1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
use std::{hash::Hash, sync::Arc};

use crate::{color::*, containers::*, layout::*, paint::*, widgets::*, *};

/// Represents a region of the screen
/// with a type of layout (horizontal or vertical).
pub struct Ui {
    /// How we access input, output and memory
    ctx: Arc<Context>,

    /// ID of this ui.
    /// Generated based on id of parent ui together with
    /// another source of child identity (e.g. window title).
    /// Acts like a namespace for child uis.
    /// Hopefully unique.
    id: Id,

    /// Where to put the graphics output of this Ui
    layer: Layer,

    /// Everything painted in this ui will be clipped against this.
    /// This means nothing outside of this rectangle will be visible on screen.
    clip_rect: Rect,

    /// The `rect` represents where in screen-space the ui is
    /// and its max size (original available_space).
    /// Note that the size may be infinite in one or both dimensions.
    /// The widgets will TRY to fit within the rect,
    /// but may overflow (which you will see in child_bounds).
    /// Some widgets (like separator lines) will try to fill the full desired width of the ui.
    /// If the desired size is zero, it is a signal that child widgets should be as small as possible.
    /// If the desired size is initie, it is a signal that child widgets should take up as much room as they want.
    desired_rect: Rect, // TODO: rename as max_rect ?

    /// Bounding box of all children.
    /// This is used to see how large a ui actually
    /// needs to be after all children has been added.
    /// You can think of this as the minimum size.
    child_bounds: Rect, // TODO: rename as min_rect ?

    /// Overide default style in this ui
    style: Style,

    layout: Layout,

    /// Where the next widget will be put.
    /// Progresses along self.dir.
    /// Initially set to rect.min
    /// If something has already been added, this will point ot style.item_spacing beyond the latest child.
    /// The cursor can thus be style.item_spacing pixels outside of the child_bounds.
    cursor: Pos2, // TODO: move into Layout?
}

impl Ui {
    // ------------------------------------------------------------------------
    // Creation:

    pub fn new(ctx: Arc<Context>, layer: Layer, id: Id, rect: Rect) -> Self {
        let style = ctx.style();
        Ui {
            ctx,
            id,
            layer,
            clip_rect: rect.expand(style.clip_rect_margin),
            desired_rect: rect,
            child_bounds: Rect::from_min_size(rect.min, Vec2::zero()), // TODO: Rect::nothing() ?
            style,
            layout: Default::default(),
            cursor: rect.min,
        }
    }

    pub fn child_ui(&self, child_rect: Rect) -> Self {
        // let clip_rect = self
        //     .clip_rect
        //     .intersect(&child_rect.expand(self.style().clip_rect_margin));
        let clip_rect = self.clip_rect(); // Keep it unless the child explciitly desires differently
        Ui {
            ctx: self.ctx.clone(),
            id: self.id,
            layer: self.layer,
            clip_rect,
            desired_rect: child_rect,
            child_bounds: Rect::from_min_size(child_rect.min, Vec2::zero()), // TODO: Rect::nothing() ?
            style: self.style.clone(),
            layout: self.layout,
            cursor: child_rect.min,
        }
    }

    // -------------------------------------------------

    pub fn round_to_pixel(&self, point: f32) -> f32 {
        self.ctx.round_to_pixel(point)
    }

    pub fn round_vec_to_pixels(&self, vec: Vec2) -> Vec2 {
        self.ctx.round_vec_to_pixels(vec)
    }

    pub fn round_pos_to_pixels(&self, pos: Pos2) -> Pos2 {
        self.ctx.round_pos_to_pixels(pos)
    }

    pub fn id(&self) -> Id {
        self.id
    }

    /// Options for this ui, and any child uis we may spawn.
    pub fn style(&self) -> &Style {
        &self.style
    }

    pub fn set_style(&mut self, style: Style) {
        self.style = style
    }

    pub fn ctx(&self) -> &Arc<Context> {
        &self.ctx
    }

    pub fn input(&self) -> &InputState {
        self.ctx.input()
    }

    pub fn memory(&self) -> parking_lot::MutexGuard<'_, Memory> {
        self.ctx.memory()
    }

    pub fn output(&self) -> parking_lot::MutexGuard<'_, Output> {
        self.ctx.output()
    }

    pub fn fonts(&self) -> &Fonts {
        self.ctx.fonts()
    }

    /// Screen-space rectangle for clipping what we paint in this ui.
    /// This is used, for instance, to avoid painting outside a window that is smaller
    /// than its contents.
    pub fn clip_rect(&self) -> Rect {
        self.clip_rect
    }

    pub fn set_clip_rect(&mut self, clip_rect: Rect) {
        self.clip_rect = clip_rect;
    }

    // ------------------------------------------------------------------------

    /// Screen-space position of this Ui.
    /// This may have moved from its original if a child overflowed to the left or up (rare).
    pub fn top_left(&self) -> Pos2 {
        // If a child doesn't fit in desired_rect, we have effectively expanded:
        self.desired_rect.min.min(self.child_bounds.min)
    }

    /// Screen-space position of the current bottom right corner of this Ui.
    /// This may move when we add children that overflow our desired rectangle bounds.
    /// This position may be at inifnity if the desired rect is initinite,
    /// which mappens when a parent widget says "be as big as you want to be".
    pub fn bottom_right(&self) -> Pos2 {
        // If a child doesn't fit in desired_rect, we have effectively expanded:
        self.desired_rect.max.max(self.child_bounds.max)
    }

    /// Position and current size of the ui.
    /// The size is the maximum of the origional (minimum/desired) size and
    /// the size of the containted children.
    pub fn rect(&self) -> Rect {
        Rect::from_min_max(self.top_left(), self.bottom_right())
    }

    /// This is like `rect()`, but will never be infinite.
    /// If the desired rect is infinite ("be as big as you want")
    /// this will be bounded by child bounds.
    pub fn rect_finite(&self) -> Rect {
        let mut bottom_right = self.child_bounds.max;
        if self.desired_rect.max.x.is_finite() {
            bottom_right.x = bottom_right.x.max(self.desired_rect.max.x);
        }
        if self.desired_rect.max.y.is_finite() {
            bottom_right.y = bottom_right.y.max(self.desired_rect.max.y);
        }

        Rect::from_min_max(self.top_left(), bottom_right)
    }

    /// Set the width of the ui.
    /// You won't be able to shrink it beyond its current child bounds.
    pub fn set_desired_width(&mut self, width: f32) {
        let min_width = self.child_bounds.max.x - self.top_left().x;
        let width = width.max(min_width);
        self.desired_rect.max.x = self.top_left().x + width;
    }

    /// Set the height of the ui.
    /// You won't be able to shrink it beyond its current child bounds.
    pub fn set_desired_height(&mut self, height: f32) {
        let min_height = self.child_bounds.max.y - self.top_left().y;
        let height = height.max(min_height);
        self.desired_rect.max.y = self.top_left().y + height;
    }

    /// Size of content
    pub fn bounding_size(&self) -> Vec2 {
        self.child_bounds.size()
    }

    /// Expand the bounding rect of this ui to include a child at the given rect.
    pub fn expand_to_include_child(&mut self, rect: Rect) {
        self.child_bounds.extend_with(rect.min);
        self.child_bounds.extend_with(rect.max);
    }

    pub fn expand_to_size(&mut self, size: Vec2) {
        self.child_bounds.extend_with(self.top_left() + size);
    }

    /// Bounding box of all contained children
    pub fn child_bounds(&self) -> Rect {
        self.child_bounds
    }

    pub fn force_set_child_bounds(&mut self, child_bounds: Rect) {
        self.child_bounds = child_bounds;
    }

    // ------------------------------------------------------------------------
    // Layout related measures:

    /// The available space at the moment, given the current cursor.
    /// This how much more space we can take up without overflowing our parent.
    /// Shrinks as widgets allocate space and the cursor moves.
    /// A small rectangle should be intepreted as "as little as possible".
    /// An infinite rectangle should be interpred as "as much as you want".
    /// In most layouts the next widget will be put in the top left corner of this `Rect`.
    pub fn available(&self) -> Rect {
        self.layout.available(self.cursor, self.rect())
    }

    /// This is like `available()`, but will never be infinite.
    /// Use this for components that want to grow without bounds (but shouldn't).
    /// In most layouts the next widget will be put in the top left corner of this `Rect`.
    pub fn available_finite(&self) -> Rect {
        self.layout.available(self.cursor, self.rect_finite())
    }

    pub fn layout(&self) -> &Layout {
        &self.layout
    }

    // TODO: remove
    pub fn set_layout(&mut self, layout: Layout) {
        self.layout = layout;

        // TODO: remove this HACK:
        if layout.is_reversed() {
            self.cursor = self.rect_finite().max;
        }
    }

    // ------------------------------------------------------------------------

    pub fn contains_mouse(&self, rect: Rect) -> bool {
        self.ctx.contains_mouse(self.layer, self.clip_rect, rect)
    }

    pub fn has_kb_focus(&self, id: Id) -> bool {
        self.memory().kb_focus_id == Some(id)
    }

    pub fn request_kb_focus(&self, id: Id) {
        self.memory().kb_focus_id = Some(id);
    }

    // ------------------------------------------------------------------------

    /// Will warn if the returned id is not guaranteed unique.
    /// Use this to generate widget ids for widgets that have persistent state in Memory.
    /// If the `id_source` is not unique within this ui
    /// then an error will be printed at the current cursor position.
    pub fn make_unique_child_id<IdSource>(&self, id_source: IdSource) -> Id
    where
        IdSource: Hash + std::fmt::Debug,
    {
        let id = self.id.with(&id_source);
        // TODO: clip name clash error messages to clip rect
        self.ctx.register_unique_id(id, id_source, self.cursor)
    }

    /// Make an Id that is unique to this positon.
    /// Can be used for widgets that do NOT persist state in Memory
    /// but you still need to interact with (e.g. buttons, sliders).
    pub fn make_position_id(&self) -> Id {
        self.id.with(&Id::from_pos(self.cursor))
    }

    pub fn make_child_id(&self, id_seed: impl Hash) -> Id {
        self.id.with(id_seed)
    }

    // ------------------------------------------------------------------------
    // Interaction

    pub fn interact(&self, rect: Rect, id: Id, sense: Sense) -> InteractInfo {
        self.ctx
            .interact(self.layer, self.clip_rect, rect, Some(id), sense)
    }

    pub fn interact_hover(&self, rect: Rect) -> InteractInfo {
        self.ctx
            .interact(self.layer, self.clip_rect, rect, None, Sense::nothing())
    }

    pub fn hovered(&self, rect: Rect) -> bool {
        self.interact_hover(rect).hovered
    }

    #[must_use]
    pub fn response(&mut self, interact: InteractInfo) -> GuiResponse {
        // TODO: unify GuiResponse and InteractInfo. They are the same thing!
        GuiResponse {
            hovered: interact.hovered,
            clicked: interact.clicked,
            double_clicked: interact.double_clicked,
            active: interact.active,
            rect: interact.rect,
            ctx: self.ctx.clone(),
        }
    }

    // ------------------------------------------------------------------------
    // Stuff that moves the cursor, i.e. allocates space in this ui!

    /// Reserve this much space and move the cursor.
    /// Returns where to put the widget.
    ///
    /// # How sizes are negotiated
    /// Each widget should have a *minimum desired size* and a *desired size*.
    /// When asking for space, ask AT LEAST for you minimum, and don't ask for more than you need.
    /// If you want to fill the space, ask about `available().size()` and use that.
    ///
    /// You may get MORE space than you asked for, for instance
    /// for `Justified` aligned layouts, like in menus.
    ///
    /// You may get LESS space than you asked for if the current layout won't fit what you asked for.
    pub fn allocate_space(&mut self, child_size: Vec2) -> Rect {
        let child_size = self.round_vec_to_pixels(child_size);
        self.cursor = self.round_pos_to_pixels(self.cursor);

        // For debug rendering
        let too_wide = child_size.x > self.available().width();
        let too_high = child_size.x > self.available().height();

        let rect = self.reserve_space_impl(child_size);

        if self.style().debug_widget_rects {
            self.add_paint_cmd(PaintCmd::Rect {
                rect,
                corner_radius: 0.0,
                outline: Some(LineStyle::new(1.0, LIGHT_BLUE)),
                fill: None,
            });

            let color = color::srgba(200, 0, 0, 255);
            let width = 2.5;

            let mut paint_line_seg =
                |a, b| self.add_paint_cmd(PaintCmd::line_segment([a, b], color, width));

            if too_wide {
                paint_line_seg(rect.left_top(), rect.left_bottom());
                paint_line_seg(rect.left_center(), rect.right_center());
                paint_line_seg(rect.right_top(), rect.right_bottom());
            }

            if too_high {
                paint_line_seg(rect.left_top(), rect.right_top());
                paint_line_seg(rect.center_top(), rect.center_bottom());
                paint_line_seg(rect.left_bottom(), rect.right_bottom());
            }
        }

        rect
    }

    /// Reserve this much space and move the cursor.
    /// Returns where to put the widget.
    fn reserve_space_impl(&mut self, child_size: Vec2) -> Rect {
        let available_size = self.available_finite().size();
        let child_rect =
            self.layout
                .allocate_space(&mut self.cursor, &self.style, available_size, child_size);
        self.child_bounds = self.child_bounds.union(child_rect);
        child_rect
    }

    // ------------------------------------------------
    // Painting related stuff

    /// It is up to the caller to make sure there is room for this.
    /// Can be used for free painting.
    /// NOTE: all coordinates are screen coordinates!
    pub fn add_paint_cmd(&mut self, paint_cmd: PaintCmd) {
        self.ctx
            .graphics()
            .layer(self.layer)
            .push((self.clip_rect(), paint_cmd))
    }

    pub fn add_paint_cmds(&mut self, mut cmds: Vec<PaintCmd>) {
        let clip_rect = self.clip_rect();
        self.ctx
            .graphics()
            .layer(self.layer)
            .extend(cmds.drain(..).map(|cmd| (clip_rect, cmd)));
    }

    /// Insert a paint cmd before existing ones
    pub fn insert_paint_cmd(&mut self, pos: usize, paint_cmd: PaintCmd) {
        self.ctx
            .graphics()
            .layer(self.layer)
            .insert(pos, (self.clip_rect(), paint_cmd));
    }

    pub fn paint_list_len(&self) -> usize {
        self.ctx.graphics().layer(self.layer).len()
    }

    /// Paint some debug text at current cursor
    pub fn debug_text(&self, text: impl Into<String>) {
        self.debug_text_at(self.cursor, text);
    }

    pub fn debug_text_at(&self, pos: Pos2, text: impl Into<String>) {
        self.ctx.debug_text(pos, text);
    }

    pub fn debug_rect(&mut self, rect: Rect, text: impl Into<String>) {
        self.add_paint_cmd(PaintCmd::Rect {
            corner_radius: 0.0,
            fill: None,
            outline: Some(LineStyle::new(1.0, color::RED)),
            rect,
        });
        let align = (Align::Min, Align::Min);
        let text_style = TextStyle::Monospace;
        self.floating_text(rect.min, text.into(), text_style, align, Some(color::RED));
    }

    /// Show some text anywhere in the ui.
    /// To center the text at the given position, use `align: (Center, Center)`.
    /// If you want to draw text floating on top of everything,
    /// consider using `Context.floating_text` instead.
    pub fn floating_text(
        &mut self,
        pos: Pos2,
        text: impl Into<String>,
        text_style: TextStyle,
        align: (Align, Align),
        text_color: Option<Color>,
    ) -> Rect {
        let font = &self.fonts()[text_style];
        let galley = font.layout_multiline(text.into(), f32::INFINITY);
        let rect = align_rect(Rect::from_min_size(pos, galley.size), align);
        self.add_galley(rect.min, galley, text_style, text_color);
        rect
    }

    /// Already layed out text.
    pub fn add_galley(
        &mut self,
        pos: Pos2,
        galley: font::Galley,
        text_style: TextStyle,
        color: Option<Color>,
    ) {
        let color = color.unwrap_or_else(|| self.style().text_color);
        self.add_paint_cmd(PaintCmd::Text {
            pos,
            galley,
            text_style,
            color,
        });
    }

    // ------------------------------------------------------------------------
    // Addding Widgets

    pub fn add(&mut self, widget: impl Widget) -> GuiResponse {
        let interact = widget.ui(self);
        self.response(interact)
    }

    // Convenience functions:

    pub fn label(&mut self, label: impl Into<Label>) -> GuiResponse {
        self.add(label.into())
    }

    pub fn hyperlink(&mut self, url: impl Into<String>) -> GuiResponse {
        self.add(Hyperlink::new(url))
    }

    pub fn button(&mut self, text: impl Into<String>) -> GuiResponse {
        self.add(Button::new(text))
    }

    // TODO: argument order?
    pub fn checkbox(&mut self, text: impl Into<String>, checked: &mut bool) -> GuiResponse {
        self.add(Checkbox::new(checked, text))
    }

    // TODO: argument order?
    pub fn radio(&mut self, text: impl Into<String>, checked: bool) -> GuiResponse {
        self.add(RadioButton::new(checked, text))
    }

    pub fn separator(&mut self) -> GuiResponse {
        self.add(Separator::new())
    }

    // ------------------------------------------------------------------------
    // Addding Containers / Sub-uis:

    pub fn collapsing<R>(
        &mut self,
        text: impl Into<String>,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> Option<R> {
        CollapsingHeader::new(text).show(self, add_contents)
    }

    /// Create a child ui at the current cursor.
    /// `size` is the desired size.
    /// Actual size may be much smaller if `avilable_size()` is not enough.
    /// Set `size` to `Vec::infinity()` to get as much space as possible.
    /// Just because you ask for a lot of space does not mean you have to use it!
    /// After `add_contents` is called the contents of `bounding_size`
    /// will decide how much space will be used in the parent ui.
    pub fn add_custom_contents(&mut self, size: Vec2, add_contents: impl FnOnce(&mut Ui)) -> Rect {
        let size = size.min(self.available().size());
        let child_rect = Rect::from_min_size(self.cursor, size);
        let mut child_ui = self.child_ui(child_rect);
        add_contents(&mut child_ui);
        self.allocate_space(child_ui.bounding_size())
    }

    /// Create a child ui
    pub fn add_custom<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Rect) {
        let child_rect = self.available();
        let mut child_ui = self.child_ui(child_rect);
        let r = add_contents(&mut child_ui);
        let size = child_ui.bounding_size();
        (r, self.allocate_space(size))
    }

    /// Create a child ui which is indented to the right
    pub fn indent<R>(
        &mut self,
        id_source: impl Hash,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> (R, Rect) {
        assert!(
            self.layout().dir() == Direction::Vertical,
            "You can only indent vertical layouts"
        );
        let indent = vec2(self.style.indent, 0.0);
        let child_rect = Rect::from_min_max(self.cursor + indent, self.bottom_right());
        let mut child_ui = Ui {
            id: self.id.with(id_source),
            ..self.child_ui(child_rect)
        };
        let ret = add_contents(&mut child_ui);
        let size = child_ui.bounding_size();

        // draw a grey line on the left to mark the indented section
        let line_start = child_rect.min - indent * 0.5;
        let line_start = self.round_pos_to_pixels(line_start);
        let line_end = pos2(line_start.x, line_start.y + size.y - 2.0);
        self.add_paint_cmd(PaintCmd::line_segment(
            [line_start, line_end],
            gray(150, 255),
            self.style.line_width,
        ));

        (ret, self.allocate_space(indent + size))
    }

    pub fn left_column(&mut self, width: f32) -> Ui {
        self.column(Align::Min, width)
    }

    pub fn centered_column(&mut self, width: f32) -> Ui {
        self.column(Align::Center, width)
    }

    pub fn right_column(&mut self, width: f32) -> Ui {
        self.column(Align::Max, width)
    }

    /// A column ui with a given width.
    pub fn column(&mut self, column_position: Align, width: f32) -> Ui {
        let x = match column_position {
            Align::Min => 0.0,
            Align::Center => self.available().width() / 2.0 - width / 2.0,
            Align::Max => self.available().width() - width,
        };
        self.child_ui(Rect::from_min_size(
            self.cursor + vec2(x, 0.0),
            vec2(width, self.available().height()),
        ))
    }

    /// Start a ui with horizontal layout
    pub fn horizontal<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Rect) {
        self.inner_layout(Layout::horizontal(Align::Min), add_contents)
    }

    /// Start a ui with vertical layout
    pub fn vertical<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Rect) {
        self.inner_layout(Layout::vertical(Align::Min), add_contents)
    }

    pub fn inner_layout<R>(
        &mut self,
        layout: Layout,
        add_contents: impl FnOnce(&mut Self) -> R,
    ) -> (R, Rect) {
        let child_rect = Rect::from_min_max(self.cursor, self.bottom_right());
        let mut child_ui = Self {
            ..self.child_ui(child_rect)
        };
        child_ui.set_layout(layout); // HACK: need a separate call right now
        let ret = add_contents(&mut child_ui);
        let size = child_ui.bounding_size();
        let rect = self.allocate_space(size);
        (ret, rect)
    }

    /// Temporarily split split an Ui into several columns.
    ///
    /// ``` ignore
    /// ui.columns(2, |columns| {
    ///     columns[0].add(egui::widgets::label!("First column"));
    ///     columns[1].add(egui::widgets::label!("Second column"));
    /// });
    /// ```
    pub fn columns<F, R>(&mut self, num_columns: usize, add_contents: F) -> R
    where
        F: FnOnce(&mut [Self]) -> R,
    {
        // TODO: ensure there is space
        let spacing = self.style.item_spacing.x;
        let total_spacing = spacing * (num_columns as f32 - 1.0);
        let column_width = (self.available().width() - total_spacing) / (num_columns as f32);

        let mut columns: Vec<Self> = (0..num_columns)
            .map(|col_idx| {
                let pos = self.cursor + vec2((col_idx as f32) * (column_width + spacing), 0.0);
                let child_rect =
                    Rect::from_min_max(pos, pos2(pos.x + column_width, self.bottom_right().y));

                Self {
                    id: self.make_child_id(&("column", col_idx)),
                    ..self.child_ui(child_rect)
                }
            })
            .collect();

        let result = add_contents(&mut columns[..]);

        let mut sum_width = total_spacing;
        for column in &columns {
            sum_width += column.child_bounds.width();
        }

        let mut max_height = 0.0;
        for ui in columns {
            let size = ui.bounding_size();
            max_height = size.y.max(max_height);
        }

        let size = vec2(self.available().width().max(sum_width), max_height);
        self.allocate_space(size);
        result
    }

    // ------------------------------------------------
}