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use crate::{
math::{Rect, Vec2},
texture::Texture2D,
ui::{Layout, Ui},
};
pub struct Texture {
position: Option<Vec2>,
w: f32,
h: f32,
texture: Texture2D,
}
impl Texture {
pub fn new(texture: Texture2D) -> Texture {
Texture {
position: None,
w: 100.,
h: 100.,
texture,
}
}
pub fn size(self, w: f32, h: f32) -> Self {
Texture { w, h, ..self }
}
pub fn position<P: Into<Option<Vec2>>>(self, position: P) -> Self {
let position = position.into();
Texture { position, ..self }
}
pub fn ui(self, ui: &mut Ui) -> bool {
let context = ui.get_active_window_context();
let size = Vec2::new(self.w, self.h);
let pos = context
.window
.cursor
.fit(size, self.position.map_or(Layout::Vertical, Layout::Free));
context
.window
.painter
.draw_raw_texture(Rect::new(pos.x, pos.y, self.w, self.h), self.texture);
let rect = Rect::new(pos.x, pos.y, size.x as f32, size.y as f32);
let hovered = rect.contains(context.input.mouse_position);
context.focused && hovered && context.input.click_up
}
}
impl Ui {
pub fn texture(&mut self, texture: Texture2D, w: f32, h: f32) -> bool {
Texture::new(texture).size(w, h).ui(self)
}
}