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//! Node Layout module - Infinite canvas pane layout
//!
//! A free-form pane layout system with infinite canvas, pan/zoom support,
//! and optional locking.
//!
//! # Features
//! - Infinite canvas with pan/zoom
//! - Free positioning of panes
//! - Lock mode to prevent changes
//! - Custom pane content via closure
//!
//! # Example
//! ```ignore
//! // In your Model
//! struct Model {
//! layout: NodeLayout,
//! }
//!
//! // In view
//! NodeLayoutArea::new(&mut model.layout, |ui, pane| {
//! match pane.id.as_str() {
//! "effects" => render_effects(ui),
//! "layers" => render_layers(ui),
//! _ => {}
//! }
//! })
//! .locked(false)
//! .show(ui);
//! ```
use crate::atoms::icons;
use crate::Theme;
use egui::{
emath::TSTransform, Color32, CornerRadius, FontFamily, Pos2, Rect, Scene, Sense, Stroke, Ui,
Vec2,
};
use std::collections::HashMap;
/// A pane in the node layout
#[derive(Clone, Debug)]
pub struct LayoutPane {
/// Unique identifier
pub id: String,
/// Display title
pub title: String,
/// Optional title icon (Phosphor icon codepoint)
pub title_icon: Option<&'static str>,
/// Position in graph space
pub position: Pos2,
/// Desired size (width, height)
pub size: Vec2,
/// Size before maximize (for restore)
pub pre_maximize_size: Option<Vec2>,
/// Position before maximize (for restore)
pub pre_maximize_position: Option<Pos2>,
/// Whether the pane can be closed
pub closable: bool,
/// Whether the pane is currently collapsed (title bar only)
pub collapsed: bool,
/// Whether the pane is maximized (fills canvas)
pub maximized: bool,
/// Whether the pane can be resized
pub resizable: bool,
/// Minimum size constraint
pub min_size: Vec2,
/// Lock level (None, Light, Full)
pub lock_level: LockLevel,
}
impl LayoutPane {
/// Create a new pane
pub fn new(id: impl Into<String>, title: impl Into<String>) -> Self {
Self {
id: id.into(),
title: title.into(),
title_icon: None,
position: Pos2::ZERO,
size: Vec2::new(300.0, 200.0),
pre_maximize_size: None,
pre_maximize_position: None,
closable: false,
collapsed: false,
maximized: false,
resizable: true,
min_size: Vec2::new(100.0, 60.0),
lock_level: LockLevel::None,
}
}
/// Set the size
pub fn with_size(mut self, width: f32, height: f32) -> Self {
self.size = Vec2::new(width, height);
self
}
/// Set initial position
pub fn with_position(mut self, x: f32, y: f32) -> Self {
self.position = Pos2::new(x, y);
self
}
/// Set closable
pub fn closable(mut self, closable: bool) -> Self {
self.closable = closable;
self
}
/// Set resizable
pub fn resizable(mut self, resizable: bool) -> Self {
self.resizable = resizable;
self
}
/// Set minimum size
pub fn min_size(mut self, width: f32, height: f32) -> Self {
self.min_size = Vec2::new(width, height);
self
}
/// Set lock level
pub fn lock_level(mut self, level: LockLevel) -> Self {
self.lock_level = level;
self
}
/// Set title icon (Phosphor icon codepoint)
pub fn with_icon(mut self, icon: &'static str) -> Self {
self.title_icon = Some(icon);
self
}
}
/// Lock level for panes and canvas
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum LockLevel {
/// No lock - all operations allowed
#[default]
None,
/// Light lock - no move/resize, but collapse/maximize/close allowed
Light,
/// Full lock - all operations disabled
Full,
}
impl LockLevel {
/// Cycle to next lock level (None -> Light -> Full -> None)
pub fn cycle(self) -> Self {
match self {
LockLevel::None => LockLevel::Light,
LockLevel::Light => LockLevel::Full,
LockLevel::Full => LockLevel::None,
}
}
/// Check if move/resize is allowed
pub fn allows_move_resize(self) -> bool {
matches!(self, LockLevel::None)
}
/// Check if collapse/maximize/close is allowed
pub fn allows_window_controls(self) -> bool {
!matches!(self, LockLevel::Full)
}
}
/// Strategy for auto-arranging panes
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum ArrangeStrategy {
/// Just resolve overlaps with minimal movement
#[default]
ResolveOverlaps,
/// Arrange in a grid layout (like WorkspaceCanvas Tile mode)
Grid { columns: Option<usize> },
/// Cascade windows diagonally
Cascade,
/// Stack horizontally
Horizontal,
/// Stack vertically
Vertical,
}
/// Events emitted by NodeLayoutArea
#[derive(Debug, Clone)]
pub enum NodeLayoutEvent {
/// Pane was moved
PaneMoved { id: String, position: Pos2 },
/// Pane was resized
PaneResized { id: String, size: Vec2 },
/// Pane was collapsed/expanded (title bar only)
PaneCollapsed { id: String, collapsed: bool },
/// Pane was maximized/restored
PaneMaximized { id: String, maximized: bool },
/// Pane lock level changed
PaneLockChanged { id: String, lock_level: LockLevel },
/// Pane was closed
PaneClosed(String),
/// Panes were auto-arranged
AutoArranged {
strategy: ArrangeStrategy,
moved_pane_ids: Vec<String>,
},
/// Canvas lock level changed (from menu bar)
CanvasLockChanged(LockLevel),
/// Zoom to fit all panes
ZoomToFit,
/// Reset zoom to 100%
ZoomReset,
}
/// Resize direction
#[derive(Clone, Copy, Debug, PartialEq)]
enum ResizeEdge {
Left,
Right,
Top,
Bottom,
TopLeft,
TopRight,
BottomLeft,
BottomRight,
}
/// Internal state persisted across frames
#[derive(Clone)]
struct LayoutState {
/// Transform from graph space to screen space
to_screen: TSTransform,
/// Whether the transform has been initialized with the rect position
initialized: bool,
/// Currently dragging pane (by title)
dragging: Option<String>,
/// Currently resizing pane
resizing: Option<(String, ResizeEdge)>,
/// Draw order (front to back)
draw_order: Vec<String>,
}
impl Default for LayoutState {
fn default() -> Self {
Self {
to_screen: TSTransform::IDENTITY,
initialized: false,
dragging: None,
resizing: None,
draw_order: Vec::new(),
}
}
}
/// Node layout container
pub struct NodeLayout {
panes: Vec<LayoutPane>,
/// Map from pane id to index for quick lookup
id_to_index: HashMap<String, usize>,
}
impl Default for NodeLayout {
fn default() -> Self {
Self::new()
}
}
impl NodeLayout {
/// Create a new empty layout
pub fn new() -> Self {
Self {
panes: Vec::new(),
id_to_index: HashMap::new(),
}
}
/// Add a pane at a position
pub fn add_pane(&mut self, pane: LayoutPane, position: Pos2) -> &mut Self {
let mut pane = pane;
pane.position = position;
let id = pane.id.clone();
let index = self.panes.len();
self.panes.push(pane);
self.id_to_index.insert(id, index);
self
}
/// Remove a pane by id
pub fn remove_pane(&mut self, id: &str) -> Option<LayoutPane> {
if let Some(index) = self.id_to_index.remove(id) {
let pane = self.panes.remove(index);
// Rebuild index map
self.id_to_index.clear();
for (i, p) in self.panes.iter().enumerate() {
self.id_to_index.insert(p.id.clone(), i);
}
Some(pane)
} else {
None
}
}
/// Get a pane by id
pub fn get_pane(&self, id: &str) -> Option<&LayoutPane> {
self.id_to_index.get(id).map(|&i| &self.panes[i])
}
/// Get a mutable pane by id
pub fn get_pane_mut(&mut self, id: &str) -> Option<&mut LayoutPane> {
if let Some(&i) = self.id_to_index.get(id) {
Some(&mut self.panes[i])
} else {
None
}
}
/// Iterate over all panes
pub fn panes(&self) -> impl Iterator<Item = &LayoutPane> {
self.panes.iter()
}
/// Iterate over all panes mutably
pub fn panes_mut(&mut self) -> impl Iterator<Item = &mut LayoutPane> {
self.panes.iter_mut()
}
/// Check if any panes are overlapping (considering gap)
pub fn has_overlaps(&self, gap: f32) -> bool {
let rects: Vec<Rect> = self
.panes
.iter()
.filter(|p| !p.collapsed && !p.maximized)
.map(|p| Rect::from_min_size(p.position, p.size))
.collect();
super::layout_helpers::has_overlaps(&rects, gap)
}
/// Resolve overlapping panes by pushing them apart.
///
/// Returns the IDs of panes that were moved.
pub fn resolve_overlaps(&mut self, gap: f32) -> Vec<String> {
// Collect non-collapsed, non-maximized panes with their indices
let pane_data: Vec<(usize, Rect)> = self
.panes
.iter()
.enumerate()
.filter(|(_, p)| !p.collapsed && !p.maximized)
.map(|(i, p)| (i, Rect::from_min_size(p.position, p.size)))
.collect();
if pane_data.is_empty() {
return Vec::new();
}
let rects: Vec<Rect> = pane_data.iter().map(|(_, r)| *r).collect();
let result = super::layout_helpers::resolve_overlaps(&rects, gap, 100);
if !result.changed {
return Vec::new();
}
// Apply new positions
let mut moved_ids = Vec::new();
for (i, new_pos) in result.positions.iter().enumerate() {
let pane_idx = pane_data[i].0;
let pane = &mut self.panes[pane_idx];
if pane.position != *new_pos {
pane.position = *new_pos;
moved_ids.push(pane.id.clone());
}
}
moved_ids
}
/// Resolve overlaps while keeping panes close to their original positions.
///
/// `anchor_strength` controls how strongly panes are pulled back (0.0 - 1.0).
/// Returns the IDs of panes that were moved.
pub fn resolve_overlaps_anchored(&mut self, gap: f32, anchor_strength: f32) -> Vec<String> {
let pane_data: Vec<(usize, Rect)> = self
.panes
.iter()
.enumerate()
.filter(|(_, p)| !p.collapsed && !p.maximized)
.map(|(i, p)| (i, Rect::from_min_size(p.position, p.size)))
.collect();
if pane_data.is_empty() {
return Vec::new();
}
let rects: Vec<Rect> = pane_data.iter().map(|(_, r)| *r).collect();
let result =
super::layout_helpers::resolve_overlaps_with_anchors(&rects, gap, anchor_strength, 100);
if !result.changed {
return Vec::new();
}
let mut moved_ids = Vec::new();
for (i, new_pos) in result.positions.iter().enumerate() {
let pane_idx = pane_data[i].0;
let pane = &mut self.panes[pane_idx];
if pane.position != *new_pos {
pane.position = *new_pos;
moved_ids.push(pane.id.clone());
}
}
moved_ids
}
/// Count overlapping pane pairs
pub fn count_overlaps(&self, gap: f32) -> usize {
let rects: Vec<Rect> = self
.panes
.iter()
.filter(|p| !p.collapsed && !p.maximized)
.map(|p| Rect::from_min_size(p.position, p.size))
.collect();
super::layout_helpers::count_overlaps(&rects, gap)
}
/// Auto-arrange panes using the specified strategy.
///
/// # Arguments
/// * `strategy` - The arrangement strategy to use
/// * `gap` - Gap between panes
/// * `origin` - Optional origin point (defaults to current bounding box min or (0,0))
/// * `z_order_ids` - Optional Z-order for Cascade (back-to-front pane IDs).
/// First ID = back (top-left), last ID = front (bottom-right).
///
/// # Returns
/// IDs of panes that were moved
pub fn auto_arrange(
&mut self,
strategy: ArrangeStrategy,
gap: f32,
origin: Option<Pos2>,
z_order_ids: Option<&[String]>,
) -> Vec<String> {
use super::layout_helpers;
// Note: Sorting is now done in layout_helpers based on current positions
// (not by ID), so the spatial arrangement is preserved.
// Exception: Cascade uses z_order_ids if provided.
// Collect non-collapsed, non-maximized panes
let pane_data: Vec<(usize, Rect)> = self
.panes
.iter()
.enumerate()
.filter(|(_, p)| !p.collapsed && !p.maximized)
.map(|(i, p)| (i, Rect::from_min_size(p.position, p.size)))
.collect();
if pane_data.is_empty() {
return Vec::new();
}
let rects: Vec<Rect> = pane_data.iter().map(|(_, r)| *r).collect();
// Determine origin
let origin = origin.unwrap_or_else(|| {
layout_helpers::bounding_box(&rects)
.map(|b| b.min)
.unwrap_or(Pos2::ZERO)
});
// Apply the appropriate arrangement
let result = match strategy {
ArrangeStrategy::ResolveOverlaps => {
layout_helpers::resolve_overlaps(&rects, gap, 100).into()
}
ArrangeStrategy::Grid { columns } => {
layout_helpers::arrange_grid_proportional(&rects, columns, origin, gap)
}
ArrangeStrategy::Cascade => {
let offset = Vec2::new(30.0, 30.0);
// Build cascade order from z_order_ids if provided
let cascade_order = z_order_ids.and_then(|ids| {
// Map z_order IDs (back-to-front) to pane_data indices
// Reverse to get back-to-front order (first = top-left)
let order: Vec<usize> = ids
.iter()
.rev() // Reverse: draw_order is front-to-back, we want back-to-front
.filter_map(|id| {
pane_data
.iter()
.position(|(idx, _)| self.panes[*idx].id == *id)
})
.collect();
if order.len() == pane_data.len() {
Some(order)
} else {
None // Fallback to default if not all panes matched
}
});
match cascade_order {
Some(order) => {
layout_helpers::arrange_cascade(&rects, origin, offset, Some(&order))
}
None => layout_helpers::arrange_cascade(&rects, origin, offset, None),
}
}
ArrangeStrategy::Horizontal => {
layout_helpers::arrange_horizontal(&rects, origin, gap, false)
}
ArrangeStrategy::Vertical => {
layout_helpers::arrange_vertical(&rects, origin, gap, false)
}
};
if !result.changed {
return Vec::new();
}
// Apply new positions
let mut moved_ids = Vec::new();
for (i, new_pos) in result.positions.iter().enumerate() {
let pane_idx = pane_data[i].0;
let pane = &mut self.panes[pane_idx];
if pane.position != *new_pos {
pane.position = *new_pos;
moved_ids.push(pane.id.clone());
}
}
moved_ids
}
/// Get the bounding box of all visible panes
pub fn bounding_box(&self) -> Option<Rect> {
let rects: Vec<Rect> = self
.panes
.iter()
.filter(|p| !p.collapsed && !p.maximized)
.map(|p| Rect::from_min_size(p.position, p.size))
.collect();
super::layout_helpers::bounding_box(&rects)
}
}
/// Node layout area widget
pub struct NodeLayoutArea<'a, F> {
layout: &'a mut NodeLayout,
content_fn: F,
lock_level: LockLevel,
title_height: f32,
content_padding: Option<f32>,
grid_size: f32,
grid_alpha: u8,
min_scale: f32,
max_scale: f32,
/// Whether to show the menu bar
show_menu_bar: bool,
/// Menu bar height
menu_bar_height: f32,
}
impl<'a, F> NodeLayoutArea<'a, F>
where
F: FnMut(&mut Ui, &LayoutPane),
{
/// Create a new node layout area
pub fn new(layout: &'a mut NodeLayout, content_fn: F) -> Self {
Self {
layout,
content_fn,
lock_level: LockLevel::None,
title_height: 24.0,
content_padding: None, // Uses theme.spacing_sm by default
grid_size: 50.0,
grid_alpha: 30,
min_scale: 0.25,
max_scale: 2.0,
show_menu_bar: false,
menu_bar_height: 28.0,
}
}
/// Show/hide the menu bar
pub fn show_menu_bar(mut self, show: bool) -> Self {
self.show_menu_bar = show;
self
}
/// Set menu bar height
pub fn menu_bar_height(mut self, height: f32) -> Self {
self.menu_bar_height = height;
self
}
/// Set lock level (controls what operations are allowed)
pub fn lock_level(mut self, level: LockLevel) -> Self {
self.lock_level = level;
self
}
/// Set locked state (shorthand for Full lock)
pub fn locked(mut self, locked: bool) -> Self {
self.lock_level = if locked {
LockLevel::Full
} else {
LockLevel::None
};
self
}
/// Set title bar height
pub fn title_height(mut self, height: f32) -> Self {
self.title_height = height;
self
}
/// Set content padding (defaults to theme.spacing_sm)
pub fn content_padding(mut self, padding: f32) -> Self {
self.content_padding = Some(padding);
self
}
/// Set grid size
pub fn grid_size(mut self, size: f32) -> Self {
self.grid_size = size;
self
}
/// Set grid line alpha (0-255)
pub fn grid_alpha(mut self, alpha: u8) -> Self {
self.grid_alpha = alpha;
self
}
/// Set zoom range (min, max scale)
pub fn zoom_range(mut self, min: f32, max: f32) -> Self {
self.min_scale = min;
self.max_scale = max;
self
}
/// Show the layout
pub fn show(mut self, ui: &mut Ui) -> Vec<NodeLayoutEvent> {
let theme = Theme::current(ui.ctx());
let mut events = Vec::new();
// Get available rect
let full_rect = ui.available_rect_before_wrap();
// Calculate menu bar and canvas rects
let (menu_rect, canvas_rect) = if self.show_menu_bar {
let menu_rect = Rect::from_min_size(
full_rect.min,
Vec2::new(full_rect.width(), self.menu_bar_height),
);
let canvas_rect = Rect::from_min_max(
Pos2::new(full_rect.min.x, full_rect.min.y + self.menu_bar_height),
full_rect.max,
);
(Some(menu_rect), canvas_rect)
} else {
(None, full_rect)
};
// Use canvas_rect for the rest
let rect = canvas_rect;
// Load state (before menu bar so we can pass draw_order)
let state_id = ui.id().with("node_layout_state");
let mut state: LayoutState = ui.ctx().data(|d| d.get_temp(state_id)).unwrap_or_default();
// Ensure draw order contains all panes
self.sync_draw_order(&mut state);
// Draw menu bar FIRST (before allocating canvas) so it can receive input
if let Some(menu_rect) = menu_rect {
self.draw_menu_bar(ui, menu_rect, &theme, &mut events, &state.draw_order);
}
// Initialize transform on first frame to map graph origin to rect top-left
if !state.initialized {
state.to_screen = TSTransform::from_translation(rect.min.to_vec2());
state.initialized = true;
}
// Handle pan/zoom (only if canvas allows move/resize)
let mut to_screen = state.to_screen;
if self.lock_level.allows_move_resize() {
// Create a response for the canvas area only
let canvas_response = ui.allocate_rect(rect, Sense::drag());
let mut scene_response = canvas_response;
Scene::new()
.zoom_range(self.min_scale..=self.max_scale)
.register_pan_and_zoom(ui, &mut scene_response, &mut to_screen);
}
// Handle zoom events from menu bar
for event in &events {
match event {
NodeLayoutEvent::ZoomToFit => {
if let Some(bounds) = self.layout.bounding_box() {
// Add margin around the bounding box
let margin = 20.0;
let bounds = bounds.expand(margin);
// Calculate scale to fit bounds in canvas
let scale_x = rect.width() / bounds.width();
let scale_y = rect.height() / bounds.height();
let scale = scale_x.min(scale_y).clamp(self.min_scale, self.max_scale);
// Calculate translation to center the bounds
let bounds_center = bounds.center();
let rect_center = rect.center();
to_screen = TSTransform::from_translation(
rect_center.to_vec2() - bounds_center.to_vec2() * scale,
) * TSTransform::from_scaling(scale);
}
}
NodeLayoutEvent::ZoomReset => {
// Reset to 100% zoom, keeping content at origin
to_screen = TSTransform::from_translation(rect.min.to_vec2());
}
_ => {}
}
}
let from_screen = to_screen.inverse();
// Calculate viewport in graph space
let viewport = from_screen * rect;
// Draw background (clipped to rect)
let bg_painter = ui.painter_at(rect);
bg_painter.rect_filled(rect, 0.0, theme.bg_secondary);
// Draw grid (in screen space, clipped to rect)
self.draw_grid_screen(
&bg_painter,
rect,
self.grid_size,
self.grid_alpha,
&to_screen,
&theme,
);
// Use clipped painter for panes (clips to canvas area)
let painter = ui.painter_at(rect).clone();
// Collect pane interactions
let mut pane_to_top: Option<String> = None;
let mut pane_moved: Option<(String, Vec2)> = None;
let mut pane_resized: Option<(String, Vec2)> = None;
let mut pane_collapsed: Option<(String, bool)> = None;
let mut pane_maximized: Option<(String, bool)> = None;
let mut pane_lock_changed: Option<(String, LockLevel)> = None;
let mut pane_closed: Option<String> = None;
// Button size for title bar
let button_size = self.title_height * 0.7;
let button_padding = self.title_height * 0.15;
// Resize edge detection threshold (in screen pixels)
let resize_edge_size = 6.0;
// Draw panes in order (back to front)
// Collect IDs first to avoid borrow issues during iteration
let draw_order: Vec<_> = state.draw_order.iter().rev().cloned().collect();
for pane_id in draw_order {
let Some(pane) = self.layout.get_pane(&pane_id) else {
continue;
};
// Calculate effective pane rect (considering maximized state)
let (pane_rect, is_maximized) = if pane.maximized {
// Maximized: fill the viewport
(viewport, true)
} else {
(Rect::from_min_size(pane.position, pane.size), false)
};
// For collapsed panes, use only title height
let effective_pane_rect = if pane.collapsed && !is_maximized {
Rect::from_min_size(
pane_rect.min,
Vec2::new(pane_rect.width(), self.title_height),
)
} else {
pane_rect
};
// Transform to screen space
let screen_pane_rect = to_screen * effective_pane_rect;
// Skip if not visible in canvas rect (screen space check)
if !is_maximized && !rect.intersects(screen_pane_rect) {
continue;
}
// Draw pane frame (no clipping for infinite canvas)
let frame_stroke = if state.dragging.as_ref() == Some(&pane_id) {
Stroke::new(theme.border_width * 2.0, theme.primary)
} else {
Stroke::new(theme.border_width, theme.border)
};
painter.rect_filled(screen_pane_rect, theme.radius_sm, theme.bg_primary);
painter.rect_stroke(
screen_pane_rect,
theme.radius_sm,
frame_stroke,
egui::StrokeKind::Outside,
);
// Draw title bar
let scaled_title_height = self.title_height * to_screen.scaling;
let screen_title_rect = Rect::from_min_size(
screen_pane_rect.min,
Vec2::new(screen_pane_rect.width(), scaled_title_height),
);
let radius = theme.radius_sm as u8;
let title_rounding = if pane.collapsed {
// All corners rounded when collapsed
CornerRadius::same(radius)
} else {
CornerRadius {
nw: radius,
ne: radius,
sw: 0,
se: 0,
}
};
painter.rect_filled(screen_title_rect, title_rounding, theme.bg_tertiary);
// Calculate button positions (right side of title bar)
let scaled_button_size = button_size * to_screen.scaling;
let scaled_button_padding = button_padding * to_screen.scaling;
let mut button_x = screen_title_rect.max.x - scaled_button_padding - scaled_button_size;
// Helper to draw icon button
let icon_font =
egui::FontId::new(scaled_button_size * 0.7, FontFamily::Name("icons".into()));
// Check if window controls are allowed (not Full locked)
let pane_allows_window_ctrl = pane.lock_level.allows_window_controls();
let canvas_allows_window_ctrl = self.lock_level.allows_window_controls();
let window_ctrl_enabled = pane_allows_window_ctrl && canvas_allows_window_ctrl;
// Close button (if closable and not full-locked)
if pane.closable {
let close_rect = Rect::from_min_size(
Pos2::new(button_x, screen_title_rect.min.y + scaled_button_padding),
Vec2::splat(scaled_button_size),
);
let close_response = ui.interact(
close_rect,
ui.id().with(&pane_id).with("close"),
if window_ctrl_enabled {
Sense::click()
} else {
Sense::hover()
},
);
let close_color = if !window_ctrl_enabled {
theme.text_muted
} else if close_response.hovered() {
theme.state_danger
} else {
theme.text_secondary
};
painter.text(
close_rect.center(),
egui::Align2::CENTER_CENTER,
icons::X,
icon_font.clone(),
close_color,
);
if window_ctrl_enabled && close_response.clicked() {
pane_closed = Some(pane_id.clone());
}
button_x -= scaled_button_size + scaled_button_padding * 0.5;
}
// Maximize button
let max_rect = Rect::from_min_size(
Pos2::new(button_x, screen_title_rect.min.y + scaled_button_padding),
Vec2::splat(scaled_button_size),
);
let max_response = ui.interact(
max_rect,
ui.id().with(&pane_id).with("maximize"),
if window_ctrl_enabled {
Sense::click()
} else {
Sense::hover()
},
);
let max_color = if !window_ctrl_enabled {
theme.text_muted
} else if max_response.hovered() {
theme.text_primary
} else {
theme.text_secondary
};
let max_icon = if pane.maximized {
icons::CORNERS_IN
} else {
icons::CORNERS_OUT
};
painter.text(
max_rect.center(),
egui::Align2::CENTER_CENTER,
max_icon,
icon_font.clone(),
max_color,
);
if window_ctrl_enabled && max_response.clicked() {
pane_maximized = Some((pane_id.clone(), !pane.maximized));
// Bring to front when maximizing
if !pane.maximized {
pane_to_top = Some(pane_id.clone());
}
}
button_x -= scaled_button_size + scaled_button_padding * 0.5;
// Collapse button
let collapse_rect = Rect::from_min_size(
Pos2::new(button_x, screen_title_rect.min.y + scaled_button_padding),
Vec2::splat(scaled_button_size),
);
let collapse_response = ui.interact(
collapse_rect,
ui.id().with(&pane_id).with("collapse"),
if window_ctrl_enabled {
Sense::click()
} else {
Sense::hover()
},
);
let collapse_color = if !window_ctrl_enabled {
theme.text_muted
} else if collapse_response.hovered() {
theme.text_primary
} else {
theme.text_secondary
};
let collapse_icon = if pane.collapsed {
icons::CARET_DOWN
} else {
icons::CARET_UP
};
painter.text(
collapse_rect.center(),
egui::Align2::CENTER_CENTER,
collapse_icon,
icon_font.clone(),
collapse_color,
);
if window_ctrl_enabled && collapse_response.clicked() {
pane_collapsed = Some((pane_id.clone(), !pane.collapsed));
}
button_x -= scaled_button_size + scaled_button_padding * 0.5;
// Lock button (cycles: None -> Light -> Full -> None)
// Disabled when canvas is Full locked
let lock_button_enabled = canvas_allows_window_ctrl;
let lock_rect = Rect::from_min_size(
Pos2::new(button_x, screen_title_rect.min.y + scaled_button_padding),
Vec2::splat(scaled_button_size),
);
let lock_response = ui.interact(
lock_rect,
ui.id().with(&pane_id).with("lock"),
if lock_button_enabled {
Sense::click()
} else {
Sense::hover()
},
);
let (lock_icon, lock_color) = if !lock_button_enabled {
(icons::LOCK, theme.text_muted)
} else {
match pane.lock_level {
LockLevel::None => (
icons::LOCK_OPEN,
if lock_response.hovered() {
theme.text_primary
} else {
theme.text_secondary
},
),
LockLevel::Light => (
icons::LOCK,
if lock_response.hovered() {
theme.text_primary
} else {
theme.primary
},
),
LockLevel::Full => (
icons::LOCK,
if lock_response.hovered() {
theme.text_primary
} else {
theme.state_danger
},
),
}
};
painter.text(
lock_rect.center(),
egui::Align2::CENTER_CENTER,
lock_icon,
icon_font.clone(),
lock_color,
);
if lock_button_enabled && lock_response.clicked() {
pane_lock_changed = Some((pane_id.clone(), pane.lock_level.cycle()));
}
// Draw title (icon + text, with space for buttons)
let title_text_max_x = button_x - scaled_button_padding;
let font_size = (theme.font_size_sm * to_screen.scaling).max(theme.font_size_xs);
let text_padding = theme.spacing_sm * to_screen.scaling;
let title_text_rect = Rect::from_min_max(
screen_title_rect.min + Vec2::new(text_padding, 0.0),
Pos2::new(title_text_max_x, screen_title_rect.max.y),
);
// Clip to both title area and canvas rect
let clipped_painter = ui.painter().with_clip_rect(title_text_rect.intersect(rect));
// Draw title icon if present
let mut title_x = screen_title_rect.left_center().x + text_padding;
if let Some(icon_char) = pane.title_icon {
let icon_font = egui::FontId::new(font_size, FontFamily::Name("icons".into()));
let icon_galley = clipped_painter.layout_no_wrap(
icon_char.to_string(),
icon_font.clone(),
theme.text_secondary,
);
clipped_painter.galley(
Pos2::new(
title_x,
screen_title_rect.center().y - icon_galley.size().y * 0.5,
),
icon_galley.clone(),
theme.text_secondary,
);
title_x += icon_galley.size().x + text_padding * 0.5;
}
// Draw title text
clipped_painter.text(
Pos2::new(title_x, screen_title_rect.center().y),
egui::Align2::LEFT_CENTER,
&pane.title,
egui::FontId::proportional(font_size),
theme.text_primary,
);
// Title drag interaction (only in area before buttons)
let title_drag_rect = Rect::from_min_max(
screen_title_rect.min,
Pos2::new(title_text_max_x, screen_title_rect.max.y),
);
// Compute effective lock: use stricter of canvas and pane lock levels
let pane_lock = pane.lock_level;
let can_move_resize =
self.lock_level.allows_move_resize() && pane_lock.allows_move_resize();
let _can_window_control =
self.lock_level.allows_window_controls() && pane_lock.allows_window_controls();
let title_response = ui.interact(
title_drag_rect,
ui.id().with(&pane_id).with("title_drag"),
if !can_move_resize || is_maximized {
Sense::hover()
} else {
Sense::click_and_drag()
},
);
if title_response.clicked() || title_response.drag_started() {
pane_to_top = Some(pane_id.clone());
}
if can_move_resize && !is_maximized && title_response.dragged() {
if state.dragging.is_none() && state.resizing.is_none() {
state.dragging = Some(pane_id.clone());
}
if state.dragging.as_ref() == Some(&pane_id) {
// Convert screen delta to graph delta
let screen_delta = title_response.drag_delta();
let graph_delta = screen_delta / to_screen.scaling;
pane_moved = Some((pane_id.clone(), graph_delta));
}
}
if title_response.drag_stopped() && state.dragging.as_ref() == Some(&pane_id) {
state.dragging = None;
}
// Resize handling (only if not collapsed, not maximized, resizable, and can move/resize)
// Use direct pointer input to avoid stealing events from title bar
if !pane.collapsed && !is_maximized && pane.resizable && can_move_resize {
// Detect resize edges (check if pointer is near the pane border)
let detect_edge = |pos: Pos2| -> Option<ResizeEdge> {
// Must be within expanded pane rect
let expanded = screen_pane_rect.expand(resize_edge_size);
if !expanded.contains(pos) {
return None;
}
let in_left = pos.x < screen_pane_rect.min.x + resize_edge_size;
let in_right = pos.x > screen_pane_rect.max.x - resize_edge_size;
let in_top = pos.y < screen_pane_rect.min.y + resize_edge_size;
let in_bottom = pos.y > screen_pane_rect.max.y - resize_edge_size;
match (in_left, in_right, in_top, in_bottom) {
(true, _, true, _) => Some(ResizeEdge::TopLeft),
(true, _, _, true) => Some(ResizeEdge::BottomLeft),
(_, true, true, _) => Some(ResizeEdge::TopRight),
(_, true, _, true) => Some(ResizeEdge::BottomRight),
(true, _, _, _) => Some(ResizeEdge::Left),
(_, true, _, _) => Some(ResizeEdge::Right),
(_, _, true, _) => Some(ResizeEdge::Top),
(_, _, _, true) => Some(ResizeEdge::Bottom),
_ => None,
}
};
// Get pointer state directly (avoids ui.interact stealing events)
let pointer = ui.input(|i| i.pointer.clone());
// Update cursor based on hover position
if let Some(hover_pos) = pointer.hover_pos() {
if let Some(edge) = detect_edge(hover_pos) {
let cursor = match edge {
ResizeEdge::Left | ResizeEdge::Right => {
egui::CursorIcon::ResizeHorizontal
}
ResizeEdge::Top | ResizeEdge::Bottom => {
egui::CursorIcon::ResizeVertical
}
ResizeEdge::TopLeft | ResizeEdge::BottomRight => {
egui::CursorIcon::ResizeNwSe
}
ResizeEdge::TopRight | ResizeEdge::BottomLeft => {
egui::CursorIcon::ResizeNeSw
}
};
ui.ctx().set_cursor_icon(cursor);
}
}
// Handle resize drag start
if pointer.any_pressed() && state.resizing.is_none() && state.dragging.is_none() {
if let Some(pos) = pointer.press_origin() {
if let Some(edge) = detect_edge(pos) {
state.resizing = Some((pane_id.clone(), edge));
pane_to_top = Some(pane_id.clone());
}
}
}
// Handle resize drag
if let Some((ref resize_id, edge)) = state.resizing.clone() {
if resize_id == &pane_id {
if pointer.is_decidedly_dragging() {
let delta = pointer.delta() / to_screen.scaling;
let min_size = pane.min_size;
// Calculate new size and position based on edge
let mut new_pos = pane.position;
let mut new_size = pane.size;
match edge {
ResizeEdge::Right => {
new_size.x = (new_size.x + delta.x).max(min_size.x);
}
ResizeEdge::Bottom => {
new_size.y = (new_size.y + delta.y).max(min_size.y);
}
ResizeEdge::Left => {
let new_width = (new_size.x - delta.x).max(min_size.x);
new_pos.x += new_size.x - new_width;
new_size.x = new_width;
}
ResizeEdge::Top => {
let new_height = (new_size.y - delta.y).max(min_size.y);
new_pos.y += new_size.y - new_height;
new_size.y = new_height;
}
ResizeEdge::TopLeft => {
let new_width = (new_size.x - delta.x).max(min_size.x);
let new_height = (new_size.y - delta.y).max(min_size.y);
new_pos.x += new_size.x - new_width;
new_pos.y += new_size.y - new_height;
new_size = Vec2::new(new_width, new_height);
}
ResizeEdge::TopRight => {
let new_height = (new_size.y - delta.y).max(min_size.y);
new_pos.y += new_size.y - new_height;
new_size.x = (new_size.x + delta.x).max(min_size.x);
new_size.y = new_height;
}
ResizeEdge::BottomLeft => {
let new_width = (new_size.x - delta.x).max(min_size.x);
new_pos.x += new_size.x - new_width;
new_size.x = new_width;
new_size.y = (new_size.y + delta.y).max(min_size.y);
}
ResizeEdge::BottomRight => {
new_size.x = (new_size.x + delta.x).max(min_size.x);
new_size.y = (new_size.y + delta.y).max(min_size.y);
}
}
if new_pos != pane.position {
pane_moved = Some((pane_id.clone(), new_pos - pane.position));
}
if new_size != pane.size {
pane_resized = Some((pane_id.clone(), new_size));
}
}
// Check if drag ended
if pointer.any_released() {
state.resizing = None;
}
}
}
}
// Draw content area (only if not collapsed)
if !pane.collapsed {
let base_padding = self.content_padding.unwrap_or(theme.spacing_sm);
let content_padding = base_padding * to_screen.scaling;
let screen_content_rect = Rect::from_min_max(
screen_pane_rect.min
+ Vec2::new(content_padding, scaled_title_height + content_padding),
screen_pane_rect.max - Vec2::new(content_padding, content_padding),
);
// Clip content to canvas area
let clipped_content_rect = screen_content_rect.intersect(rect);
// Only draw content if there's visible space
let min_size = theme.spacing_sm * to_screen.scaling;
if clipped_content_rect.height() > min_size
&& clipped_content_rect.width() > min_size
{
// Create child UI for content
let mut child_ui = ui.new_child(
egui::UiBuilder::new()
.max_rect(screen_content_rect)
.layout(egui::Layout::top_down(egui::Align::LEFT)),
);
child_ui.set_clip_rect(clipped_content_rect);
child_ui.spacing_mut().item_spacing =
egui::vec2(theme.spacing_xs, theme.spacing_xs);
let pane_ref = self.layout.get_pane(&pane_id).unwrap();
(self.content_fn)(&mut child_ui, pane_ref);
}
}
}
// Apply pane moved
if let Some((id, delta)) = pane_moved {
if let Some(pane) = self.layout.get_pane_mut(&id) {
pane.position += delta;
events.push(NodeLayoutEvent::PaneMoved {
id: id.clone(),
position: pane.position,
});
}
}
// Apply pane resized
if let Some((id, new_size)) = pane_resized {
if let Some(pane) = self.layout.get_pane_mut(&id) {
pane.size = new_size;
events.push(NodeLayoutEvent::PaneResized {
id: id.clone(),
size: new_size,
});
}
}
// Apply pane collapsed
if let Some((id, collapsed)) = pane_collapsed {
if let Some(pane) = self.layout.get_pane_mut(&id) {
pane.collapsed = collapsed;
events.push(NodeLayoutEvent::PaneCollapsed {
id: id.clone(),
collapsed,
});
}
}
// Apply pane maximized
if let Some((id, maximized)) = pane_maximized {
if let Some(pane) = self.layout.get_pane_mut(&id) {
if maximized {
// Store current size/position for restore
pane.pre_maximize_size = Some(pane.size);
pane.pre_maximize_position = Some(pane.position);
} else {
// Restore previous size/position
if let Some(size) = pane.pre_maximize_size.take() {
pane.size = size;
}
if let Some(pos) = pane.pre_maximize_position.take() {
pane.position = pos;
}
}
pane.maximized = maximized;
events.push(NodeLayoutEvent::PaneMaximized {
id: id.clone(),
maximized,
});
}
}
// Apply pane lock level change
if let Some((id, new_level)) = pane_lock_changed {
if let Some(pane) = self.layout.get_pane_mut(&id) {
pane.lock_level = new_level;
events.push(NodeLayoutEvent::PaneLockChanged {
id: id.clone(),
lock_level: new_level,
});
}
}
// Apply pane closed
if let Some(id) = pane_closed {
self.layout.remove_pane(&id);
events.push(NodeLayoutEvent::PaneClosed(id));
}
// Bring pane to top
if let Some(id) = pane_to_top {
if let Some(pos) = state.draw_order.iter().position(|x| x == &id) {
state.draw_order.remove(pos);
state.draw_order.insert(0, id);
}
}
// Save state
state.to_screen = to_screen;
ui.ctx().data_mut(|d| d.insert_temp(state_id, state));
events
}
fn sync_draw_order(&self, state: &mut LayoutState) {
// Remove panes that no longer exist
state
.draw_order
.retain(|id| self.layout.id_to_index.contains_key(id));
// Add new panes
for pane in &self.layout.panes {
if !state.draw_order.contains(&pane.id) {
state.draw_order.push(pane.id.clone());
}
}
}
/// Draw the menu bar
fn draw_menu_bar(
&mut self,
ui: &mut Ui,
rect: Rect,
theme: &Theme,
events: &mut Vec<NodeLayoutEvent>,
draw_order: &[String],
) {
use crate::atoms::icons;
// Draw background
let painter = ui.painter_at(rect);
painter.rect_filled(rect, 0.0, theme.bg_primary);
painter.hline(
rect.x_range(),
rect.max.y,
egui::Stroke::new(1.0, theme.border),
);
// Inset rect for better vertical centering
let inner_rect = rect.shrink2(Vec2::new(theme.spacing_sm, 2.0));
// Use allocate_ui_at_rect to properly handle input
ui.allocate_ui_at_rect(inner_rect, |child_ui| {
child_ui.horizontal_centered(|child_ui| {
child_ui.style_mut().spacing.item_spacing = Vec2::new(4.0, 0.0);
// Helper to create icon text
let icon_text = |icon: &str| -> egui::RichText {
egui::RichText::new(icon).family(FontFamily::Name("icons".into()))
};
// Lock button with Phosphor icon
let (lock_icon, lock_tooltip) = match self.lock_level {
LockLevel::None => (icons::LOCK_OPEN, "Unlocked - Click to lock position"),
LockLevel::Light => (icons::LOCK_KEY, "Position locked - Click to fully lock"),
LockLevel::Full => (icons::LOCK, "Fully locked - Click to unlock"),
};
if child_ui
.add(egui::Button::new(icon_text(lock_icon)).min_size(Vec2::new(24.0, 20.0)))
.on_hover_text(lock_tooltip)
.clicked()
{
let new_level = match self.lock_level {
LockLevel::None => LockLevel::Light,
LockLevel::Light => LockLevel::Full,
LockLevel::Full => LockLevel::None,
};
self.lock_level = new_level;
events.push(NodeLayoutEvent::CanvasLockChanged(new_level));
}
child_ui.separator();
// Arrange dropdown with Phosphor icon
let gap = super::layout_helpers::DEFAULT_GAP;
child_ui.menu_button(icon_text(icons::SLIDERS_HORIZONTAL), |ui| {
use crate::atoms::ListItem;
if ListItem::new("Grid")
.icon(icons::GRID_FOUR)
.compact()
.show(ui)
.clicked()
{
let moved = self.layout.auto_arrange(
ArrangeStrategy::Grid { columns: None },
gap,
None,
None,
);
if !moved.is_empty() {
events.push(NodeLayoutEvent::AutoArranged {
strategy: ArrangeStrategy::Grid { columns: None },
moved_pane_ids: moved,
});
}
ui.close();
}
if ListItem::new("Horizontal")
.icon(icons::ARROWS_OUT_LINE_HORIZONTAL)
.compact()
.show(ui)
.clicked()
{
let moved =
self.layout
.auto_arrange(ArrangeStrategy::Horizontal, gap, None, None);
if !moved.is_empty() {
events.push(NodeLayoutEvent::AutoArranged {
strategy: ArrangeStrategy::Horizontal,
moved_pane_ids: moved,
});
}
ui.close();
}
if ListItem::new("Vertical")
.icon(icons::ARROWS_OUT_LINE_VERTICAL)
.compact()
.show(ui)
.clicked()
{
let moved =
self.layout
.auto_arrange(ArrangeStrategy::Vertical, gap, None, None);
if !moved.is_empty() {
events.push(NodeLayoutEvent::AutoArranged {
strategy: ArrangeStrategy::Vertical,
moved_pane_ids: moved,
});
}
ui.close();
}
if ListItem::new("Cascade")
.icon(icons::SQUARES_FOUR)
.compact()
.show(ui)
.clicked()
{
// Use Z-order: back pane at top-left, front pane at bottom-right
let moved = self.layout.auto_arrange(
ArrangeStrategy::Cascade,
gap,
None,
Some(draw_order),
);
if !moved.is_empty() {
events.push(NodeLayoutEvent::AutoArranged {
strategy: ArrangeStrategy::Cascade,
moved_pane_ids: moved,
});
}
ui.close();
}
ui.separator();
if ListItem::new("Resolve Overlaps")
.icon(icons::BROOM)
.compact()
.show(ui)
.clicked()
{
let moved = self.layout.auto_arrange(
ArrangeStrategy::ResolveOverlaps,
gap,
None,
None,
);
if !moved.is_empty() {
events.push(NodeLayoutEvent::AutoArranged {
strategy: ArrangeStrategy::ResolveOverlaps,
moved_pane_ids: moved,
});
}
ui.close();
}
});
child_ui.separator();
// Zoom buttons with Phosphor icons
if child_ui
.add(
egui::Button::new(icon_text(icons::FRAME_CORNERS))
.min_size(Vec2::new(28.0, 20.0)),
)
.on_hover_text("Zoom to fit all panes")
.clicked()
{
events.push(NodeLayoutEvent::ZoomToFit);
}
if child_ui
.add(egui::Button::new("100%").min_size(Vec2::new(40.0, 20.0)))
.on_hover_text("Reset zoom to 100%")
.clicked()
{
events.push(NodeLayoutEvent::ZoomReset);
}
// Show pane count on the right
child_ui.with_layout(egui::Layout::right_to_left(egui::Align::Center), |ui| {
ui.add_space(theme.spacing_sm);
let visible_count = self.layout.panes.iter().filter(|p| !p.collapsed).count();
let total_count = self.layout.panes.len();
ui.label(
egui::RichText::new(format!("{}/{} panes", visible_count, total_count))
.color(theme.text_secondary)
.small(),
);
});
}); // end horizontal_centered
}); // end allocate_ui_at_rect
}
fn draw_grid_screen(
&self,
painter: &egui::Painter,
rect: Rect,
grid_size: f32,
grid_alpha: u8,
to_screen: &TSTransform,
theme: &Theme,
) {
let grid_color = Color32::from_rgba_unmultiplied(
theme.border.r(),
theme.border.g(),
theme.border.b(),
grid_alpha,
);
let from_screen = to_screen.inverse();
let viewport = from_screen * rect;
// Calculate screen-space grid size
let screen_grid_size = grid_size * to_screen.scaling;
// Don't draw grid if too small or too large
if screen_grid_size < 10.0 || screen_grid_size > 500.0 {
return;
}
// Vertical lines
let start_x = (viewport.min.x / grid_size).floor() * grid_size;
let mut x = start_x;
while x <= viewport.max.x {
let screen_x = to_screen.translation.x + x * to_screen.scaling;
if screen_x >= rect.min.x && screen_x <= rect.max.x {
painter.line_segment(
[
Pos2::new(screen_x, rect.min.y),
Pos2::new(screen_x, rect.max.y),
],
Stroke::new(theme.stroke_width, grid_color),
);
}
x += grid_size;
}
// Horizontal lines
let start_y = (viewport.min.y / grid_size).floor() * grid_size;
let mut y = start_y;
while y <= viewport.max.y {
let screen_y = to_screen.translation.y + y * to_screen.scaling;
if screen_y >= rect.min.y && screen_y <= rect.max.y {
painter.line_segment(
[
Pos2::new(rect.min.x, screen_y),
Pos2::new(rect.max.x, screen_y),
],
Stroke::new(theme.stroke_width, grid_color),
);
}
y += grid_size;
}
}
}