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//! [`Menu`] and [`MenuItem`] widgets are used to create menu chains like standard `File`, `Edit`, etc. menus. See doc
//! of respective widget for more info and usage examples.
#![warn(missing_docs)]
use crate::{
border::BorderBuilder,
brush::Brush,
core::{
algebra::Vector2, color::Color, parking_lot::Mutex, pool::Handle, reflect::prelude::*,
type_traits::prelude::*, uuid_provider, visitor::prelude::*,
},
decorator::{DecoratorBuilder, DecoratorMessage},
define_constructor,
grid::{Column, GridBuilder, Row},
message::{ButtonState, MessageDirection, OsEvent, UiMessage},
popup::{Placement, Popup, PopupBuilder, PopupMessage},
stack_panel::StackPanelBuilder,
text::TextBuilder,
utils::{make_arrow_primitives, ArrowDirection},
vector_image::VectorImageBuilder,
widget::{Widget, WidgetBuilder, WidgetMessage},
BuildContext, Control, HorizontalAlignment, NodeHandleMapping, Orientation, RestrictionEntry,
Thickness, UiNode, UserInterface, VerticalAlignment, BRUSH_BRIGHT, BRUSH_BRIGHT_BLUE,
BRUSH_PRIMARY,
};
use std::{
ops::{Deref, DerefMut},
sync::mpsc::Sender,
sync::Arc,
};
/// A set of messages that can be used to manipulate a [`Menu`] widget at runtime.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum MenuMessage {
/// Activates the menu so it captures mouse input by itself and allows you to open menu item by a simple mouse
/// hover.
Activate,
/// Deactivates the menu.
Deactivate,
}
impl MenuMessage {
define_constructor!(
/// Creates [`MenuMessage::Activate`] message.
MenuMessage:Activate => fn activate(), layout: false
);
define_constructor!(
/// Creates [`MenuMessage::Deactivate`] message.
MenuMessage:Deactivate => fn deactivate(), layout: false
);
}
/// A set of messages that can be used to manipulate a [`MenuItem`] widget at runtime.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum MenuItemMessage {
/// Opens the menu item's popup with inner items.
Open,
/// Closes the menu item's popup with inner items.
Close,
/// The message is generated by a menu item when it is clicked.
Click,
/// Adds a new item to the menu item.
AddItem(Handle<UiNode>),
/// Removes an item from the menu item.
RemoveItem(Handle<UiNode>),
/// Sets the new items of the menu item.
Items(Vec<Handle<UiNode>>),
}
impl MenuItemMessage {
define_constructor!(
/// Creates [`MenuItemMessage::Open`] message.
MenuItemMessage:Open => fn open(), layout: false
);
define_constructor!(
/// Creates [`MenuItemMessage::Close`] message.
MenuItemMessage:Close => fn close(), layout: false
);
define_constructor!(
/// Creates [`MenuItemMessage::Click`] message.
MenuItemMessage:Click => fn click(), layout: false
);
define_constructor!(
/// Creates [`MenuItemMessage::AddItem`] message.
MenuItemMessage:AddItem => fn add_item(Handle<UiNode>), layout: false
);
define_constructor!(
/// Creates [`MenuItemMessage::RemoveItem`] message.
MenuItemMessage:RemoveItem => fn remove_item(Handle<UiNode>), layout: false
);
define_constructor!(
/// Creates [`MenuItemMessage::Items`] message.
MenuItemMessage:Items => fn items(Vec<Handle<UiNode>>), layout: false
);
}
/// Menu widget is a root widget of an arbitrary menu hierarchy. An example could be "standard" menu strip with `File`, `Edit`, `View`, etc.
/// items. Menu widget can contain any number of children item (`File`, `Edit` in the previous example). These items should be [`MenuItem`]
/// widgets, however you can use any widget type (for example - to create some sort of a separator).
///
/// ## Examples
///
/// The next example creates a menu with the following structure:
///
/// ```text
/// | File | Edit |
/// |--Save |--Undo
/// |--Load |--Redo
/// ```
///
/// ```rust
/// # use fyrox_ui::{
/// # core::pool::Handle,
/// # menu::{MenuBuilder, MenuItemBuilder, MenuItemContent},
/// # widget::WidgetBuilder,
/// # BuildContext, UiNode,
/// # };
/// #
/// fn create_menu(ctx: &mut BuildContext) -> Handle<UiNode> {
/// MenuBuilder::new(WidgetBuilder::new())
/// .with_items(vec![
/// MenuItemBuilder::new(WidgetBuilder::new())
/// .with_content(MenuItemContent::text_no_arrow("File"))
/// .with_items(vec![
/// MenuItemBuilder::new(WidgetBuilder::new())
/// .with_content(MenuItemContent::text_no_arrow("Save"))
/// .build(ctx),
/// MenuItemBuilder::new(WidgetBuilder::new())
/// .with_content(MenuItemContent::text_no_arrow("Load"))
/// .build(ctx),
/// ])
/// .build(ctx),
/// MenuItemBuilder::new(WidgetBuilder::new())
/// .with_content(MenuItemContent::text_no_arrow("Edit"))
/// .with_items(vec![
/// MenuItemBuilder::new(WidgetBuilder::new())
/// .with_content(MenuItemContent::text_no_arrow("Undo"))
/// .build(ctx),
/// MenuItemBuilder::new(WidgetBuilder::new())
/// .with_content(MenuItemContent::text_no_arrow("Redo"))
/// .build(ctx),
/// ])
/// .build(ctx),
/// ])
/// .build(ctx)
/// }
/// ```
#[derive(Default, Clone, Visit, Reflect, Debug, ComponentProvider)]
pub struct Menu {
widget: Widget,
active: bool,
}
crate::define_widget_deref!(Menu);
uuid_provider!(Menu = "582a04f3-a7fd-4e70-bbd1-eb95e2275b75");
impl Control for Menu {
fn handle_routed_message(&mut self, ui: &mut UserInterface, message: &mut UiMessage) {
self.widget.handle_routed_message(ui, message);
if let Some(msg) = message.data::<MenuMessage>() {
match msg {
MenuMessage::Activate => {
if !self.active {
ui.push_picking_restriction(RestrictionEntry {
handle: self.handle(),
stop: false,
});
self.active = true;
}
}
MenuMessage::Deactivate => {
if self.active {
self.active = false;
ui.remove_picking_restriction(self.handle());
// Close descendant menu items.
let mut stack = self.children().to_vec();
while let Some(handle) = stack.pop() {
let node = ui.node(handle);
if let Some(item) = node.cast::<MenuItem>() {
ui.send_message(MenuItemMessage::close(
handle,
MessageDirection::ToWidget,
));
// We have to search in popup content too because menu shows its content
// in popup and content could be another menu item.
stack.push(item.popup);
}
// Continue depth search.
stack.extend_from_slice(node.children());
}
}
}
}
}
}
fn handle_os_event(
&mut self,
_self_handle: Handle<UiNode>,
ui: &mut UserInterface,
event: &OsEvent,
) {
// Handle menu items close by clicking outside of menu item. We using
// raw event here because we need to know the fact that mouse was clicked
// and we do not care which element was clicked so we'll get here in any
// case.
if let OsEvent::MouseInput { state, .. } = event {
if *state == ButtonState::Pressed && self.active {
// TODO: Make picking more accurate - right now it works only with rects.
let pos = ui.cursor_position();
if !self.widget.screen_bounds().contains(pos) {
// Also check if we clicked inside some descendant menu item - in this
// case we don't need to close menu.
let mut any_picked = false;
let mut stack = self.children().to_vec();
'depth_search: while let Some(handle) = stack.pop() {
let node = ui.node(handle);
if let Some(item) = node.cast::<MenuItem>() {
let popup = ui.node(item.popup);
if popup.screen_bounds().contains(pos) && popup.is_globally_visible() {
// Once we found that we clicked inside some descendant menu item
// we can immediately stop search - we don't want to close menu
// items popups in this case and can safely skip all stuff below.
any_picked = true;
break 'depth_search;
}
// We have to search in popup content too because menu shows its content
// in popup and content could be another menu item.
stack.push(item.popup);
}
// Continue depth search.
stack.extend_from_slice(node.children());
}
if !any_picked {
ui.send_message(MenuMessage::deactivate(
self.handle(),
MessageDirection::ToWidget,
));
}
}
}
}
}
}
/// A set of possible placements of a popup with items of a menu item.
#[derive(Copy, Clone, PartialOrd, PartialEq, Eq, Hash, Visit, Reflect, Default, Debug)]
pub enum MenuItemPlacement {
/// Bottom placement.
Bottom,
/// Right placement.
#[default]
Right,
}
/// Menu item is a widget with arbitrary content, that has a "floating" panel (popup) for sub-items if the menu item. This was menu items can form
/// arbitrary hierarchies. See [`Menu`] docs for examples.
#[derive(Default, Clone, Debug, Visit, Reflect, ComponentProvider)]
pub struct MenuItem {
/// Base widget of the menu item.
pub widget: Widget,
/// Current items of the menu item
pub items: Vec<Handle<UiNode>>,
/// A handle of a popup that holds the items of the menu item.
pub popup: Handle<UiNode>,
/// A handle of a panel widget that arranges items of the menu item.
pub panel: Handle<UiNode>,
/// Current placement of the menu item.
pub placement: MenuItemPlacement,
/// A flag, that defines whether the menu item is clickable when it has sub-items or not.
pub clickable_when_not_empty: bool,
/// A handle to the decorator of the item.
pub decorator: Handle<UiNode>,
}
crate::define_widget_deref!(MenuItem);
// MenuItem uses popup to show its content, popup can be top-most only if it is
// direct child of root canvas of UI. This fact adds some complications to search
// of parent menu - we can't just traverse the tree because popup is not a child
// of menu item, instead we trying to fetch handle to parent menu item from popup's
// user data and continue up-search until we find menu.
fn find_menu(from: Handle<UiNode>, ui: &UserInterface) -> Handle<UiNode> {
let mut handle = from;
while handle.is_some() {
if let Some((_, popup)) = ui.try_borrow_by_type_up::<Popup>(handle) {
// Continue search from parent menu item of popup.
handle = popup
.user_data_cloned::<Handle<UiNode>>()
.unwrap_or_default();
} else {
// Maybe we have Menu as parent for MenuItem.
return ui.find_by_criteria_up(handle, |n| n.cast::<Menu>().is_some());
}
}
Default::default()
}
fn is_any_menu_item_contains_point(ui: &UserInterface, pt: Vector2<f32>) -> bool {
for (handle, menu) in ui
.nodes()
.pair_iter()
.filter_map(|(h, n)| n.query_component::<MenuItem>().map(|menu| (h, menu)))
{
if ui.try_borrow_by_type_up::<Menu>(handle).is_none()
&& menu.is_globally_visible()
&& menu.screen_bounds().contains(pt)
{
return true;
}
}
false
}
fn close_menu_chain(from: Handle<UiNode>, ui: &UserInterface) {
let mut handle = from;
while handle.is_some() {
let popup_handle = ui.find_by_criteria_up(handle, |n| n.has_component::<Popup>());
if let Some(popup) = ui.node(popup_handle).query_component::<Popup>() {
ui.send_message(PopupMessage::close(
popup_handle,
MessageDirection::ToWidget,
));
// Continue search from parent menu item of popup.
handle = popup
.user_data_cloned::<Handle<UiNode>>()
.unwrap_or_default();
} else {
// Prevent infinite loops.
break;
}
}
}
uuid_provider!(MenuItem = "72e002c6-6060-4583-b5b7-0c5500244fef");
impl Control for MenuItem {
fn on_remove(&self, sender: &Sender<UiMessage>) {
// Popup won't be deleted with the menu item, because it is not the child of the item.
// So we have to remove it manually.
sender
.send(WidgetMessage::remove(
self.popup,
MessageDirection::ToWidget,
))
.unwrap();
}
fn resolve(&mut self, node_map: &NodeHandleMapping) {
node_map.resolve_slice(&mut self.items);
node_map.resolve(&mut self.popup);
}
fn handle_routed_message(&mut self, ui: &mut UserInterface, message: &mut UiMessage) {
self.widget.handle_routed_message(ui, message);
if let Some(msg) = message.data::<WidgetMessage>() {
match msg {
WidgetMessage::MouseDown { .. } => {
let menu = find_menu(self.parent(), ui);
if menu.is_some() {
// Activate menu so it user will be able to open submenus by
// mouse hover.
ui.send_message(MenuMessage::activate(menu, MessageDirection::ToWidget));
ui.send_message(MenuItemMessage::open(
self.handle(),
MessageDirection::ToWidget,
));
}
}
WidgetMessage::MouseUp { .. } => {
if !message.handled() {
if self.items.is_empty() || self.clickable_when_not_empty {
ui.send_message(MenuItemMessage::click(
self.handle(),
MessageDirection::ToWidget,
));
}
if self.items.is_empty() {
let menu = find_menu(self.parent(), ui);
if menu.is_some() {
// Deactivate menu if we have one.
ui.send_message(MenuMessage::deactivate(
menu,
MessageDirection::ToWidget,
));
} else {
// Or close menu chain if menu item is in "orphaned" state.
close_menu_chain(self.parent(), ui);
}
}
message.set_handled(true);
}
}
WidgetMessage::MouseEnter => {
// While parent menu active it is possible to open submenus
// by simple mouse hover.
let menu = find_menu(self.parent(), ui);
let open = if menu.is_some() {
if let Some(menu) = ui.node(menu).cast::<Menu>() {
menu.active
} else {
false
}
} else {
true
};
if open {
ui.send_message(MenuItemMessage::open(
self.handle(),
MessageDirection::ToWidget,
));
}
}
_ => {}
}
} else if let Some(msg) = message.data::<MenuItemMessage>() {
if message.destination() == self.handle
&& message.direction() == MessageDirection::ToWidget
{
match msg {
MenuItemMessage::Open => {
if !self.items.is_empty() {
let placement = match self.placement {
MenuItemPlacement::Bottom => Placement::LeftBottom(self.handle),
MenuItemPlacement::Right => Placement::RightTop(self.handle),
};
// Open popup.
ui.send_message(PopupMessage::placement(
self.popup,
MessageDirection::ToWidget,
placement,
));
ui.send_message(PopupMessage::open(
self.popup,
MessageDirection::ToWidget,
));
ui.send_message(DecoratorMessage::select(
self.decorator,
MessageDirection::ToWidget,
true,
));
}
}
MenuItemMessage::Close => {
ui.send_message(PopupMessage::close(
self.popup,
MessageDirection::ToWidget,
));
ui.send_message(DecoratorMessage::select(
self.decorator,
MessageDirection::ToWidget,
false,
));
}
MenuItemMessage::Click => {}
MenuItemMessage::AddItem(item) => {
ui.send_message(WidgetMessage::link(
*item,
MessageDirection::ToWidget,
self.panel,
));
self.items.push(*item);
}
MenuItemMessage::RemoveItem(item) => {
if let Some(position) = self.items.iter().position(|i| *i == *item) {
self.items.remove(position);
ui.send_message(WidgetMessage::remove(
*item,
MessageDirection::ToWidget,
));
}
}
MenuItemMessage::Items(items) => {
for ¤t_item in self.items.iter() {
ui.send_message(WidgetMessage::remove(
current_item,
MessageDirection::ToWidget,
));
}
for &item in items {
ui.send_message(WidgetMessage::link(
item,
MessageDirection::ToWidget,
self.panel,
));
}
self.items = items.clone();
}
}
}
}
}
fn preview_message(&self, ui: &UserInterface, message: &mut UiMessage) {
// We need to check if some new menu item opened and then close other not in
// direct chain of menu items until to menu.
if message.destination() != self.handle() {
if let Some(MenuItemMessage::Open) = message.data::<MenuItemMessage>() {
let mut found = false;
let mut handle = message.destination();
while handle.is_some() {
if handle == self.handle() {
found = true;
break;
} else {
let node = ui.node(handle);
if let Some(popup) = node.cast::<Popup>() {
// Once we found popup in chain, we must extract handle
// of parent menu item to continue search.
handle = popup
.user_data_cloned::<Handle<UiNode>>()
.unwrap_or_default();
} else {
handle = node.parent();
}
}
}
if !found {
ui.send_message(MenuItemMessage::close(
self.handle(),
MessageDirection::ToWidget,
));
}
}
}
}
fn handle_os_event(
&mut self,
_self_handle: Handle<UiNode>,
ui: &mut UserInterface,
event: &OsEvent,
) {
// Allow closing "orphaned" menus by clicking outside of them.
if let OsEvent::MouseInput { state, .. } = event {
if *state == ButtonState::Pressed {
if let Some(popup) = ui.node(self.popup).query_component::<Popup>() {
if popup.is_open {
// Ensure that cursor is outside of any menus.
if !is_any_menu_item_contains_point(ui, ui.cursor_position())
&& find_menu(self.parent(), ui).is_none()
{
ui.send_message(PopupMessage::close(
self.popup,
MessageDirection::ToWidget,
));
// Close all other popups.
close_menu_chain(self.parent(), ui);
}
}
}
}
}
}
}
/// Menu builder creates [`Menu`] widgets and adds them to the user interface.
pub struct MenuBuilder {
widget_builder: WidgetBuilder,
items: Vec<Handle<UiNode>>,
}
impl MenuBuilder {
/// Creates new builder instance.
pub fn new(widget_builder: WidgetBuilder) -> Self {
Self {
widget_builder,
items: Default::default(),
}
}
/// Sets the desired items of the menu.
pub fn with_items(mut self, items: Vec<Handle<UiNode>>) -> Self {
self.items = items;
self
}
/// Finishes menu building and adds them to the user interface.
pub fn build(self, ctx: &mut BuildContext) -> Handle<UiNode> {
for &item in self.items.iter() {
if let Some(item) = ctx[item].cast_mut::<MenuItem>() {
item.placement = MenuItemPlacement::Bottom;
}
}
let back = BorderBuilder::new(
WidgetBuilder::new()
.with_background(BRUSH_PRIMARY)
.with_child(
StackPanelBuilder::new(
WidgetBuilder::new().with_children(self.items.iter().cloned()),
)
.with_orientation(Orientation::Horizontal)
.build(ctx),
),
)
.build(ctx);
let menu = Menu {
widget: self
.widget_builder
.with_handle_os_events(true)
.with_child(back)
.build(),
active: false,
};
ctx.add_node(UiNode::new(menu))
}
}
/// Allows you to set a content of a menu item either from a pre-built "layout" with icon/text/shortcut/arrow or a custom
/// widget.
pub enum MenuItemContent<'a, 'b> {
/// Quick-n-dirty way of building elements. It can cover most of use cases - it builds classic menu item:
///
/// ```text
/// _________________________
/// | | | | |
/// |icon| text |shortcut| > |
/// |____|______|________|___|
/// ```
Text {
/// Text of the menu item.
text: &'a str,
/// Shortcut of the menu item.
shortcut: &'b str,
/// Icon of the menu item. Usually it is a [`crate::image::Image`] or [`crate::vector_image::VectorImage`] widget instance.
icon: Handle<UiNode>,
/// Create an arrow or not.
arrow: bool,
},
/// Allows to put any node into menu item. It allows to customize menu item how needed - i.e. put image in it, or other user
/// control.
Node(Handle<UiNode>),
}
impl<'a, 'b> MenuItemContent<'a, 'b> {
/// Creates a menu item content with a text, a shortcut and an arrow (with no icon).
pub fn text_with_shortcut(text: &'a str, shortcut: &'b str) -> Self {
MenuItemContent::Text {
text,
shortcut,
icon: Default::default(),
arrow: true,
}
}
/// Creates a menu item content with a text and an arrow (with no icon or shortcut).
pub fn text(text: &'a str) -> Self {
MenuItemContent::Text {
text,
shortcut: "",
icon: Default::default(),
arrow: true,
}
}
/// Creates a menu item content with a text only (with no icon, shortcut, arrow).
pub fn text_no_arrow(text: &'a str) -> Self {
MenuItemContent::Text {
text,
shortcut: "",
icon: Default::default(),
arrow: false,
}
}
}
/// Menu builder creates [`MenuItem`] widgets and adds them to the user interface.
pub struct MenuItemBuilder<'a, 'b> {
widget_builder: WidgetBuilder,
items: Vec<Handle<UiNode>>,
content: Option<MenuItemContent<'a, 'b>>,
back: Option<Handle<UiNode>>,
clickable_when_not_empty: bool,
}
impl<'a, 'b> MenuItemBuilder<'a, 'b> {
/// Creates new menu item builder instance.
pub fn new(widget_builder: WidgetBuilder) -> Self {
Self {
widget_builder,
items: Default::default(),
content: None,
back: None,
clickable_when_not_empty: false,
}
}
/// Sets the desired content of the menu item. In most cases [`MenuItemContent::text_no_arrow`] is enough here.
pub fn with_content(mut self, content: MenuItemContent<'a, 'b>) -> Self {
self.content = Some(content);
self
}
/// Sets the desired items of the menu.
pub fn with_items(mut self, items: Vec<Handle<UiNode>>) -> Self {
self.items = items;
self
}
/// Allows you to specify the background content. Background node is only for decoration purpose, it can be any kind of node,
/// by default it is Decorator.
pub fn with_back(mut self, handle: Handle<UiNode>) -> Self {
self.back = Some(handle);
self
}
/// Sets whether the menu item is clickable when it has sub-items or not.
pub fn with_clickable_when_not_empty(mut self, value: bool) -> Self {
self.clickable_when_not_empty = value;
self
}
/// Finishes menu item building and adds it to the user interface.
pub fn build(self, ctx: &mut BuildContext) -> Handle<UiNode> {
let content = match self.content {
None => Handle::NONE,
Some(MenuItemContent::Text {
text,
shortcut,
icon,
arrow,
}) => GridBuilder::new(
WidgetBuilder::new()
.with_child(icon)
.with_child(
TextBuilder::new(
WidgetBuilder::new()
.with_vertical_alignment(VerticalAlignment::Center)
.with_margin(Thickness::left(2.0))
.on_column(1),
)
.with_text(text)
.build(ctx),
)
.with_child(
TextBuilder::new(
WidgetBuilder::new()
.with_vertical_alignment(VerticalAlignment::Center)
.with_horizontal_alignment(HorizontalAlignment::Right)
.with_margin(Thickness::uniform(1.0))
.on_column(2),
)
.with_text(shortcut)
.build(ctx),
)
.with_child(if arrow {
VectorImageBuilder::new(
WidgetBuilder::new()
.with_visibility(!self.items.is_empty())
.on_column(3)
.with_foreground(BRUSH_BRIGHT)
.with_horizontal_alignment(HorizontalAlignment::Center)
.with_vertical_alignment(VerticalAlignment::Center),
)
.with_primitives(make_arrow_primitives(ArrowDirection::Right, 8.0))
.build(ctx)
} else {
Handle::NONE
}),
)
.add_row(Row::auto())
.add_column(Column::auto())
.add_column(Column::stretch())
.add_column(Column::auto())
.add_column(Column::strict(10.0))
.build(ctx),
Some(MenuItemContent::Node(node)) => node,
};
let decorator = self.back.unwrap_or_else(|| {
DecoratorBuilder::new(
BorderBuilder::new(WidgetBuilder::new())
.with_stroke_thickness(Thickness::uniform(0.0)),
)
.with_hover_brush(BRUSH_BRIGHT_BLUE)
.with_selected_brush(BRUSH_BRIGHT_BLUE)
.with_normal_brush(BRUSH_PRIMARY)
.with_pressed_brush(Brush::Solid(Color::TRANSPARENT))
.with_pressable(false)
.build(ctx)
});
ctx.link(content, decorator);
let panel;
let popup = PopupBuilder::new(WidgetBuilder::new().with_min_size(Vector2::new(10.0, 10.0)))
.with_content({
panel = StackPanelBuilder::new(
WidgetBuilder::new().with_children(self.items.iter().cloned()),
)
.build(ctx);
panel
})
// We'll manually control if popup is either open or closed.
.stays_open(true)
.build(ctx);
let menu = MenuItem {
widget: self
.widget_builder
.with_handle_os_events(true)
.with_preview_messages(true)
.with_child(decorator)
.build(),
popup,
items: self.items,
placement: MenuItemPlacement::Right,
panel,
clickable_when_not_empty: false,
decorator,
};
let handle = ctx.add_node(UiNode::new(menu));
// "Link" popup with its parent menu item.
if let Some(popup) = ctx[popup].cast_mut::<Popup>() {
popup.user_data = Some(Arc::new(Mutex::new(handle)));
}
handle
}
}