;
|
|
}
|
|
}
|
|
OverlayFitMode::SwitchAnchor => {
|
|
let mut anchor_corner = self.anchor_corner;
|
|
|
|
if desired.left() < limits.left() || desired.right() > limits.right() {
|
|
anchor_corner = anchor_corner.switch_axis(Axis::Horizontal);
|
|
}
|
|
|
|
if bounds.top() < limits.top() || bounds.bottom() > limits.bottom() {
|
|
anchor_corner = anchor_corner.switch_axis(Axis::Vertical);
|
|
}
|
|
|
|
// Update bounds if needed
|
|
if anchor_corner != self.anchor_corner {
|
|
desired = anchor_corner.get_bounds(origin, size)
|
|
}
|
|
}
|
|
OverlayFitMode::None => {}
|
|
}
|
|
|
|
cx.with_element_offset(desired.origin - bounds.origin, |cx| {
|
|
for child in &mut self.children {
|
|
child.paint(view_state, cx);
|
|
}
|
|
})
|
|
}
|
|
}
|
|
|
|
enum Axis {
|
|
Horizontal,
|
|
Vertical,
|
|
}
|
|
|
|
#[derive(Copy, Clone)]
|
|
pub enum OverlayFitMode {
|
|
SnapToWindow,
|
|
SwitchAnchor,
|
|
None,
|
|
}
|
|
|
|
#[derive(Clone, Copy, PartialEq, Eq)]
|
|
pub enum AnchorCorner {
|
|
TopLeft,
|
|
TopRight,
|
|
BottomLeft,
|
|
BottomRight,
|
|
}
|
|
|
|
impl AnchorCorner {
|
|
fn get_bounds(&self, origin: Point<Pixels>, size: Size<Pixels>) -> Bounds<Pixels> {
|
|
let origin = match self {
|
|
Self::TopLeft => origin,
|
|
Self::TopRight => Point {
|
|
x: origin.x - size.width,
|
|
y: origin.y,
|
|
},
|
|
Self::BottomLeft => Point {
|
|
x: origin.x,
|
|
y: origin.y - size.height,
|
|
},
|
|
Self::BottomRight => Point {
|
|
x: origin.x - size.width,
|
|
y: origin.y - size.height,
|
|
},
|
|
};
|
|
|
|
Bounds { origin, size }
|
|
}
|
|
|
|
pub fn corner(&self, bounds: Bounds<Pixels>) -> Point<Pixels> {
|
|
match self {
|
|
Self::TopLeft => bounds.origin,
|
|
Self::TopRight => bounds.upper_right(),
|
|
Self::BottomLeft => bounds.lower_left(),
|
|
Self::BottomRight => bounds.lower_right(),
|
|
}
|
|
}
|
|
|
|
fn switch_axis(self, axis: Axis) -> Self {
|
|
match axis {
|
|
Axis::Vertical => match self {
|
|
AnchorCorner::TopLeft => AnchorCorner::BottomLeft,
|
|
AnchorCorner::TopRight => AnchorCorner::BottomRight,
|
|
AnchorCorner::BottomLeft => AnchorCorner::TopLeft,
|
|
AnchorCorner::BottomRight => AnchorCorner::TopRight,
|
|
},
|
|
Axis::Horizontal => match self {
|
|
AnchorCorner::TopLeft => AnchorCorner::TopRight,
|
|
AnchorCorner::TopRight => AnchorCorner::TopLeft,
|
|
AnchorCorner::BottomLeft => AnchorCorner::BottomRight,
|
|
AnchorCorner::BottomRight => AnchorCorner::BottomLeft,
|
|
},
|
|
}
|
|
}
|
|
}
|