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use std::ptr;
use crate::sys;
use crate::window::WindowFlags;
use crate::Ui;
/// Create a modal pop-up.
///
/// # Example
/// ```rust,no_run
/// # use imgui::*;
/// # let mut imgui = Context::create();
/// # let ui = imgui.frame();
/// if ui.button("Show modal") {
/// ui.open_popup("modal");
/// }
/// if let Some(_token) = ui.begin_modal_popup("modal") {
/// ui.text("Content of my modal");
/// if ui.button("OK") {
/// ui.close_current_popup();
/// }
/// };
/// ```
#[must_use]
pub struct PopupModal<'ui, 'p, Label> {
ui: &'ui Ui,
label: Label,
opened: Option<&'p mut bool>,
flags: WindowFlags,
}
impl<'ui, 'p, Label: AsRef<str>> PopupModal<'ui, 'p, Label> {
#[deprecated(since = "0.9.0", note = "Use `ui.modal_popup_config(...)` instead")]
pub fn new(ui: &'ui Ui, label: Label) -> Self {
PopupModal {
ui,
label,
opened: None,
flags: WindowFlags::empty(),
}
}
/// Pass a mutable boolean which will be updated to refer to the current
/// "open" state of the modal.
pub fn opened(mut self, opened: &'p mut bool) -> Self {
self.opened = Some(opened);
self
}
pub fn flags(mut self, flags: WindowFlags) -> Self {
self.flags = flags;
self
}
pub fn title_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_TITLE_BAR, !value);
self
}
pub fn resizable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_RESIZE, !value);
self
}
pub fn movable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_MOVE, !value);
self
}
pub fn scroll_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SCROLLBAR, !value);
self
}
pub fn scrollable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SCROLL_WITH_MOUSE, !value);
self
}
pub fn collapsible(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_COLLAPSE, !value);
self
}
pub fn always_auto_resize(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::ALWAYS_AUTO_RESIZE, value);
self
}
pub fn save_settings(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SAVED_SETTINGS, !value);
self
}
pub fn inputs(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_INPUTS, !value);
self
}
pub fn menu_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::MENU_BAR, value);
self
}
pub fn horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::HORIZONTAL_SCROLLBAR, value);
self
}
pub fn no_focus_on_appearing(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_FOCUS_ON_APPEARING, value);
self
}
pub fn no_bring_to_front_on_focus(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::NO_BRING_TO_FRONT_ON_FOCUS, value);
self
}
pub fn always_vertical_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_VERTICAL_SCROLLBAR, value);
self
}
pub fn always_horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_HORIZONTAL_SCROLLBAR, value);
self
}
pub fn always_use_window_padding(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_USE_WINDOW_PADDING, value);
self
}
/// Consume and draw the PopupModal.
/// Returns the result of the closure, if it is called.
#[doc(alias = "BeginPopupModal")]
pub fn build<T, F: FnOnce() -> T>(self, f: F) -> Option<T> {
self.begin_popup().map(|_popup| f())
}
/// Consume and draw the PopupModal.
/// Construct a popup that can have any kind of content.
///
/// This should be called *per frame*, whereas [`Ui::open_popup`]
/// should be called *once* when you want to actual create the popup.
#[doc(alias = "BeginPopupModal")]
pub fn begin_popup(self) -> Option<PopupToken<'ui>> {
let render = unsafe {
sys::igBeginPopupModal(
self.ui.scratch_txt(self.label),
self.opened
.map(|x| x as *mut bool)
.unwrap_or(ptr::null_mut()),
self.flags.bits() as i32,
)
};
if render {
Some(PopupToken::new(self.ui))
} else {
None
}
}
}
// Widgets: Popups
impl Ui {
/// Instructs ImGui that a popup is open.
///
/// You should **call this function once** while calling any of the following per-frame:
///
/// - [`begin_popup`](Self::begin_popup)
/// - [`popup`](Self::popup)
/// - [`modal_popup`](Self::modal_popup)
/// - [`modal_popup_config`](Self::modal_popup_config)
///
/// The confusing aspect to popups is that ImGui holds control over the popup itself.
#[doc(alias = "OpenPopup")]
pub fn open_popup(&self, str_id: impl AsRef<str>) {
unsafe { sys::igOpenPopup_Str(self.scratch_txt(str_id), 0) };
}
/// Construct a popup that can have any kind of content.
///
/// This should be called *per frame*, whereas [`open_popup`](Self::open_popup) should be called *once*
/// to signal that this popup is active.
#[doc(alias = "BeginPopup")]
pub fn begin_popup(&self, str_id: impl AsRef<str>) -> Option<PopupToken<'_>> {
let render = unsafe {
sys::igBeginPopup(self.scratch_txt(str_id), WindowFlags::empty().bits() as i32)
};
if render {
Some(PopupToken::new(self))
} else {
None
}
}
/// Construct a popup that can have any kind of content.
///
/// This should be called *per frame*, whereas [`open_popup`](Self::open_popup) should be called *once*
/// to signal that this popup is active.
#[doc(alias = "BeginPopup")]
pub fn popup<F>(&self, str_id: impl AsRef<str>, f: F)
where
F: FnOnce(),
{
if let Some(_t) = self.begin_popup(str_id) {
f();
}
}
/// Creates a [PopupModal], and runs a closure on it.
///
/// To customize the behavior of this [PopupModal], use [`modal_popup_config`](Self::modal_popup_config).
pub fn modal_popup<Label, Func, R>(&self, str_id: Label, f: Func) -> Option<R>
where
Label: AsRef<str>,
Func: FnOnce() -> R,
{
PopupModal {
ui: self,
label: str_id,
opened: None,
flags: WindowFlags::empty(),
}
.build(f)
}
/// Creates a [PopupModal], returning a drop token.
///
/// To customize the behavior of this [PopupModal], use [`modal_popup_config`](Self::modal_popup_config).
pub fn begin_modal_popup<Label: AsRef<str>>(&self, str_id: Label) -> Option<PopupToken<'_>> {
PopupModal {
ui: self,
label: str_id,
opened: None,
flags: WindowFlags::empty(),
}
.begin_popup()
}
/// Creates a [PopupModal] builder.
pub fn modal_popup_config<Label: AsRef<str>>(
&self,
str_id: Label,
) -> PopupModal<'_, '_, Label> {
PopupModal {
ui: self,
label: str_id,
opened: None,
flags: WindowFlags::empty(),
}
}
/// Close a popup. Should be called within the closure given as argument to
/// [`Ui::popup`] or [`Ui::modal_popup`].
#[doc(alias = "CloseCurrentPopup")]
pub fn close_current_popup(&self) {
unsafe { sys::igCloseCurrentPopup() };
}
/// Open and begin popup when clicked with the right mouse button on last item.
///
/// This does not take a label, which means that multiple calls **in a row** will use the same label, which
/// is based on the last node which had a label. Text and other non-interactive elements generally don't have
/// ids, so you'll need to use [begin_popup_context_with_label](Self::begin_popup_context_with_label) for them.
#[doc(alias = "BeginPopupContextItem")]
pub fn begin_popup_context_item(&self) -> Option<PopupToken<'_>> {
let render = unsafe {
sys::igBeginPopupContextItem(
std::ptr::null(),
imgui_sys::ImGuiPopupFlags_MouseButtonRight as i32,
)
};
if render {
Some(PopupToken::new(self))
} else {
None
}
}
/// Open and begin popup when clicked with the right mouse button on the given item with a dedicated label.
///
/// If you want to use the label of the previous popup (outside of `Text` and other non-interactive cases, that
/// is the more normal case), use [begin_popup_context_item](Self::begin_popup_context_item).
#[doc(alias = "BeginPopupContextItem")]
pub fn begin_popup_context_with_label<Label: AsRef<str>>(
&self,
str_id: Label,
) -> Option<PopupToken<'_>> {
let render = unsafe {
sys::igBeginPopupContextItem(
self.scratch_txt(str_id),
imgui_sys::ImGuiPopupFlags_MouseButtonRight as i32,
)
};
if render {
Some(PopupToken::new(self))
} else {
None
}
}
/// Open and begin popup when clicked on current window.
///
/// This does not take a label, which means that multiple calls will use the same provided label.
/// If you want an explicit label, such as having two different kinds of windows popups in your program,
/// use [begin_popup_context_window_with_label](Self::begin_popup_context_window_with_label).
#[doc(alias = "BeginPopupContextWindow")]
pub fn begin_popup_context_window(&self) -> Option<PopupToken<'_>> {
let render = unsafe {
sys::igBeginPopupContextWindow(
std::ptr::null(),
imgui_sys::ImGuiPopupFlags_MouseButtonRight as i32,
)
};
if render {
Some(PopupToken::new(self))
} else {
None
}
}
/// Open and begin popup when clicked on current window.
///
/// This takes a label explicitly. This is useful when multiple code
/// locations may want to manipulate/open the same popup, given an explicit id.
#[doc(alias = "BeginPopupContextWindow")]
pub fn begin_popup_context_window_with_label<Label: AsRef<str>>(
&self,
str_id: Label,
) -> Option<PopupToken<'_>> {
let render = unsafe {
sys::igBeginPopupContextWindow(
self.scratch_txt(str_id),
imgui_sys::ImGuiPopupFlags_MouseButtonRight as i32,
)
};
if render {
Some(PopupToken::new(self))
} else {
None
}
}
/// Open and begin popup when right clicked in void (where there are no windows).
///
/// This does not take a label, which means that multiple calls will use the same provided label.
/// If you want an explicit label, such as having two different kinds of void popups in your program,
/// use [begin_popup_context_void_with_label](Self::begin_popup_context_void_with_label).
#[doc(alias = "BeginPopupContextWindow")]
pub fn begin_popup_context_void(&self) -> Option<PopupToken<'_>> {
let render = unsafe {
sys::igBeginPopupContextVoid(
std::ptr::null(),
imgui_sys::ImGuiPopupFlags_MouseButtonRight as i32,
)
};
if render {
Some(PopupToken::new(self))
} else {
None
}
}
/// Open and begin popup when right clicked in void (where there are no windows).
///
/// This takes a label explicitly. This is useful when multiple code
/// locations may want to manipulate/open the same popup, given an explicit id.
#[doc(alias = "BeginPopupContextVoid")]
pub fn begin_popup_context_void_with_label<Label: AsRef<str>>(
&self,
str_id: Label,
) -> Option<PopupToken<'_>> {
let render = unsafe {
sys::igBeginPopupContextVoid(
self.scratch_txt(str_id),
imgui_sys::ImGuiPopupFlags_MouseButtonRight as i32,
)
};
if render {
Some(PopupToken::new(self))
} else {
None
}
}
}
create_token!(
/// Tracks a popup token that can be ended with `end` or by dropping.
pub struct PopupToken<'ui>;
/// Drops the popup token manually. You can also just allow this token
/// to drop on its own.
drop { sys::igEndPopup() }
);