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//! Graphical User Interface methods.
//!
//! Uses [immediate mode](https://en.wikipedia.org/wiki/Immediate_mode_GUI). See the `gui` example
//! in the `examples/` folder for a full demo.
//!
//! # Note
//!
//! Many widgets rely on unique labels or IDs that are consistent across frames for internal state
//! management. This ID is generally built using the hash of the label combined with any parents
//! they may be under, for example items rendered under a tab are combined with the tabs label
//! hash.
//!
//! e.g.
//!
//! ```
//! # use pix_engine::prelude::*;
//! # fn draw(s: &mut PixState) -> PixResult<()> {
//! if s.button("Click")? { // Label = "Click", ID = hash of "Click"
//! // Handle click action
//! }
//! s.advanced_tooltip(
//! "Advanced Tooltip",
//! rect![s.mouse_pos(), 300, 100],
//! |s: &mut PixState| {
//! // Label = "Click", ID = hash of "Click" + "Advanced Tooltip"
//! if s.button("Click")? {
//! // Handle click action
//! }
//! Ok(())
//! },
//! )?;
//! # Ok(())
//! # }
//! ```
//!
//! There is an ID stack system in place in addition to a `##` string pattern that can be used to
//! uniquely identify elements that may require an empty label or conflict with another element.
//!
//! If you find that your widget is not properly interacting with user events or maintaining state
//! correctly, try one of the following methods to ensure the label is unique.
//!
//! You can append a unique identifier after your label with `##`. Anything after this pattern
//! won't be visible to the user:
//!
//! ```
//! # use pix_engine::prelude::*;
//! # fn draw(s: &mut PixState) -> PixResult<()> {
//! if s.button("Click##action1")? { // Label = "Click", ID = hash of "Click##action1"
//! // Handle action 1
//! }
//! if s.button("Click##action2")? { // Label = "Click", ID = hash of "Click##action2"
//! // Handle action 2
//! }
//! # Ok(())
//! # }
//! ```
//!
//! You can use [`PixState::push_id`] and [`PixState::pop_id`] either by itself, or as part of a loop:
//!
//! ```
//! # use pix_engine::prelude::*;
//! # fn draw(s: &mut PixState) -> PixResult<()> {
//! for i in 0..5 {
//! s.push_id(i); // Push i to the ID stack
//! if s.button("Click")? { // Label = "Click", ID = hash of "Click" + i
//! // Handle click action
//! }
//! s.pop_id();
//! }
//! # Ok(())
//! # }
//! ```
//!
//! # Example
//!
//! ```
//! # use pix_engine::prelude::*;
//! # struct App { checkbox: bool, text_field: String };
//! # impl PixEngine for App {
//! fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
//! s.text("Some text")?;
//! s.separator()?; // Adds a horizontal line separator
//! s.spacing(); // Adds a line of spacing
//!
//! if s.button("Button")? {
//! // Button was clicked!
//! }
//!
//! s.checkbox("Checkbox", &mut self.checkbox)?;
//!
//! s.next_width(200);
//! s.text_field("Text Field", &mut self.text_field)?;
//! Ok(())
//! }
//! # }
//! ```
use self::state::ElementId;
use crate::{
ops::{clamp_dimensions, clamp_size},
prelude::*,
renderer::Rendering,
};
pub mod layout;
pub mod system;
pub mod theme;
pub mod widgets;
pub(crate) mod keys;
pub(crate) mod mouse;
pub(crate) mod scroll;
pub(crate) mod state;
/// Platform-specific control modifier key. `CTRL` on most platforms.
#[cfg(not(target_os = "macos"))]
pub const MOD_CTRL: KeyMod = KeyMod::CTRL;
/// Platform-specific control modifier key. `Command` on macOS.
#[cfg(target_os = "macos")]
pub const MOD_CTRL: KeyMod = KeyMod::GUI;
/// Coordinate Direction.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum Direction {
/// Up.
Up,
/// Down.
Down,
/// Left.
Left,
/// Right.
Right,
}
impl PixState {
/// Return usable UI width given the current UI cursor position and padding clamped to i32.
///
/// # Errors
///
/// If the current window target has been closed or is invalid, then an error is returned.
#[inline]
pub fn ui_width(&self) -> PixResult<i32> {
let pos = self.cursor_pos();
let fpad = self.theme.spacing.frame_pad;
Ok(clamp_size(self.width()?) - pos.x() - fpad.x())
}
/// Return usable UI height given the current UI cursor position and padding clamped to i32.
///
/// # Errors
///
/// If the current window target has been closed or is invalid, then an error is returned.
#[inline]
pub fn ui_height(&self) -> PixResult<i32> {
let pos = self.cursor_pos();
let fpad = self.theme.spacing.frame_pad;
Ok(clamp_size(self.height()?) - pos.y() - fpad.y())
}
}
impl PixState {
/// Set and return default colors based on widget state for the given surface type.
#[inline]
pub(crate) fn widget_colors(&mut self, id: ElementId, surface_color: ColorType) -> [Color; 3] {
// "On" overlay opacity:
// - High emphasis: 87%
// - Med emphasis: 60%
// - Disabled: 38%
// - Error: 100%
// Stroke & Fill opacity:
// - Focused: 12%
// - Hovered: 4%
// - Active: 8%
let s = self;
let focused = s.ui.is_focused(id);
let active = s.ui.is_active(id);
let hovered = s.ui.is_hovered(id);
let disabled = s.ui.disabled;
let c = s.theme.colors;
let (bg, overlay) = match surface_color {
ColorType::Background => (c.background, c.on_background),
ColorType::Surface => (c.surface, c.on_surface),
ColorType::Primary => (c.primary, c.on_primary),
ColorType::PrimaryVariant => (c.primary_variant, c.on_primary),
ColorType::Secondary => (c.secondary, c.on_secondary),
ColorType::SecondaryVariant => (c.secondary_variant, c.on_secondary),
ColorType::Error => (c.error, c.on_error),
_ => panic!("invalid surface color"),
};
let branded = matches!(
surface_color,
ColorType::Primary
| ColorType::PrimaryVariant
| ColorType::Secondary
| ColorType::SecondaryVariant,
);
let stroke_overlay = if branded {
bg.blended(Color::WHITE, 0.60)
} else {
overlay
};
let stroke = if focused {
stroke_overlay
} else if disabled {
stroke_overlay.blended(bg, 0.18)
} else {
stroke_overlay.blended(bg, 0.38)
};
let bg_overlay = if branded { Color::WHITE } else { overlay };
let bg = if focused {
bg_overlay.blended(bg, 0.12)
} else if active {
bg_overlay.blended(bg, 0.08)
} else if hovered {
if branded {
bg_overlay.blended(bg, 0.12)
} else {
bg_overlay.blended(bg, 0.04)
}
} else if branded && disabled {
overlay.blended(bg, 0.38)
} else {
bg
};
let fg = if disabled {
overlay.blended(bg, 0.38)
} else {
overlay.blended(bg, 0.87)
};
[stroke, bg, fg]
}
/// Return the size of text, clamped to i32.
#[inline]
pub(crate) fn text_size(&self, text: &str) -> PixResult<(i32, i32)> {
let s = &self.settings;
let wrap_width = s.wrap_width;
let ipad = self.theme.spacing.item_pad;
let pos = self.cursor_pos();
let wrap_width = if wrap_width.is_none() && text.contains('\n') {
text.lines()
.map(|line| {
let (line_width, _) = self.renderer.size_of(line, None).unwrap_or_default();
line_width
})
.max()
.map(|width| width + (pos.x() + ipad.x()) as u32)
} else {
wrap_width
};
let (w, h) = self.renderer.size_of(text, wrap_width)?;
// EXPL: Add same padding that `text_transformed` uses.
Ok(clamp_dimensions(w + 3, h + 3))
}
}