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
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
// #![warn(missing_docs)]

use std::{hash::Hash, sync::Arc};

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

/// This is what you use to place widgets.
///
/// Represents a region of the screen with a type of layout (horizontal or vertical).
///
/// ```
/// # let mut ui = egui::Ui::__test();
/// ui.add(egui::Label::new("Hello World!"));
/// ui.label("A shorter and more convenient way to add a label.");
/// ui.horizontal(|ui| {
///     ui.label("Add widgets");
///     ui.button("on the same row!");
/// });
/// ```
pub struct Ui {
    /// 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.
    /// Should be unique and persist predictably from one frame to next
    /// so it can be used as a source for storing state (e.g. window position, or if a collapsing header is open).
    id: Id,

    /// This is used to create a unique interact ID for some widgets.
    /// This value is based on where in the hierarchy of widgets this Ui is in,
    /// and the value is increment with each added child widget.
    /// This works as an Id source only as long as new widgets aren't added or removed.
    /// They are therefore only good for Id:s that has no state.
    next_auto_id: u64,

    /// Specifies paint layer, clip rectangle and a reference to `Context`.
    painter: Painter,

    /// The `Style` (visuals, spacing, etc) of this ui.
    /// Commonly many `Ui`:s share the same `Style`.
    /// The `Ui` implements copy-on-write for this.
    style: Arc<Style>,

    /// The strategy for where to put the next widget.
    layout: Layout,

    /// Sizes/bounds and cursor used by `Layout`.
    region: Region,
}

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

    pub fn new(ctx: CtxRef, layer_id: LayerId, id: Id, max_rect: Rect, clip_rect: Rect) -> Self {
        let style = ctx.style();
        let layout = Layout::default();
        let region = layout.region_from_max_rect(max_rect);
        Ui {
            id,
            next_auto_id: id.with("auto").value(),
            painter: Painter::new(ctx, layer_id, clip_rect),
            style,
            layout,
            region,
        }
    }

    pub fn child_ui(&mut self, max_rect: Rect, layout: Layout) -> Self {
        self.next_auto_id = self.next_auto_id.wrapping_add(1);
        let region = layout.region_from_max_rect(max_rect);

        Ui {
            id: self.id.with("child"),
            next_auto_id: Id::new(self.next_auto_id).with("child").value(),
            painter: self.painter.clone(),
            style: self.style.clone(),
            layout,
            region,
        }
    }

    /// Empty `Ui` for use in tests.
    pub fn __test() -> Self {
        let mut ctx = CtxRef::default();
        ctx.begin_frame(Default::default());
        let id = Id::new("__test");
        let layer_id = LayerId::new(Order::Middle, id);
        let rect = Rect::from_min_size(Pos2::new(0.0, 0.0), vec2(1000.0, 1000.0));
        Self::new(ctx, layer_id, id, rect, rect)
    }

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

    /// A unique identity of this `Ui`.
    pub fn id(&self) -> Id {
        self.id
    }

    /// Style options for this `Ui` and its children.
    pub fn style(&self) -> &Style {
        &self.style
    }

    /// Mutably borrow internal `Style`.
    /// Changes apply to this `Ui` and its subsequent children.
    pub fn style_mut(&mut self) -> &mut Style {
        Arc::make_mut(&mut self.style) // clone-on-write
    }

    /// Changes apply to this `Ui` and its subsequent children.
    pub fn set_style(&mut self, style: impl Into<Arc<Style>>) {
        self.style = style.into();
    }

    /// Get a reference to the parent [`CtxRef`].
    pub fn ctx(&self) -> &CtxRef {
        self.painter.ctx()
    }

    /// Use this to paint stuff within this `Ui`.
    pub fn painter(&self) -> &Painter {
        &self.painter
    }

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

    /// Create a painter for a sub-region of this Ui.
    ///
    /// The clip-rect of the returned `Painter` will be the intersection
    /// of the given rectangle and the `clip_rect()` of this `Ui`.
    pub fn painter_at(&self, rect: Rect) -> Painter {
        self.painter().sub_region(rect)
    }

    /// Use this to paint stuff within this `Ui`.
    pub fn layer_id(&self) -> LayerId {
        self.painter().layer_id()
    }

    /// The `Input` of the `Context` associated with the `Ui`.
    /// Equivalent to `.ctx().input()`.
    pub fn input(&self) -> &InputState {
        self.ctx().input()
    }

    /// The `Memory` of the `Context` associated with the `Ui`.
    /// Equivalent to `.ctx().memory()`.
    pub fn memory(&self) -> MutexGuard<'_, Memory> {
        self.ctx().memory()
    }

    /// The `Output` of the `Context` associated with the `Ui`.
    /// Equivalent to `.ctx().output()`.
    pub fn output(&self) -> MutexGuard<'_, Output> {
        self.ctx().output()
    }

    /// The `Fonts` of the `Context` associated with the `Ui`.
    /// Equivalent to `.ctx().fonts()`.
    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.painter.clip_rect()
    }

    /// 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 set_clip_rect(&mut self, clip_rect: Rect) {
        self.painter.set_clip_rect(clip_rect);
    }
}

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

/// ## Sizes etc
impl Ui {
    /// Where and how large the `Ui` is already.
    /// All widgets that have been added ot this `Ui` fits within this rectangle.
    ///
    /// No matter what, the final Ui will be at least this large.
    ///
    /// This will grow as new widgets are added, but never shrink.
    pub fn min_rect(&self) -> Rect {
        self.region.min_rect
    }

    /// Size of content; same as `min_rect().size()`
    pub fn min_size(&self) -> Vec2 {
        self.min_rect().size()
    }

    /// New widgets will *try* to fit within this rectangle.
    ///
    /// Text labels will wrap to fit within `max_rect`.
    /// Separator lines will span the `max_rect`.
    ///
    /// If a new widget doesn't fit within the `max_rect` then the
    /// `Ui` will make room for it by expanding both `min_rect` and `max_rect`.
    pub fn max_rect(&self) -> Rect {
        self.region.max_rect
    }

    /// Used for animation, kind of hacky
    pub(crate) fn force_set_min_rect(&mut self, min_rect: Rect) {
        self.region.min_rect = min_rect;
    }

    /// This is like `max_rect()`, but will never be infinite.
    /// If the desired rect is infinite ("be as big as you want")
    /// this will be bounded by `min_rect` instead.
    pub fn max_rect_finite(&self) -> Rect {
        self.region.max_rect_finite()
    }

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

    /// Set the maximum size of the ui.
    /// You won't be able to shrink it below the current minimum size.
    pub fn set_max_size(&mut self, size: Vec2) {
        self.set_max_width(size.x);
        self.set_max_height(size.y);
    }

    /// Set the maximum width of the ui.
    /// You won't be able to shrink it below the current minimum size.
    pub fn set_max_width(&mut self, width: f32) {
        #![allow(clippy::float_cmp)]
        if self.layout.main_dir() == Direction::RightToLeft {
            debug_assert_eq!(self.min_rect().max.x, self.max_rect().max.x);
            self.region.max_rect.min.x =
                self.region.max_rect.max.x - width.at_least(self.min_rect().width());
        } else {
            debug_assert_eq!(self.min_rect().min.x, self.region.max_rect.min.x);
            self.region.max_rect.max.x =
                self.region.max_rect.min.x + width.at_least(self.min_rect().width());
        }
    }

    /// Set the maximum height of the ui.
    /// You won't be able to shrink it below the current minimum size.
    pub fn set_max_height(&mut self, height: f32) {
        #![allow(clippy::float_cmp)]
        if self.layout.main_dir() == Direction::BottomUp {
            debug_assert_eq!(self.min_rect().max.y, self.region.max_rect.max.y);
            self.region.max_rect.min.y =
                self.region.max_rect.max.y - height.at_least(self.min_rect().height());
        } else {
            debug_assert_eq!(self.min_rect().min.y, self.region.max_rect.min.y);
            self.region.max_rect.max.y =
                self.region.max_rect.min.y + height.at_least(self.min_rect().height());
        }
    }

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

    /// Set the minimum size of the ui.
    /// This can't shrink the ui, only make it larger.
    pub fn set_min_size(&mut self, size: Vec2) {
        self.set_min_width(size.x);
        self.set_min_height(size.y);
    }

    /// Set the minimum width of the ui.
    /// This can't shrink the ui, only make it larger.
    pub fn set_min_width(&mut self, width: f32) {
        #![allow(clippy::float_cmp)]
        if self.layout.main_dir() == Direction::RightToLeft {
            debug_assert_eq!(self.region.min_rect.max.x, self.region.max_rect.max.x);
            let min_rect = &mut self.region.min_rect;
            min_rect.min.x = min_rect.min.x.min(min_rect.max.x - width);
        } else {
            debug_assert_eq!(self.region.min_rect.min.x, self.region.max_rect.min.x);
            let min_rect = &mut self.region.min_rect;
            min_rect.max.x = min_rect.max.x.max(min_rect.min.x + width);
        }
        self.region.max_rect = self.region.max_rect.union(self.min_rect());
    }

    /// Set the minimum height of the ui.
    /// This can't shrink the ui, only make it larger.
    pub fn set_min_height(&mut self, height: f32) {
        #![allow(clippy::float_cmp)]
        if self.layout.main_dir() == Direction::BottomUp {
            debug_assert_eq!(self.region.min_rect.max.y, self.region.max_rect.max.y);
            let min_rect = &mut self.region.min_rect;
            min_rect.min.y = min_rect.min.y.min(min_rect.max.y - height);
        } else {
            debug_assert_eq!(self.region.min_rect.min.y, self.region.max_rect.min.y);
            let min_rect = &mut self.region.min_rect;
            min_rect.max.y = min_rect.max.y.max(min_rect.min.y + height);
        }
        self.region.max_rect = self.region.max_rect.union(self.min_rect());
    }

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

    /// Helper: shrinks the max width to the current width,
    /// so further widgets will try not to be wider than previous widgets.
    /// Useful for normal vertical layouts.
    pub fn shrink_width_to_current(&mut self) {
        self.set_max_width(self.min_rect().width())
    }

    /// Helper: shrinks the max height to the current height,
    /// so further widgets will try not to be wider than previous widgets.
    pub fn shrink_height_to_current(&mut self) {
        self.set_max_height(self.min_rect().height())
    }

    /// Expand the `min_rect` and `max_rect` of this ui to include a child at the given rect.
    pub fn expand_to_include_rect(&mut self, rect: Rect) {
        self.region.expand_to_include_rect(rect);
    }

    /// `ui.set_width_range(min..=max);` is equivalent to `ui.set_min_width(min); ui.set_max_width(max);`.
    pub fn set_width_range(&mut self, width: std::ops::RangeInclusive<f32>) {
        self.set_min_width(*width.start());
        self.set_max_width(*width.end());
    }

    /// `ui.set_width_range(width);` is equivalent to `ui.set_min_width(width); ui.set_max_width(width);`.
    pub fn set_width(&mut self, width: f32) {
        self.set_min_width(width);
        self.set_max_width(width);
    }

    // ------------------------------------------------------------------------
    // 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 size should be interpreted as "as little as possible".
    /// An infinite size should be interpreted as "as much as you want".
    pub fn available_size(&self) -> Vec2 {
        self.layout.available_size(&self.region)
    }

    pub fn available_width(&self) -> f32 {
        self.available_size().x
    }

    /// In case of a wrapping layout, how much space is left on this row/column?
    pub fn available_size_before_wrap(&self) -> Vec2 {
        self.layout.available_size_before_wrap(&self.region)
    }

    /// This is like `available_size_before_wrap()`, 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_size_before_wrap_finite(&self) -> Vec2 {
        self.layout
            .available_rect_before_wrap_finite(&self.region)
            .size()
    }

    pub fn available_rect_before_wrap(&self) -> Rect {
        self.layout.available_rect_before_wrap(&self.region)
    }

    /// This is like `available_rect_before_wrap()`, 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_rect_before_wrap_finite(&self) -> Rect {
        self.layout.available_rect_before_wrap_finite(&self.region)
    }
}

/// # `Id` creation
impl Ui {
    /// Use this to generate widget ids for widgets that have persistent state in `Memory`.
    pub fn make_persistent_id<IdSource>(&self, id_source: IdSource) -> Id
    where
        IdSource: Hash + std::fmt::Debug,
    {
        self.id.with(&id_source)
    }

    #[deprecated = "This id now returned from ui.allocate_space"]
    pub fn make_position_id(&self) -> Id {
        Id::new(self.next_auto_id)
    }

    pub(crate) fn auto_id_with<IdSource>(&self, id_source: IdSource) -> Id
    where
        IdSource: Hash + std::fmt::Debug,
    {
        Id::new(self.next_auto_id).with(id_source)
    }
}

/// # Interaction
impl Ui {
    pub fn interact(&self, rect: Rect, id: Id, sense: Sense) -> Response {
        self.ctx().interact(
            self.clip_rect(),
            self.style().spacing.item_spacing,
            self.layer_id(),
            id,
            rect,
            sense,
        )
    }

    pub fn rect_contains_mouse(&self, rect: Rect) -> bool {
        self.ctx()
            .rect_contains_mouse(self.layer_id(), self.clip_rect().intersect(rect))
    }

    /// Is the mouse above this `Ui`?
    pub fn ui_contains_mouse(&self) -> bool {
        if let Some(mouse_pos) = self.input().mouse.pos {
            self.clip_rect().contains(mouse_pos)
                && self.ctx().layer_id_at(mouse_pos) == Some(self.layer_id())
        } else {
            false
        }
    }

    #[deprecated = "Use: interact(rect, id, Sense::hover())"]
    pub fn interact_hover(&self, rect: Rect) -> Response {
        self.interact(rect, self.auto_id_with("hover_rect"), Sense::hover())
    }

    #[deprecated = "Use: rect_contains_mouse()"]
    pub fn hovered(&self, rect: Rect) -> bool {
        self.interact(rect, self.id, Sense::hover()).hovered
    }

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

    /// Advance the cursor (where the next widget is put) by this many points.
    /// The direction is dependent on the layout.
    /// This is useful for creating some extra space between widgets.
    pub fn advance_cursor(&mut self, amount: f32) {
        self.layout.advance_cursor(&mut self.region, amount);
    }

    /// Allocate space for a widget and check for interaction in the space.
    /// Returns a `Response` which contains a rectangle, id, and interaction info.
    ///
    /// ## 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 layouts, like in menus.
    ///
    /// You will never get a rectangle that is smaller than the amount of space you asked for.
    ///
    /// ```
    /// # let mut ui = egui::Ui::__test();
    /// let response = ui.allocate_response(egui::vec2(100.0, 200.0), egui::Sense::click());
    /// if response.clicked { /* … */ }
    /// ui.painter().rect_stroke(response.rect, 0.0, (1.0, egui::Color32::WHITE));
    /// ```
    pub fn allocate_response(&mut self, desired_size: Vec2, sense: Sense) -> Response {
        let (id, rect) = self.allocate_space(desired_size);
        self.interact(rect, id, sense)
    }

    /// 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 layouts, like in menus.
    ///
    /// You will never get a rectangle that is smaller than the amount of space you asked for.
    ///
    /// Returns an automatic `Id` (which you can use for interaction) and the `Rect` of where to put your widget.
    ///
    /// ```
    /// # let mut ui = egui::Ui::__test();
    /// let (id, rect) = ui.allocate_space(egui::vec2(100.0, 200.0));
    /// let response = ui.interact(rect, id, egui::Sense::click());
    /// ```
    pub fn allocate_space(&mut self, desired_size: Vec2) -> (Id, Rect) {
        // For debug rendering
        let original_available = self.available_size_before_wrap();
        let too_wide = desired_size.x > original_available.x;
        let too_high = desired_size.y > original_available.y;

        let rect = self.allocate_space_impl(desired_size);

        let debug_expand_width = self.style().visuals.debug_expand_width;
        let debug_expand_height = self.style().visuals.debug_expand_height;

        if (debug_expand_width && too_wide) || (debug_expand_height && too_high) {
            self.painter
                .rect_stroke(rect, 0.0, (1.0, Color32::LIGHT_BLUE));

            let color = color::Color32::from_rgb(200, 0, 0);
            let width = 2.5;

            let paint_line_seg = |a, b| self.painter().line_segment([a, b], (width, color));

            if debug_expand_width && too_wide {
                paint_line_seg(rect.left_top(), rect.left_bottom());
                paint_line_seg(rect.left_center(), rect.right_center());
                paint_line_seg(
                    pos2(rect.left() + original_available.x, rect.top()),
                    pos2(rect.left() + original_available.x, rect.bottom()),
                );
                paint_line_seg(rect.right_top(), rect.right_bottom());
            }

            if debug_expand_height && 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());
            }
        }

        self.next_auto_id = self.next_auto_id.wrapping_add(1);
        let id = Id::new(self.next_auto_id);

        (id, rect)
    }

    /// Reserve this much space and move the cursor.
    /// Returns where to put the widget.
    fn allocate_space_impl(&mut self, desired_size: Vec2) -> Rect {
        let item_spacing = self.style().spacing.item_spacing;
        let outer_child_rect = self
            .layout
            .next_space(&self.region, desired_size, item_spacing);
        let inner_child_rect = self.layout.justify_or_align(outer_child_rect, desired_size);

        self.layout.advance_after_outer_rect(
            &mut self.region,
            outer_child_rect,
            inner_child_rect,
            item_spacing,
        );
        self.region.expand_to_include_rect(inner_child_rect);

        inner_child_rect
    }

    pub(crate) fn advance_cursor_after_rect(&mut self, rect: Rect) -> Id {
        let item_spacing = self.style().spacing.item_spacing;
        self.layout
            .advance_after_outer_rect(&mut self.region, rect, rect, item_spacing);
        self.region.expand_to_include_rect(rect);

        self.next_auto_id = self.next_auto_id.wrapping_add(1);
        Id::new(self.next_auto_id)
    }

    pub(crate) fn cursor(&self) -> Pos2 {
        self.region.cursor
    }

    /// Allocated the given space and then adds content to that space.
    /// If the contents overflow, more space will be allocated.
    /// When finished, the amount of space actually used (`min_rect`) will be allocated.
    /// So you can request a lot of space and then use less.
    pub fn allocate_ui<R>(
        &mut self,
        desired_size: Vec2,
        add_contents: impl FnOnce(&mut Self) -> R,
    ) -> (R, Response) {
        let item_spacing = self.style().spacing.item_spacing;
        let outer_child_rect = self
            .layout
            .next_space(&self.region, desired_size, item_spacing);
        let inner_child_rect = self.layout.justify_or_align(outer_child_rect, desired_size);

        let mut child_ui = self.child_ui(inner_child_rect, self.layout);
        let ret = add_contents(&mut child_ui);
        let final_child_rect = child_ui.region.min_rect;

        self.layout.advance_after_outer_rect(
            &mut self.region,
            outer_child_rect.union(final_child_rect),
            final_child_rect,
            item_spacing,
        );
        self.region.expand_to_include_rect(final_child_rect);

        let response = self.interact(final_child_rect, child_ui.id, Sense::hover());
        (ret, response)
    }

    /// Convenience function to get a region to paint on
    pub fn allocate_painter(&mut self, desired_size: Vec2, sense: Sense) -> (Response, Painter) {
        let response = self.allocate_response(desired_size, sense);
        let clip_rect = self.clip_rect().intersect(response.rect); // Make sure we don't paint out of bounds
        let painter = Painter::new(self.ctx().clone(), self.layer_id(), clip_rect);
        (response, painter)
    }

    /// Move the scroll to this cursor position with the specified alignment.
    ///
    /// ```
    /// # use egui::Align;
    /// # let mut ui = &mut egui::Ui::__test();
    /// egui::ScrollArea::auto_sized().show(ui, |ui| {
    ///     let scroll_bottom = ui.button("Scroll to bottom.").clicked;
    ///     for i in 0..1000 {
    ///         ui.label(format!("Item {}", i));
    ///     }
    ///
    ///     if scroll_bottom {
    ///         ui.scroll_to_cursor(Align::bottom());
    ///     }
    /// });
    /// ```
    pub fn scroll_to_cursor(&mut self, align: Align) {
        let scroll_y = self.region.cursor.y;

        self.ctx().frame_state().scroll_target = Some((scroll_y, align));
    }
}

/// # Adding widgets
impl Ui {
    /// Add a widget to this `Ui` at a location dependent on the current [`Layout`].
    ///
    /// The returned [`Response`] can be used to check for interactions,
    /// as well as adding tooltips using [`Response::on_hover_text`].
    ///
    /// ```
    /// # let mut ui = egui::Ui::__test();
    /// # let mut my_value = 42;
    /// let response = ui.add(egui::Slider::i32(&mut my_value, 0..=100));
    /// response.on_hover_text("Drag me!");
    /// ```
    pub fn add(&mut self, widget: impl Widget) -> Response {
        widget.ui(self)
    }

    /// Shortcut for `add(Label::new(text))`
    pub fn label(&mut self, label: impl Into<Label>) -> Response {
        self.add(label.into())
    }

    /// Shortcut for `add(Label::new(text).text_color(color))`
    pub fn colored_label(
        &mut self,
        color: impl Into<Color32>,
        label: impl Into<Label>,
    ) -> Response {
        self.add(label.into().text_color(color))
    }

    /// Shortcut for `add(Label::new(text).heading())`
    pub fn heading(&mut self, label: impl Into<Label>) -> Response {
        self.add(label.into().heading())
    }

    /// Shortcut for `add(Label::new(text).monospace())`
    pub fn monospace(&mut self, label: impl Into<Label>) -> Response {
        self.add(label.into().monospace())
    }

    /// Shortcut for `add(Label::new(text).small())`
    pub fn small(&mut self, label: impl Into<Label>) -> Response {
        self.add(label.into().small())
    }

    /// Shortcut for `add(Hyperlink::new(url))`
    pub fn hyperlink(&mut self, url: impl Into<String>) -> Response {
        self.add(Hyperlink::new(url))
    }

    #[deprecated = "Use `text_edit_singleline` or `text_edit_multiline`"]
    pub fn text_edit(&mut self, text: &mut String) -> Response {
        self.text_edit_multiline(text)
    }

    /// Now newlines (`\n`) allowed. Pressing enter key will result in the `TextEdit` loosing focus (`response.lost_kb_focus`).
    pub fn text_edit_singleline(&mut self, text: &mut String) -> Response {
        self.add(TextEdit::singleline(text))
    }

    /// A `TextEdit` for multiple lines. Pressing enter key will create a new line.
    pub fn text_edit_multiline(&mut self, text: &mut String) -> Response {
        self.add(TextEdit::multiline(text))
    }

    /// Usage: `if ui.button("Click me").clicked { ... }`
    ///
    /// Shortcut for `add(Button::new(text))`
    #[must_use = "You should check if the user clicked this with `if ui.button(...).clicked { ... } "]
    pub fn button(&mut self, text: impl Into<String>) -> Response {
        self.add(Button::new(text))
    }

    /// A button as small as normal body text.
    ///
    /// Usage: `if ui.small_button("Click me").clicked { ... }`
    ///
    /// Shortcut for `add(Button::new(text).small())`
    #[must_use = "You should check if the user clicked this with `if ui.small_button(...).clicked { ... } "]
    pub fn small_button(&mut self, text: impl Into<String>) -> Response {
        self.add(Button::new(text).small())
    }

    /// Show a checkbox.
    pub fn checkbox(&mut self, checked: &mut bool, text: impl Into<String>) -> Response {
        self.add(Checkbox::new(checked, text))
    }

    /// Show a radio button.
    /// Often you want to use `ui.radio_value` instead.
    pub fn radio(&mut self, selected: bool, text: impl Into<String>) -> Response {
        self.add(RadioButton::new(selected, text))
    }

    /// Show a radio button. It is selected if `*current_value == selected_value`.
    /// If clicked, `selected_value` is assigned to `*current_value`.
    ///
    /// Example: `ui.radio_value(&mut my_enum, Enum::Alternative, "Alternative")`.
    pub fn radio_value<Value: PartialEq>(
        &mut self,
        current_value: &mut Value,
        selected_value: Value,
        text: impl Into<String>,
    ) -> Response {
        let response = self.radio(*current_value == selected_value, text);
        if response.clicked {
            *current_value = selected_value;
        }
        response
    }

    /// Show a label which can be selected or not.
    pub fn selectable_label(&mut self, checked: bool, text: impl Into<String>) -> Response {
        self.add(SelectableLabel::new(checked, text))
    }

    /// Show selectable text. It is selected if `*current_value == selected_value`.
    /// If clicked, `selected_value` is assigned to `*current_value`.
    ///
    /// Example: `ui.selectable_value(&mut my_enum, Enum::Alternative, "Alternative")`.
    pub fn selectable_value<Value: PartialEq>(
        &mut self,
        current_value: &mut Value,
        selected_value: Value,
        text: impl Into<String>,
    ) -> Response {
        let response = self.selectable_label(*current_value == selected_value, text);
        if response.clicked {
            *current_value = selected_value;
        }
        response
    }

    /// Shortcut for `add(Separator::new())`
    pub fn separator(&mut self) -> Response {
        self.add(Separator::new())
    }

    /// Modify an angle. The given angle should be in radians, but is shown to the user in degrees.
    /// The angle is NOT wrapped, so the user may select, for instance 720° = 2𝞃 = 4π
    pub fn drag_angle(&mut self, radians: &mut f32) -> Response {
        #![allow(clippy::float_cmp)]

        let mut degrees = radians.to_degrees();
        let response = self.add(DragValue::f32(&mut degrees).speed(1.0).suffix("°"));

        // only touch `*radians` if we actually changed the degree value
        if degrees != radians.to_degrees() {
            *radians = degrees.to_radians();
        }

        response
    }

    /// Modify an angle. The given angle should be in radians,
    /// but is shown to the user in fractions of one Tau (i.e. fractions of one turn).
    /// The angle is NOT wrapped, so the user may select, for instance 2𝞃 (720°)
    pub fn drag_angle_tau(&mut self, radians: &mut f32) -> Response {
        #![allow(clippy::float_cmp)]

        use std::f32::consts::TAU;

        let mut taus = *radians / TAU;
        let response = self
            .add(DragValue::f32(&mut taus).speed(0.01).suffix("τ"))
            .on_hover_text("1τ = one turn, 0.5τ = half a turn, etc. 0.25τ = 90°");

        // only touch `*radians` if we actually changed the value
        if taus != *radians / TAU {
            *radians = taus * TAU;
        }

        response
    }

    /// Show an image here with the given size
    pub fn image(&mut self, texture_id: TextureId, desired_size: impl Into<Vec2>) -> Response {
        self.add(Image::new(texture_id, desired_size))
    }
}

/// # Colors
impl Ui {
    /// Shows a button with the given color.
    /// If the user clicks the button, a full color picker is shown.
    pub fn color_edit_button_srgba(&mut self, srgba: &mut Color32) -> Response {
        color_picker::color_edit_button_srgba(self, srgba, color_picker::Alpha::BlendOrAdditive)
    }

    /// Shows a button with the given color.
    /// If the user clicks the button, a full color picker is shown.
    pub fn color_edit_button_hsva(&mut self, hsva: &mut Hsva) -> Response {
        color_picker::color_edit_button_hsva(self, hsva, color_picker::Alpha::BlendOrAdditive)
    }

    /// Shows a button with the given color.
    /// If the user clicks the button, a full color picker is shown.
    /// The given color is in `sRGB` space.
    pub fn color_edit_button_srgb(&mut self, srgb: &mut [u8; 3]) -> Response {
        let mut hsva = Hsva::from_srgb(*srgb);
        let response =
            color_picker::color_edit_button_hsva(self, &mut hsva, color_picker::Alpha::Opaque);
        *srgb = hsva.to_srgb();
        response
    }

    /// Shows a button with the given color.
    /// If the user clicks the button, a full color picker is shown.
    /// The given color is in linear RGB space.
    pub fn color_edit_button_rgb(&mut self, rgb: &mut [f32; 3]) -> Response {
        let mut hsva = Hsva::from_rgb(*rgb);
        let response =
            color_picker::color_edit_button_hsva(self, &mut hsva, color_picker::Alpha::Opaque);
        *rgb = hsva.to_rgb();
        response
    }

    /// Shows a button with the given color.
    /// If the user clicks the button, a full color picker is shown.
    /// The given color is in `sRGBA` space with premultiplied alpha
    pub fn color_edit_button_srgba_premultiplied(&mut self, srgba: &mut [u8; 4]) -> Response {
        let mut color = Color32(*srgba);
        let response = self.color_edit_button_srgba(&mut color);
        *srgba = color.0;
        response
    }

    /// Shows a button with the given color.
    /// If the user clicks the button, a full color picker is shown.
    /// The given color is in `sRGBA` space without premultiplied alpha.
    /// If unsure, what "premultiplied alpha" is, then this is probably the function you want to use.
    pub fn color_edit_button_srgba_unmultiplied(&mut self, srgba: &mut [u8; 4]) -> Response {
        let mut hsva = Hsva::from_srgba_unmultiplied(*srgba);
        let response =
            color_picker::color_edit_button_hsva(self, &mut hsva, color_picker::Alpha::OnlyBlend);
        *srgba = hsva.to_srgba_unmultiplied();
        response
    }

    /// Shows a button with the given color.
    /// If the user clicks the button, a full color picker is shown.
    /// The given color is in linear RGBA space with premultiplied alpha
    pub fn color_edit_button_rgba_premultiplied(&mut self, rgba: &mut [f32; 4]) -> Response {
        let mut hsva = Hsva::from_rgba_premultiplied(*rgba);
        let response = color_picker::color_edit_button_hsva(
            self,
            &mut hsva,
            color_picker::Alpha::BlendOrAdditive,
        );
        *rgba = hsva.to_rgba_premultiplied();
        response
    }

    /// Shows a button with the given color.
    /// If the user clicks the button, a full color picker is shown.
    /// The given color is in linear RGBA space without premultiplied alpha.
    /// If unsure, what "premultiplied alpha" is, then this is probably the function you want to use.
    pub fn color_edit_button_rgba_unmultiplied(&mut self, rgba: &mut [f32; 4]) -> Response {
        let mut hsva = Hsva::from_rgba_unmultiplied(*rgba);
        let response =
            color_picker::color_edit_button_hsva(self, &mut hsva, color_picker::Alpha::OnlyBlend);
        *rgba = hsva.to_rgba_unmultiplied();
        response
    }
}

/// # Adding Containers / Sub-uis:
impl Ui {
    /// Create a child ui. You can use this to temporarily change the Style of a sub-region, for instance.
    pub fn wrap<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Response) {
        let child_rect = self.available_rect_before_wrap();
        let mut child_ui = self.child_ui(child_rect, self.layout);
        let ret = add_contents(&mut child_ui);
        let size = child_ui.min_size();
        let response = self.allocate_response(size, Sense::hover());
        (ret, response)
    }

    /// Redirect paint commands to another paint layer.
    pub fn with_layer_id<R>(
        &mut self,
        layer_id: LayerId,
        add_contents: impl FnOnce(&mut Self) -> R,
    ) -> (R, Response) {
        self.wrap(|ui| {
            ui.painter.set_layer_id(layer_id);
            add_contents(ui)
        })
    }

    #[deprecated = "Use `ui.allocate_ui` instead"]
    pub fn add_custom_contents(
        &mut self,
        desired_size: Vec2,
        add_contents: impl FnOnce(&mut Ui),
    ) -> Rect {
        self.allocate_ui(desired_size, add_contents).1.rect
    }

    /// A `CollapsingHeader` that starts out collapsed.
    pub fn collapsing<R>(
        &mut self,
        heading: impl Into<String>,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> CollapsingResponse<R> {
        CollapsingHeader::new(heading).show(self, add_contents)
    }

    /// 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, Response) {
        assert!(
            self.layout.is_vertical(),
            "You can only indent vertical layouts, found {:?}",
            self.layout
        );
        let indent = vec2(self.style().spacing.indent, 0.0);
        let child_rect =
            Rect::from_min_max(self.region.cursor + indent, self.max_rect().right_bottom()); // TODO: wrong for reversed layouts
        let mut child_ui = Self {
            id: self.id.with(id_source),
            ..self.child_ui(child_rect, self.layout)
        };
        let ret = add_contents(&mut child_ui);
        let size = child_ui.min_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.painter().round_pos_to_pixels(line_start);
        let line_end = pos2(line_start.x, line_start.y + size.y - 2.0);
        self.painter.line_segment(
            [line_start, line_end],
            self.style().visuals.widgets.noninteractive.bg_stroke,
        );

        let response = self.allocate_response(indent + size, Sense::hover());
        (ret, response)
    }

    #[deprecated]
    pub fn left_column(&mut self, width: f32) -> Self {
        #[allow(deprecated)]
        self.column(Align::Min, width)
    }

    #[deprecated]
    pub fn centered_column(&mut self, width: f32) -> Self {
        #[allow(deprecated)]
        self.column(Align::Center, width)
    }

    #[deprecated]
    pub fn right_column(&mut self, width: f32) -> Self {
        #[allow(deprecated)]
        self.column(Align::Max, width)
    }

    /// A column ui with a given width.
    #[deprecated]
    pub fn column(&mut self, column_position: Align, width: f32) -> Self {
        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.region.cursor + vec2(x, 0.0),
                vec2(width, self.available_size_before_wrap().y),
            ),
            self.layout,
        )
    }

    /// Start a ui with horizontal layout.
    /// After you have called this, the function registers the contents as any other widget.
    ///
    /// Elements will be centered on the Y axis, i.e.
    /// adjusted up and down to lie in the center of the horizontal layout.
    /// The initial height is `style.spacing.interact_size.y`.
    /// Centering is almost always what you want if you are
    /// planning to to mix widgets or use different types of text.
    ///
    /// The returned `Response` will only have checked for mouse hover
    /// but can be used for tooltips (`on_hover_text`).
    /// It also contains the `Rect` used by the horizontal layout.
    pub fn horizontal<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Response) {
        self.horizontal_with_main_wrap(false, add_contents)
    }

    /// Like `horizontal`, but will set up the spacing to match that of a normal label.
    ///
    /// In particular, the space between widgets is the same width as the space character.
    ///
    /// You can still add any widgets to the layout (not only Labels).
    pub fn horizontal_for_text<R>(
        &mut self,
        text_style: TextStyle,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> (R, Response) {
        self.wrap(|ui| {
            let font = &ui.fonts()[text_style];
            let row_height = font.row_height();
            let space_width = font.glyph_width(' ');
            let style = ui.style_mut();
            style.spacing.interact_size.y = row_height;
            style.spacing.item_spacing.x = space_width;
            style.spacing.item_spacing.y = 0.0;
            ui.horizontal(add_contents).0
        })
    }

    /// Start a ui with horizontal layout that wraps to a new row
    /// when it reaches the right edge of the `max_size`.
    /// After you have called this, the function registers the contents as any other widget.
    ///
    /// Elements will be centered on the Y axis, i.e.
    /// adjusted up and down to lie in the center of the horizontal layout.
    /// The initial height is `style.spacing.interact_size.y`.
    /// Centering is almost always what you want if you are
    /// planning to to mix widgets or use different types of text.
    ///
    /// The returned `Response` will only have checked for mouse hover
    /// but can be used for tooltips (`on_hover_text`).
    /// It also contains the `Rect` used by the horizontal layout.
    pub fn horizontal_wrapped<R>(
        &mut self,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> (R, Response) {
        self.horizontal_with_main_wrap(true, add_contents)
    }

    /// Like `horizontal_wrapped`, but will set up the spacing and
    /// line size to match that of a normal label.
    ///
    /// In particular, the space between widgets is the same width as the space character
    /// and the line spacing is the same as that for text.
    ///
    /// You can still add any widgets to the layout (not only Labels).
    pub fn horizontal_wrapped_for_text<R>(
        &mut self,
        text_style: TextStyle,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> (R, Response) {
        self.wrap(|ui| {
            let font = &ui.fonts()[text_style];
            let row_height = font.row_height();
            let space_width = font.glyph_width(' ');
            let style = ui.style_mut();
            style.spacing.interact_size.y = row_height;
            style.spacing.item_spacing.x = space_width;
            style.spacing.item_spacing.y = 0.0;
            ui.horizontal_wrapped(add_contents).0
        })
    }

    fn horizontal_with_main_wrap<R>(
        &mut self,
        main_wrap: bool,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> (R, Response) {
        let initial_size = vec2(
            self.available_size_before_wrap_finite().x,
            self.style().spacing.interact_size.y, // Assume there will be something interactive on the horizontal layout
        );

        let layout = if self.layout.prefer_right_to_left() {
            Layout::right_to_left()
        } else {
            Layout::left_to_right()
        }
        .with_main_wrap(main_wrap);

        self.allocate_ui(initial_size, |ui| ui.with_layout(layout, add_contents).0)
    }

    /// Start a ui with vertical layout.
    /// Widgets will be left-justified.
    pub fn vertical<R>(&mut self, add_contents: impl FnOnce(&mut Ui) -> R) -> (R, Response) {
        self.with_layout(Layout::top_down(Align::Min), add_contents)
    }

    /// Start a ui with vertical layout.
    /// Widgets will be centered.
    pub fn vertical_centered<R>(
        &mut self,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> (R, Response) {
        self.with_layout(Layout::top_down(Align::Center), add_contents)
    }
    /// Start a ui with vertical layout.
    /// Widgets will be centered and justified (fill full width).
    pub fn vertical_centered_justified<R>(
        &mut self,
        add_contents: impl FnOnce(&mut Ui) -> R,
    ) -> (R, Response) {
        self.with_layout(
            Layout::top_down(Align::Center).with_cross_justify(true),
            add_contents,
        )
    }

    pub fn with_layout<R>(
        &mut self,
        layout: Layout,
        add_contents: impl FnOnce(&mut Self) -> R,
    ) -> (R, Response) {
        let mut child_ui = self.child_ui(self.available_rect_before_wrap(), layout);
        let ret = add_contents(&mut child_ui);
        let rect = child_ui.min_rect();
        let item_spacing = self.style().spacing.item_spacing;
        self.layout
            .advance_after_outer_rect(&mut self.region, rect, rect, item_spacing);
        self.region.expand_to_include_rect(rect);
        (ret, self.interact(rect, child_ui.id, Sense::hover()))
    }

    /// Temporarily split split an Ui into several columns.
    ///
    /// ```
    /// # let mut ui = egui::Ui::__test();
    /// ui.columns(2, |columns| {
    ///     columns[0].label("First column");
    ///     columns[1].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().spacing.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 top_left = self.region.cursor;

        let mut columns: Vec<Self> = (0..num_columns)
            .map(|col_idx| {
                let pos = top_left + vec2((col_idx as f32) * (column_width + spacing), 0.0);
                let child_rect = Rect::from_min_max(
                    pos,
                    pos2(pos.x + column_width, self.max_rect().right_bottom().y),
                );
                let mut column_ui =
                    self.child_ui(child_rect, Layout::top_down_justified(Align::left()));
                column_ui.set_width(column_width);
                column_ui
            })
            .collect();

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

        let mut max_column_width = column_width;
        let mut max_height = 0.0;
        for column in &columns {
            max_column_width = max_column_width.max(column.min_rect().width());
            max_height = column.min_size().y.max(max_height);
        }

        // Make sure we fit everything next frame:
        let total_required_width = total_spacing + max_column_width * (num_columns as f32);

        let size = vec2(self.available_width().max(total_required_width), max_height);
        self.advance_cursor_after_rect(Rect::from_min_size(top_left, size));
        result
    }
}

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

/// ## Debug stuff
impl Ui {
    /// Shows where the next widget is going to be placed
    pub fn debug_paint_cursor(&self) {
        self.layout.debug_paint_cursor(&self.region, &self.painter);
    }
}