Pull new window API from 0.1-dev

This commit is contained in:
Joonas Javanainen 2019-07-12 18:46:11 +03:00
parent 838be18031
commit 7f10cb35b2
No known key found for this signature in database
GPG Key ID: D39CCA5CB19B9179
14 changed files with 729 additions and 371 deletions

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@ -36,11 +36,11 @@ fn main() {
}
fn example_selector(state: &mut State, ui: &Ui) {
ui.window(im_str!("Color button examples"))
Window::new(im_str!("Color button examples"))
.position([20.0, 20.0], Condition::Appearing)
.size([700.0, 80.0], Condition::Appearing)
.resizable(false)
.build(|| {
.build(ui, || {
let ex1 = ui.radio_button(im_str!("Example 1: Basics"), &mut state.example, 1);
let ex2 = ui.radio_button(im_str!("Example 2: Alpha component"), &mut state.example, 2);
if ex1 || ex2 {
@ -50,10 +50,10 @@ fn example_selector(state: &mut State, ui: &Ui) {
}
fn example_1(state: &mut State, ui: &Ui) {
ui.window(im_str!("Example 1: Basics"))
Window::new(im_str!("Example 1: Basics"))
.size([700.0, 300.0], Condition::Appearing)
.position([20.0, 120.0], Condition::Appearing)
.build(|| {
.build(ui, || {
ui.text_wrapped(im_str!(
"Color button is a widget that displays a color value as a clickable rectangle. \
It also supports a tooltip with detailed information about the color value. \
@ -98,10 +98,10 @@ fn example_1(state: &mut State, ui: &Ui) {
}
fn example_2(ui: &Ui) {
ui.window(im_str!("Example 2: Alpha component"))
Window::new(im_str!("Example 2: Alpha component"))
.size([700.0, 320.0], Condition::Appearing)
.position([20.0, 140.0], Condition::Appearing)
.build(|| {
.build(ui, || {
ui.text_wrapped(im_str!(
"The displayed color is passed to the button as four float values between \
0.0 - 1.0 (RGBA). If you don't care about the alpha component, it can be \

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@ -68,9 +68,9 @@ impl CustomTexturesApp {
}
fn show_textures(&self, ui: &Ui) {
ui.window(im_str!("Hello textures"))
Window::new(im_str!("Hello textures"))
.size([400.0, 600.0], Condition::FirstUseEver)
.build(|| {
.build(ui, || {
ui.text(im_str!("Hello textures!"));
if let Some(my_texture_id) = self.my_texture_id {
ui.text("Some generated texture");

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@ -5,9 +5,9 @@ mod support;
fn main() {
let system = support::init(file!());
system.main_loop(|_, ui| {
ui.window(im_str!("Hello world"))
Window::new(im_str!("Hello world"))
.size([300.0, 100.0], Condition::FirstUseEver)
.build(|| {
.build(ui, || {
ui.text(im_str!("Hello world!"));
ui.text(im_str!("こんにちは世界!"));
ui.text(im_str!("This...is...imgui-rs!"));

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@ -19,16 +19,18 @@ fn main() {
.reload_font_texture(&mut system.imgui)
.expect("Failed to reload fonts");
system.main_loop(|run, ui| {
ui.window(im_str!("Hello world")).opened(run).build(|| {
ui.text("Hello, I'm the default font!");
let _roboto = ui.push_font(roboto);
ui.text("Hello, I'm Roboto Regular!");
let _dokdo = ui.push_font(dokdo);
ui.text("Hello, I'm Dokdo Regular!");
drop(_dokdo);
ui.text("Hello, I'm Roboto Regular again!");
drop(_roboto);
ui.text("Hello, I'm the default font again!");
});
Window::new(im_str!("Hello world"))
.opened(run)
.build(ui, || {
ui.text("Hello, I'm the default font!");
let _roboto = ui.push_font(roboto);
ui.text("Hello, I'm Roboto Regular!");
let _dokdo = ui.push_font(dokdo);
ui.text("Hello, I'm Dokdo Regular!");
drop(_dokdo);
ui.text("Hello, I'm Roboto Regular again!");
drop(_roboto);
ui.text("Hello, I'm the default font again!");
});
});
}

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@ -244,15 +244,15 @@ fn show_test_window(ui: &Ui, state: &mut State, opened: &mut bool) {
ui.show_metrics_window(&mut state.show_app_metrics);
}
if state.show_app_style_editor {
ui.window(im_str!("Style Editor"))
Window::new(im_str!("Style Editor"))
.opened(&mut state.show_app_style_editor)
.build(|| ui.show_default_style_editor());
.build(ui, || ui.show_default_style_editor());
}
if state.show_app_about {
ui.window(im_str!("About ImGui"))
Window::new(im_str!("About ImGui"))
.always_auto_resize(true)
.opened(&mut state.show_app_about)
.build(|| {
.build(ui, || {
ui.text(format!("dear imgui, {}", imgui::dear_imgui_version()));
ui.separator();
ui.text("By Omar Cornut and all github contributors.");
@ -271,8 +271,7 @@ fn show_test_window(ui: &Ui, state: &mut State, opened: &mut bool) {
);
}
let mut window = ui
.window(im_str!("ImGui Demo"))
let mut window = Window::new(im_str!("ImGui Demo"))
.title_bar(!state.no_titlebar)
.resizable(!state.no_resize)
.movable(!state.no_move)
@ -283,7 +282,7 @@ fn show_test_window(ui: &Ui, state: &mut State, opened: &mut bool) {
if !state.no_close {
window = window.opened(opened)
}
window.build(|| {
window.build(ui, || {
let _token = ui.push_item_width(-140.0);
ui.text(format!("dear imgui says hello. ({})", imgui::dear_imgui_version()));
ui.menu_bar(|| {
@ -781,10 +780,10 @@ fn show_example_menu_file<'a>(ui: &Ui<'a>, state: &mut FileMenuState) {
}
fn show_example_app_auto_resize(ui: &Ui, state: &mut AutoResizeState, opened: &mut bool) {
ui.window(im_str!("Example: Auto-resizing window"))
Window::new(im_str!("Example: Auto-resizing window"))
.opened(opened)
.always_auto_resize(true)
.build(|| {
.build(ui, || {
ui.text(
"Window will resize every-ui to the size of its content.
Note that you probably don't want to query the window size to
@ -802,7 +801,7 @@ fn show_example_app_fixed_overlay(ui: &Ui, opened: &mut bool) {
const DISTANCE: f32 = 10.0;
let window_pos = [DISTANCE, DISTANCE];
let _token = ui.push_style_color(StyleColor::WindowBg, [0.0, 0.0, 0.0, 0.3]);
ui.window(im_str!("Example: Fixed Overlay"))
Window::new(im_str!("Example: Fixed Overlay"))
.opened(opened)
.position(window_pos, Condition::Always)
.title_bar(false)
@ -810,7 +809,7 @@ fn show_example_app_fixed_overlay(ui: &Ui, opened: &mut bool) {
.always_auto_resize(true)
.movable(false)
.save_settings(false)
.build(|| {
.build(ui, || {
ui.text(
"Simple overlay\nin the corner of the screen.\n(right-click to change position)",
);
@ -824,17 +823,17 @@ fn show_example_app_fixed_overlay(ui: &Ui, opened: &mut bool) {
}
fn show_example_app_manipulating_window_title(ui: &Ui) {
ui.window(im_str!("Same title as another window##1"))
Window::new(im_str!("Same title as another window##1"))
.position([100.0, 100.0], Condition::FirstUseEver)
.build(|| {
.build(ui, || {
ui.text(
"This is window 1.
My title is the same as window 2, but my identifier is unique.",
);
});
ui.window(im_str!("Same title as another window##2"))
Window::new(im_str!("Same title as another window##2"))
.position([100.0, 200.0], Condition::FirstUseEver)
.build(|| {
.build(ui, || {
ui.text(
"This is window 2.
My title is the same as window 1, but my identifier is unique.",
@ -844,16 +843,16 @@ My title is the same as window 1, but my identifier is unique.",
let ch_idx = (ui.time() / 0.25) as usize & 3;
let num = ui.frame_count(); // The C++ version uses rand() here
let title = im_str!("Animated title {} {}###AnimatedTitle", chars[ch_idx], num);
ui.window(&title)
Window::new(&title)
.position([100.0, 300.0], Condition::FirstUseEver)
.build(|| ui.text("This window has a changing title"));
.build(ui, || ui.text("This window has a changing title"));
}
fn show_example_app_custom_rendering(ui: &Ui, state: &mut CustomRenderingState, opened: &mut bool) {
ui.window(im_str!("Example: Custom rendering"))
Window::new(im_str!("Example: Custom rendering"))
.size([350.0, 560.0], Condition::FirstUseEver)
.opened(opened)
.build(|| {
.build(ui, || {
ui.text("Primitives");
// TODO: Add DragFloat to change value of sz
ui.color_edit(im_str!("Color"), &mut state.col).build();
@ -1011,7 +1010,7 @@ fn show_example_app_custom_rendering(ui: &Ui, state: &mut CustomRenderingState,
// ImDrawList API uses screen coordinates!
let canvas_pos = ui.get_cursor_screen_pos();
// Resize canvas to what's available
let mut canvas_size = ui.get_content_region_avail();
let mut canvas_size = ui.content_region_avail();
if canvas_size[0] < 50.0 {
canvas_size[0] = 50.0;
}

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@ -62,9 +62,9 @@ impl CustomTexturesApp {
}
fn show_textures(&self, ui: &Ui) {
ui.window(im_str!("Hello textures"))
Window::new(im_str!("Hello textures"))
.size([400.0, 600.0], Condition::FirstUseEver)
.build(|| {
.build(ui, || {
ui.text(im_str!("Hello textures!"));
if let Some(my_texture_id) = self.my_texture_id {
ui.text("Some generated texture");

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@ -12,9 +12,9 @@ fn main() {
let window_title = im_str!("Hello world (DirectX)");
system.main_loop(|_, ui| {
ui.window(window_title)
Window::new(window_title)
.size([300.0, 100.0], Condition::FirstUseEver)
.build(|| {
.build(ui, || {
ui.text(im_str!("Hello world!"));
ui.text(im_str!("こんにちは世界!"));
ui.text(im_str!("This...is...imgui-rs!"));

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@ -1,7 +1,7 @@
use std::marker::PhantomData;
use crate::legacy::ImGuiWindowFlags;
use crate::sys;
use crate::window::WindowFlags;
use crate::{ImStr, Ui};
#[must_use]
@ -9,7 +9,7 @@ pub struct ChildFrame<'ui, 'p> {
name: &'p ImStr,
size: [f32; 2],
border: bool,
flags: ImGuiWindowFlags,
flags: WindowFlags,
_phantom: PhantomData<&'ui Ui<'ui>>,
}
@ -19,33 +19,33 @@ impl<'ui, 'p> ChildFrame<'ui, 'p> {
name,
size: size.into(),
border: false,
flags: ImGuiWindowFlags::empty(),
flags: WindowFlags::empty(),
_phantom: PhantomData,
}
}
#[inline]
pub fn movable(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoMove, !value);
self.flags.set(WindowFlags::NO_MOVE, !value);
self
}
#[inline]
pub fn show_scrollbar(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoScrollbar, !value);
self.flags.set(WindowFlags::NO_SCROLLBAR, !value);
self
}
#[inline]
pub fn show_scrollbar_with_mouse(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoScrollWithMouse, !value);
self.flags.set(WindowFlags::NO_SCROLL_WITH_MOUSE, !value);
self
}
#[inline]
pub fn collapsible(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoCollapse, !value);
self.flags.set(WindowFlags::NO_COLLAPSE, !value);
self
}
#[inline]
pub fn always_resizable(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::AlwaysAutoResize, value);
self.flags.set(WindowFlags::ALWAYS_AUTO_RESIZE, value);
self
}
#[inline]
@ -55,46 +55,46 @@ impl<'ui, 'p> ChildFrame<'ui, 'p> {
}
#[inline]
pub fn input_allow(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoInputs, !value);
self.flags.set(WindowFlags::NO_INPUTS, !value);
self
}
#[inline]
pub fn show_menu(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::MenuBar, value);
self.flags.set(WindowFlags::MENU_BAR, value);
self
}
#[inline]
pub fn scrollbar_horizontal(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::HorizontalScrollbar, value);
self.flags.set(WindowFlags::HORIZONTAL_SCROLLBAR, value);
self
}
#[inline]
pub fn focus_on_appearing(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoFocusOnAppearing, !value);
self.flags.set(WindowFlags::NO_FOCUS_ON_APPEARING, !value);
self
}
#[inline]
pub fn bring_to_front_on_focus(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::NoBringToFrontOnFocus, !value);
.set(WindowFlags::NO_BRING_TO_FRONT_ON_FOCUS, !value);
self
}
#[inline]
pub fn always_show_vertical_scroll_bar(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysVerticalScrollbar, value);
.set(WindowFlags::ALWAYS_VERTICAL_SCROLLBAR, value);
self
}
#[inline]
pub fn always_show_horizontal_scroll_bar(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysHorizontalScrollbar, value);
.set(WindowFlags::ALWAYS_HORIZONTAL_SCROLLBAR, value);
self
}
#[inline]
pub fn always_use_window_padding(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysUseWindowPadding, value);
.set(WindowFlags::ALWAYS_USE_WINDOW_PADDING, value);
self
}
pub fn build<F: FnOnce()>(self, f: F) {
@ -103,7 +103,7 @@ impl<'ui, 'p> ChildFrame<'ui, 'p> {
self.name.as_ptr(),
self.size.into(),
self.border,
self.flags.bits(),
self.flags.bits() as i32,
)
};
if render_child_frame {

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@ -2,6 +2,10 @@
use bitflags::bitflags;
use std::os::raw::c_int;
use crate::string::ImStr;
use crate::window::{Window, WindowFlags};
use crate::Ui;
bitflags!(
/// Color edit flags
#[repr(C)]
@ -295,57 +299,56 @@ bitflags!(
}
);
bitflags!(
/// Window flags
#[repr(C)]
pub struct ImGuiWindowFlags: c_int {
/// Disable title-bar.
const NoTitleBar = 1;
/// Disable user resizing with the lower-right grip.
const NoResize = 1 << 1;
/// Disable user moving the window.
const NoMove = 1 << 2;
/// Disable scrollbars (window can still scroll with mouse or programatically).
const NoScrollbar = 1 << 3;
/// Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will
/// be forwarded to the parent unless NoScrollbar is also set.
const NoScrollWithMouse = 1 << 4;
/// Disable user collapsing window by double-clicking on it.
const NoCollapse = 1 << 5;
/// Resize every window to its content every frame.
const AlwaysAutoResize = 1 << 6;
/// Disable drawing background color (WindowBg, etc.) and outside border
const NoBackground = 1 << 7;
/// Never load/save settings in .ini file.
const NoSavedSettings = 1 << 8;
/// Disable catching mouse, hovering test with pass through.
const NoMouseInputs = 1 << 9;
/// Has a menu-bar.
const MenuBar = 1 << 10;
/// Allow horizontal scrollbar to appear (off by default).
const HorizontalScrollbar = 1 << 11;
/// Disable taking focus when transitioning from hidden to visible state.
const NoFocusOnAppearing = 1 << 12;
/// Disable bringing window to front when taking focus (e.g. clicking on it or
/// programmatically giving it focus).
const NoBringToFrontOnFocus = 1 << 13;
/// Always show vertical scrollbar.
const AlwaysVerticalScrollbar = 1 << 14;
/// Always show horizontal scrollbar.
const AlwaysHorizontalScrollbar = 1<< 15;
/// Ensure child windows without border use window padding (ignored by default for
/// non-bordered child windows, because more convenient).
const AlwaysUseWindowPadding = 1 << 16;
/// No gamepad/keyboard navigation within the window.
const NoNavInputs = 1 << 18;
/// No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by
/// CTRL+TAB).
const NoNavFocus = 1 << 19;
#[deprecated(since = "0.2.0", note = "use WindowFlags instead")]
pub type ImGuiWindowFlags = WindowFlags;
const NoNav = ImGuiWindowFlags::NoNavInputs.bits | ImGuiWindowFlags::NoNavFocus.bits;
const NoDecoration = ImGuiWindowFlags::NoTitleBar.bits | ImGuiWindowFlags::NoResize.bits
| ImGuiWindowFlags::NoScrollbar.bits | ImGuiWindowFlags::NoCollapse.bits;
const NoInputs = ImGuiWindowFlags::NoMouseInputs.bits | ImGuiWindowFlags::NoNavInputs.bits
| ImGuiWindowFlags::NoNavFocus.bits;
impl<'ui> Ui<'ui> {
#[deprecated(since = "0.2.0", note = "use imgui::Window::new(...) instead")]
pub fn window<'p>(&self, name: &'p ImStr) -> Window<'p> {
Window::new(name)
}
);
#[deprecated(since = "0.2.0", note = "use Ui::window_size instead")]
pub fn get_window_size(&self) -> [f32; 2] {
let size = unsafe { sys::igGetWindowSize_nonUDT2() };
size.into()
}
#[deprecated(since = "0.2.0", note = "use Ui::window_pos instead")]
pub fn get_window_pos(&self) -> [f32; 2] {
let size = unsafe { sys::igGetWindowPos_nonUDT2() };
size.into()
}
#[deprecated(since = "0.2.0", note = "use Ui::content_region_max instead")]
pub fn get_content_region_max(&self) -> [f32; 2] {
let size = unsafe { sys::igGetContentRegionMax_nonUDT2() };
size.into()
}
#[deprecated(since = "0.2.0", note = "use Ui::content_region_avail instead")]
pub fn get_content_region_avail(&self) -> [f32; 2] {
let size = unsafe { sys::igGetContentRegionAvail_nonUDT2() };
size.into()
}
#[deprecated(since = "0.2.0", note = "use Ui::window_content_region_min instead")]
pub fn get_window_content_region_min(&self) -> [f32; 2] {
let size = unsafe { sys::igGetWindowContentRegionMin_nonUDT2() };
size.into()
}
#[deprecated(since = "0.2.0", note = "use Ui::window_content_region_max instead")]
pub fn get_window_content_region_max(&self) -> [f32; 2] {
let size = unsafe { sys::igGetWindowContentRegionMax_nonUDT2() };
size.into()
}
#[deprecated(
since = "0.2.0",
note = "use Ui::is_window_focused(WindowFlags::RootWindow) instead"
)]
pub fn is_root_window_focused(&self) -> bool {
unsafe { sys::igIsWindowFocused(ImGuiFocusedFlags::RootWindow.bits()) }
}
#[deprecated(
since = "0.2.0",
note = "use Ui::is_window_focused(WindowFlags::ChildWindows) instead"
)]
pub fn is_child_window_focused(&self) -> bool {
unsafe { sys::igIsWindowFocused(ImGuiFocusedFlags::ChildWindows.bits()) }
}
}

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@ -48,7 +48,7 @@ pub use self::stacks::*;
pub use self::string::*;
pub use self::style::*;
pub use self::trees::{CollapsingHeader, TreeNode};
pub use self::window::Window;
pub use self::window::*;
pub use self::window_draw_list::{ChannelsSplit, ImColor, WindowDrawList};
use internal::RawCast;
@ -200,33 +200,6 @@ impl<'ui> Ui<'ui> {
}
}
// Window
impl<'ui> Ui<'ui> {
pub fn window<'p>(&self, name: &'p ImStr) -> Window<'ui, 'p> {
Window::new(self, name)
}
/// Get current window's size in pixels
pub fn get_window_size(&self) -> [f32; 2] {
let size = unsafe { sys::igGetWindowSize_nonUDT2() };
size.into()
}
/// Get current window's position in pixels
pub fn get_window_pos(&self) -> [f32; 2] {
let size = unsafe { sys::igGetWindowPos_nonUDT2() };
size.into()
}
pub fn get_window_content_region_min(&self) -> [f32; 2] {
let size = unsafe { sys::igGetWindowContentRegionMin_nonUDT2() };
size.into()
}
pub fn get_window_content_region_max(&self) -> [f32; 2] {
let size = unsafe { sys::igGetWindowContentRegionMax_nonUDT2() };
size.into()
}
}
// Layout
impl<'ui> Ui<'ui> {
pub fn columns<'p>(&self, count: i32, id: &'p ImStr, border: bool) {
@ -284,18 +257,6 @@ impl<'ui> Ui<'ui> {
pub fn set_cursor_pos(&self, pos: [f32; 2]) {
unsafe { sys::igSetCursorPos(pos.into()) }
}
pub fn get_content_region_max(&self) -> [f32; 2] {
let size = unsafe { sys::igGetContentRegionMax_nonUDT2() };
size.into()
}
/// Get available space left between the cursor and the edges of the current
/// window.
pub fn get_content_region_avail(&self) -> [f32; 2] {
let size = unsafe { sys::igGetContentRegionAvail_nonUDT2() };
size.into()
}
}
pub enum ImId<'a> {
@ -697,7 +658,7 @@ impl<'ui> Ui<'ui> {
F: FnOnce(),
{
let render =
unsafe { sys::igBeginPopup(str_id.as_ptr(), ImGuiWindowFlags::empty().bits()) };
unsafe { sys::igBeginPopup(str_id.as_ptr(), WindowFlags::empty().bits() as i32) };
if render {
f();
unsafe { sys::igEndPopup() };
@ -873,10 +834,10 @@ impl<'ui> Ui<'ui> {
/// # use imgui::*;
/// # let mut imgui = Context::create();
/// # let ui = imgui.frame();
/// ui.window(im_str!("ChatWindow"))
/// Window::new(im_str!("ChatWindow"))
/// .title_bar(true)
/// .scrollable(false)
/// .build(|| {
/// .build(&ui, || {
/// ui.separator();
///
/// ui.child_frame(im_str!("child frame"), [400.0, 100.0])
@ -914,30 +875,6 @@ impl<'ui> Ui<'ui> {
unsafe { sys::igIsItemHovered(flags.bits()) }
}
/// Return `true` if the current window is being hovered by the mouse.
pub fn is_window_hovered(&self) -> bool {
unsafe { sys::igIsWindowHovered(ImGuiHoveredFlags::empty().bits()) }
}
pub fn is_window_hovered_with_flags(&self, flags: ImGuiHoveredFlags) -> bool {
unsafe { sys::igIsWindowHovered(flags.bits()) }
}
/// Return `true` if the current window is currently focused.
pub fn is_window_focused(&self) -> bool {
unsafe { sys::igIsWindowFocused(ImGuiFocusedFlags::RootAndChildWindows.bits()) }
}
/// Return `true` if the current root window is currently focused.
pub fn is_root_window_focused(&self) -> bool {
unsafe { sys::igIsWindowFocused(ImGuiFocusedFlags::RootWindow.bits()) }
}
/// Return `true` if the current child window is currently focused.
pub fn is_child_window_focused(&self) -> bool {
unsafe { sys::igIsWindowFocused(ImGuiFocusedFlags::ChildWindows.bits()) }
}
/// Returns `true` if the last item is being active.
pub fn is_item_active(&self) -> bool {
unsafe { sys::igIsItemActive() }

View File

@ -1,8 +1,8 @@
use std::marker::PhantomData;
use std::ptr;
use crate::legacy::ImGuiWindowFlags;
use crate::sys;
use crate::window::WindowFlags;
use crate::{ImStr, Ui};
/// Created by call to [`Ui::popup_modal`].
@ -10,7 +10,7 @@ use crate::{ImStr, Ui};
pub struct PopupModal<'ui, 'p> {
label: &'p ImStr,
opened: Option<&'p mut bool>,
flags: ImGuiWindowFlags,
flags: WindowFlags,
_phantom: PhantomData<&'ui Ui<'ui>>,
}
@ -19,7 +19,7 @@ impl<'ui, 'p> PopupModal<'ui, 'p> {
PopupModal {
label,
opened: None,
flags: ImGuiWindowFlags::empty(),
flags: WindowFlags::empty(),
_phantom: PhantomData,
}
}
@ -29,76 +29,76 @@ impl<'ui, 'p> PopupModal<'ui, 'p> {
self.opened = Some(opened);
self
}
pub fn flags(mut self, flags: ImGuiWindowFlags) -> 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(ImGuiWindowFlags::NoTitleBar, !value);
self.flags.set(WindowFlags::NO_TITLE_BAR, !value);
self
}
pub fn resizable(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoResize, !value);
self.flags.set(WindowFlags::NO_RESIZE, !value);
self
}
pub fn movable(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoMove, !value);
self.flags.set(WindowFlags::NO_MOVE, !value);
self
}
pub fn scroll_bar(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoScrollbar, !value);
self.flags.set(WindowFlags::NO_SCROLLBAR, !value);
self
}
pub fn scrollable(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoScrollWithMouse, !value);
self.flags.set(WindowFlags::NO_SCROLL_WITH_MOUSE, !value);
self
}
pub fn collapsible(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoCollapse, !value);
self.flags.set(WindowFlags::NO_COLLAPSE, !value);
self
}
pub fn always_auto_resize(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::AlwaysAutoResize, value);
self.flags.set(WindowFlags::ALWAYS_AUTO_RESIZE, value);
self
}
pub fn save_settings(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoSavedSettings, !value);
self.flags.set(WindowFlags::NO_SAVED_SETTINGS, !value);
self
}
pub fn inputs(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoInputs, !value);
self.flags.set(WindowFlags::NO_INPUTS, !value);
self
}
pub fn menu_bar(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::MenuBar, value);
self.flags.set(WindowFlags::MENU_BAR, value);
self
}
pub fn horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::HorizontalScrollbar, value);
self.flags.set(WindowFlags::HORIZONTAL_SCROLLBAR, value);
self
}
pub fn no_focus_on_appearing(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoFocusOnAppearing, value);
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(ImGuiWindowFlags::NoBringToFrontOnFocus, value);
.set(WindowFlags::NO_BRING_TO_FRONT_ON_FOCUS, value);
self
}
pub fn always_vertical_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysVerticalScrollbar, value);
.set(WindowFlags::ALWAYS_VERTICAL_SCROLLBAR, value);
self
}
pub fn always_horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysHorizontalScrollbar, value);
.set(WindowFlags::ALWAYS_HORIZONTAL_SCROLLBAR, value);
self
}
pub fn always_use_window_padding(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysUseWindowPadding, value);
.set(WindowFlags::ALWAYS_USE_WINDOW_PADDING, value);
self
}
/// Consume and draw the PopupModal.
@ -109,7 +109,7 @@ impl<'ui, 'p> PopupModal<'ui, 'p> {
self.opened
.map(|x| x as *mut bool)
.unwrap_or(ptr::null_mut()),
self.flags.bits(),
self.flags.bits() as i32,
)
};
if render {

View File

@ -1,169 +0,0 @@
use std::marker::PhantomData;
use std::ptr;
use sys;
use crate::legacy::ImGuiWindowFlags;
use crate::{Condition, ImStr, Ui};
#[must_use]
pub struct Window<'ui, 'p> {
pos: [f32; 2],
pos_cond: Condition,
pos_pivot: [f32; 2],
size: [f32; 2],
size_cond: Condition,
name: &'p ImStr,
opened: Option<&'p mut bool>,
flags: ImGuiWindowFlags,
_phantom: PhantomData<&'ui Ui<'ui>>,
}
impl<'ui, 'p> Window<'ui, 'p> {
pub fn new(_: &Ui<'ui>, name: &'p ImStr) -> Window<'ui, 'p> {
Window {
pos: [0.0, 0.0],
pos_cond: Condition::Never,
pos_pivot: [0.0, 0.0],
size: [0.0, 0.0],
size_cond: Condition::Never,
name,
opened: None,
flags: ImGuiWindowFlags::empty(),
_phantom: PhantomData,
}
}
#[inline]
pub fn position(mut self, pos: [f32; 2], cond: Condition) -> Self {
self.pos = pos;
self.pos_cond = cond;
self
}
#[inline]
pub fn position_pivot(mut self, pivot: [f32; 2]) -> Self {
self.pos_pivot = pivot;
self
}
#[inline]
pub fn size(mut self, size: [f32; 2], cond: Condition) -> Self {
self.size = size;
self.size_cond = cond;
self
}
#[inline]
pub fn opened(mut self, opened: &'p mut bool) -> Self {
self.opened = Some(opened);
self
}
#[inline]
pub fn flags(mut self, flags: ImGuiWindowFlags) -> Self {
self.flags = flags;
self
}
#[inline]
pub fn title_bar(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoTitleBar, !value);
self
}
#[inline]
pub fn resizable(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoResize, !value);
self
}
#[inline]
pub fn movable(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoMove, !value);
self
}
#[inline]
pub fn scroll_bar(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoScrollbar, !value);
self
}
#[inline]
pub fn scrollable(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoScrollWithMouse, !value);
self
}
#[inline]
pub fn collapsible(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoCollapse, !value);
self
}
#[inline]
pub fn always_auto_resize(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::AlwaysAutoResize, value);
self
}
#[inline]
pub fn save_settings(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoSavedSettings, !value);
self
}
#[inline]
pub fn inputs(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoInputs, !value);
self
}
#[inline]
pub fn menu_bar(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::MenuBar, value);
self
}
#[inline]
pub fn horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::HorizontalScrollbar, value);
self
}
#[inline]
pub fn no_focus_on_appearing(mut self, value: bool) -> Self {
self.flags.set(ImGuiWindowFlags::NoFocusOnAppearing, value);
self
}
#[inline]
pub fn no_bring_to_front_on_focus(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::NoBringToFrontOnFocus, value);
self
}
#[inline]
pub fn always_vertical_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysVerticalScrollbar, value);
self
}
#[inline]
pub fn always_horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysHorizontalScrollbar, value);
self
}
#[inline]
pub fn always_use_window_padding(mut self, value: bool) -> Self {
self.flags
.set(ImGuiWindowFlags::AlwaysUseWindowPadding, value);
self
}
pub fn build<F: FnOnce()>(self, f: F) {
let render = unsafe {
if self.pos_cond != Condition::Never {
sys::igSetNextWindowPos(self.pos.into(), self.pos_cond as _, self.pos_pivot.into());
}
if self.size_cond != Condition::Never {
sys::igSetNextWindowSize(self.size.into(), self.size_cond as _);
}
sys::igBegin(
self.name.as_ptr(),
self.opened
.map(|x| x as *mut bool)
.unwrap_or(ptr::null_mut()),
self.flags.bits(),
)
};
if render {
f();
}
unsafe {
sys::igEnd();
};
}
}

View File

@ -0,0 +1,29 @@
use crate::sys;
use crate::Ui;
/// # Content region
impl<'ui> Ui<'ui> {
/// Returns the current content boundaries in *window coordinates*
pub fn content_region_max(&self) -> [f32; 2] {
unsafe { sys::igGetContentRegionMax_nonUDT2().into() }
}
/// Equal to `ui.content_region_max()` - `ui.cursor_pos()`
pub fn content_region_avail(&self) -> [f32; 2] {
unsafe { sys::igGetContentRegionAvail_nonUDT2().into() }
}
/// Content boundaries min in *window coordinates*.
///
/// Roughly equal to [0.0, 0.0] - scroll.
pub fn window_content_region_min(&self) -> [f32; 2] {
unsafe { sys::igGetWindowContentRegionMin_nonUDT2().into() }
}
/// Content boundaries max in *window coordinates*.
///
/// Roughly equal to [0.0, 0.0] + size - scroll.
pub fn window_content_region_max(&self) -> [f32; 2] {
unsafe { sys::igGetWindowContentRegionMax_nonUDT2().into() }
}
pub fn window_content_region_width(&self) -> f32 {
unsafe { sys::igGetWindowContentRegionWidth() }
}
}

557
src/window/mod.rs Normal file
View File

@ -0,0 +1,557 @@
use bitflags::bitflags;
use std::f32;
use std::marker::PhantomData;
use std::ptr;
use crate::string::ImStr;
use crate::sys;
use crate::{Condition, Ui};
pub(crate) mod content_region;
bitflags! {
/// Window hover check option flags
#[repr(transparent)]
pub struct WindowHoveredFlags: u32 {
/// Return true if any child of the window is hovered
const CHILD_WINDOWS = sys::ImGuiHoveredFlags_ChildWindows;
/// Test from root window (top-most parent of the current hierarchy)
const ROOT_WINDOW = sys::ImGuiHoveredFlags_RootWindow;
/// Return true if any window is hovered
const ANY_WINDOW = sys::ImGuiHoveredFlags_AnyWindow;
/// Return true even if a popup window is blocking access to this window
const ALLOW_WHEN_BLOCKED_BY_POPUP = sys::ImGuiHoveredFlags_AllowWhenBlockedByPopup;
/// Return true even if an active item is blocking access to this window
const ALLOW_WHEN_BLOCKED_BY_ACTIVE_ITEM = sys::ImGuiHoveredFlags_AllowWhenBlockedByActiveItem;
/// Test from root window, and return true if any child is hovered
const ROOT_AND_CHILD_WINDOWS = Self::ROOT_WINDOW.bits | Self::CHILD_WINDOWS.bits;
}
}
bitflags! {
/// Window focus check option flags
#[repr(transparent)]
pub struct WindowFocusedFlags: u32 {
/// Return true if any child of the window is focused
const CHILD_WINDOWS = sys::ImGuiFocusedFlags_ChildWindows;
/// Test from root window (top-most parent of the current hierarchy)
const ROOT_WINDOW = sys::ImGuiFocusedFlags_RootWindow;
/// Return true if any window is focused
const ANY_WINDOW = sys::ImGuiFocusedFlags_AnyWindow;
/// Test from root window, and return true if any child is focused
const ROOT_AND_CHILD_WINDOWS = Self::ROOT_WINDOW.bits | Self::CHILD_WINDOWS.bits;
}
}
bitflags! {
/// Configuration flags for windows
#[repr(transparent)]
pub struct WindowFlags: u32 {
/// Disable the title bar
const NO_TITLE_BAR = sys::ImGuiWindowFlags_NoTitleBar;
/// Disable resizing with the lower-right grip
const NO_RESIZE = sys::ImGuiWindowFlags_NoResize;
/// Disable moving the window
const NO_MOVE = sys::ImGuiWindowFlags_NoMove;
/// Disable scrollbars (scrolling is still possible with the mouse or programmatically)
const NO_SCROLLBAR = sys::ImGuiWindowFlags_NoScrollbar;
/// Disable vertical scrolling with the mouse wheel.
///
/// On child window, the mouse wheel will be forwarded to the parent unless `NO_SCROLLBAR`
/// is also set.
const NO_SCROLL_WITH_MOUSE = sys::ImGuiWindowFlags_NoScrollWithMouse;
/// Disable collapsing the window by double-clicking it
const NO_COLLAPSE = sys::ImGuiWindowFlags_NoCollapse;
/// Resize the window to its content on every frame
const ALWAYS_AUTO_RESIZE = sys::ImGuiWindowFlags_AlwaysAutoResize;
/// Disable drawing of background color and outside border
const NO_BACKGROUND = sys::ImGuiWindowFlags_NoBackground;
/// Never load/save settings
const NO_SAVED_SETTINGS = sys::ImGuiWindowFlags_NoSavedSettings;
/// Disable catching mouse input. Hovering test will pass through
const NO_MOUSE_INPUTS = sys::ImGuiWindowFlags_NoMouseInputs;
/// Show a menu bar
const MENU_BAR = sys::ImGuiWindowFlags_MenuBar;
/// Allow horizontal scrollbar to appear
const HORIZONTAL_SCROLLBAR = sys::ImGuiWindowFlags_HorizontalScrollbar;
/// Disable taking focus when transitioning from hidden to visible state
const NO_FOCUS_ON_APPEARING = sys::ImGuiWindowFlags_NoFocusOnAppearing;
/// Disable bringing window to front when taking focus (e.g. clicking it or
/// programmatically giving it focus)
const NO_BRING_TO_FRONT_ON_FOCUS = sys::ImGuiWindowFlags_NoBringToFrontOnFocus;
/// Always show vertical scrollbar
const ALWAYS_VERTICAL_SCROLLBAR = sys::ImGuiWindowFlags_AlwaysVerticalScrollbar;
/// Always show horizontal scrollbar
const ALWAYS_HORIZONTAL_SCROLLBAR = sys::ImGuiWindowFlags_AlwaysHorizontalScrollbar;
/// Ensure child windows without border use `style.window_padding`
const ALWAYS_USE_WINDOW_PADDING = sys::ImGuiWindowFlags_AlwaysUseWindowPadding;
/// Disable gamepad/keyboard navigation within the window
const NO_NAV_INPUTS = sys::ImGuiWindowFlags_NoNavInputs;
/// No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by
/// CTRL+TAB)
const NO_NAV_FOCUS = sys::ImGuiWindowFlags_NoNavFocus;
/// Append '*' to title without affecting the ID, as a convenience
const UNSAVED_DOCUMENT = sys::ImGuiWindowFlags_UnsavedDocument;
/// Disable gamepad/keyboard navigation and focusing.
///
/// Shorthand for `WindowFlags::NO_NAV_INPUTS | WindowFlags::NO_NAV_FOCUS`.
const NO_NAV = sys::ImGuiWindowFlags_NoNav;
/// Disable all window decorations.
///
/// Shorthand for `WindowFlags::NO_TITLE_BAR | WindowFlags::NO_RESIZE |
/// WindowFlags::NO_SCROLLBAR | WindowFlags::NO_COLLAPSE`.
const NO_DECORATION = sys::ImGuiWindowFlags_NoDecoration;
/// Don't handle input.
///
/// Shorthand for `WindowFlags::NO_MOUSE_INPUTS | WindowFlags::NO_NAV_INPUTS |
/// WindowFlags::NO_NAV_FOCUS`.
const NO_INPUTS = sys::ImGuiWindowFlags_NoInputs;
}
}
/// # Window utilities
impl<'ui> Ui<'ui> {
/// Returns true if the current window appeared during this frame
pub fn is_window_appearing(&self) -> bool {
unsafe { sys::igIsWindowAppearing() }
}
/// Returns true if the current window is in collapsed state (= only the title bar is visible)
pub fn is_window_collapsed(&self) -> bool {
unsafe { sys::igIsWindowCollapsed() }
}
/// Returns true if the current window is focused
pub fn is_window_focused(&self) -> bool {
unsafe { sys::igIsWindowFocused(0) }
}
/// Returns true if the current window is focused based on the given flags
pub fn is_window_focused_with_flags(&self, flags: WindowFocusedFlags) -> bool {
unsafe { sys::igIsWindowFocused(flags.bits() as i32) }
}
/// Returns true if the current window is hovered
pub fn is_window_hovered(&self) -> bool {
unsafe { sys::igIsWindowHovered(0) }
}
/// Returns true if the current window is hovered based on the given flags
pub fn is_window_hovered_with_flags(&self, flags: WindowHoveredFlags) -> bool {
unsafe { sys::igIsWindowHovered(flags.bits() as i32) }
}
/// Returns the position of the current window (in screen space)
pub fn window_pos(&self) -> [f32; 2] {
unsafe { sys::igGetWindowPos_nonUDT2().into() }
}
/// Returns the size of the current window
pub fn window_size(&self) -> [f32; 2] {
unsafe { sys::igGetWindowSize_nonUDT2().into() }
}
}
/// Builder for a window
#[must_use]
pub struct Window<'a> {
name: &'a ImStr,
opened: Option<&'a mut bool>,
flags: WindowFlags,
pos: [f32; 2],
pos_cond: Condition,
pos_pivot: [f32; 2],
size: [f32; 2],
size_cond: Condition,
size_constraints: Option<([f32; 2], [f32; 2])>,
content_size: [f32; 2],
collapsed: bool,
collapsed_cond: Condition,
focused: bool,
bg_alpha: f32,
}
impl<'a> Window<'a> {
/// Creates a new window builder with the given name
pub fn new(name: &ImStr) -> Window {
Window {
name,
opened: None,
flags: WindowFlags::empty(),
pos: [0.0, 0.0],
pos_cond: Condition::Never,
pos_pivot: [0.0, 0.0],
size: [0.0, 0.0],
size_cond: Condition::Never,
size_constraints: None,
content_size: [0.0, 0.0],
collapsed: false,
collapsed_cond: Condition::Never,
focused: false,
bg_alpha: f32::NAN,
}
}
/// Enables the window close button, which sets the passed boolean to false when clicked
#[inline]
pub fn opened(mut self, opened: &'a mut bool) -> Self {
self.opened = Some(opened);
self
}
/// Replace current window flags with the given value
#[inline]
pub fn flags(mut self, flags: WindowFlags) -> Self {
self.flags = flags;
self
}
/// Sets the window position, which is applied based on the given condition value
#[inline]
pub fn position(mut self, position: [f32; 2], condition: Condition) -> Self {
self.pos = position;
self.pos_cond = condition;
self
}
/// Sets the window position pivot, which can be used to adjust the alignment of the window
/// relative to the position.
///
/// For example, pass [0.5, 0.5] to center the window on the position.
/// Does nothing if window position is not also set with `position()`.
#[inline]
pub fn position_pivot(mut self, pivot: [f32; 2]) -> Self {
self.pos_pivot = pivot;
self
}
/// Sets the window size, which is applied based on the given condition value
#[inline]
pub fn size(mut self, size: [f32; 2], condition: Condition) -> Self {
self.size = size;
self.size_cond = condition;
self
}
/// Sets window size constraints.
///
/// Use -1.0, -1.0 on either X or Y axis to preserve current size.
#[inline]
pub fn size_constraints(mut self, size_min: [f32; 2], size_max: [f32; 2]) -> Self {
self.size_constraints = Some((size_min, size_max));
self
}
/// Sets the window content size, which can be used to enforce scrollbars.
///
/// Does not include window decorations (title bar, menu bar, etc.). Set one of the values to
/// 0.0 to leave the size automatic.
#[inline]
pub fn content_size(mut self, size: [f32; 2]) -> Self {
self.content_size = size;
self
}
/// Sets the window collapse state, which is applied based on the given condition value
#[inline]
pub fn collapsed(mut self, collapsed: bool, condition: Condition) -> Self {
self.collapsed = collapsed;
self.collapsed_cond = condition;
self
}
/// Sets the window focused state, which can be used to bring the window to front
#[inline]
pub fn focused(mut self, focused: bool) -> Self {
self.focused = focused;
self
}
/// Sets the background color alpha value.
///
/// See also `draw_background`
#[inline]
pub fn bg_alpha(mut self, bg_alpha: f32) -> Self {
self.bg_alpha = bg_alpha;
self
}
/// Enables/disables the title bar.
///
/// Enabled by default.
#[inline]
pub fn title_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_TITLE_BAR, !value);
self
}
/// Enables/disables resizing with the lower-right grip.
///
/// Enabled by default.
#[inline]
pub fn resizable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_RESIZE, !value);
self
}
/// Enables/disables moving the window.
///
/// Enabled by default.
#[inline]
pub fn movable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_MOVE, !value);
self
}
/// Enables/disables scrollbars (scrolling is still possible with the mouse or
/// programmatically).
///
/// Enabled by default.
#[inline]
pub fn scroll_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SCROLLBAR, !value);
self
}
/// Enables/disables vertical scrolling with the mouse wheel.
///
/// Enabled by default.
/// When enabled, child windows forward the mouse wheel to the parent unless `NO_SCROLLBAR`
/// is also set.
#[inline]
pub fn scrollable(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SCROLL_WITH_MOUSE, !value);
self
}
/// Enables/disables collapsing the window by double-clicking it.
///
/// Enabled by default.
#[inline]
pub fn collapsible(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_COLLAPSE, !value);
self
}
/// Enables/disables resizing the window to its content on every frame.
///
/// Disabled by default.
#[inline]
pub fn always_auto_resize(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::ALWAYS_AUTO_RESIZE, value);
self
}
/// Enables/disables drawing of background color and outside border.
///
/// Enabled by default.
#[inline]
pub fn draw_background(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_BACKGROUND, !value);
self
}
/// Enables/disables loading and saving of settings (e.g. from/to an .ini file).
///
/// Enabled by default.
#[inline]
pub fn save_settings(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_SAVED_SETTINGS, !value);
self
}
/// Enables/disables catching mouse input.
///
/// Enabled by default.
/// Note: Hovering test will pass through when disabled
#[inline]
pub fn mouse_inputs(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_MOUSE_INPUTS, !value);
self
}
/// Enables/disables the menu bar.
///
/// Disabled by default.
#[inline]
pub fn menu_bar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::MENU_BAR, value);
self
}
/// Enables/disables the horizontal scrollbar.
///
/// Disabled by default.
#[inline]
pub fn horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::HORIZONTAL_SCROLLBAR, value);
self
}
/// Enables/disables taking focus when transitioning from hidden to visible state.
///
/// Enabled by default.
#[inline]
pub fn focus_on_appearing(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_FOCUS_ON_APPEARING, !value);
self
}
/// Enables/disables bringing the window to front when taking focus (e.g. clicking it or
/// programmatically giving it focus).
///
/// Enabled by default.
#[inline]
pub fn bring_to_front_on_focus(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::NO_BRING_TO_FRONT_ON_FOCUS, !value);
self
}
/// When enabled, forces the vertical scrollbar to render regardless of the content size.
///
/// Disabled by default.
#[inline]
pub fn always_vertical_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_VERTICAL_SCROLLBAR, value);
self
}
/// When enabled, forces the horizontal scrollbar to render regardless of the content size.
///
/// Disabled by default.
#[inline]
pub fn always_horizontal_scrollbar(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_HORIZONTAL_SCROLLBAR, value);
self
}
/// When enabled, ensures child windows without border use `style.window_padding`.
///
/// Disabled by default.
#[inline]
pub fn always_use_window_padding(mut self, value: bool) -> Self {
self.flags
.set(WindowFlags::ALWAYS_USE_WINDOW_PADDING, value);
self
}
/// Enables/disables gamepad/keyboard navigation within the window.
///
/// Enabled by default.
#[inline]
pub fn nav_inputs(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_NAV_INPUTS, !value);
self
}
/// Enables/disables focusing toward this window with gamepad/keyboard navigation (e.g.
/// CTRL+TAB).
///
/// Enabled by default.
#[inline]
pub fn nav_focus(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::NO_NAV_FOCUS, !value);
self
}
/// When enabled, appends '*' to title without affecting the ID, as a convenience.
///
/// Disabled by default.
#[inline]
pub fn unsaved_document(mut self, value: bool) -> Self {
self.flags.set(WindowFlags::UNSAVED_DOCUMENT, value);
self
}
/// Disable gamepad/keyboard navigation and focusing.
///
/// Shorthand for
/// ```text
/// .nav_inputs(false)
/// .nav_focus(false)
/// ```
#[inline]
pub fn no_nav(mut self) -> Self {
self.flags |= WindowFlags::NO_NAV;
self
}
/// Disable all window decorations.
///
/// Shorthand for
/// ```text
/// .title_bar(false)
/// .resizable(false)
/// .scroll_bar(false)
/// .collapsible(false)
/// ```
#[inline]
pub fn no_decoration(mut self) -> Self {
self.flags |= WindowFlags::NO_DECORATION;
self
}
/// Don't handle input.
///
/// Shorthand for
/// ```text
/// .mouse_inputs(false)
/// .nav_inputs(false)
/// .nav_focus(false)
/// ```
#[inline]
pub fn no_inputs(mut self) -> Self {
self.flags |= WindowFlags::NO_INPUTS;
self
}
/// Builds this window, pushes it to the window stack, and starts appending to it
pub fn begin<'ui>(self, _: &'ui Ui<'ui>) -> WindowToken<'ui> {
if self.pos_cond != Condition::Never {
unsafe {
sys::igSetNextWindowPos(
self.pos.into(),
self.pos_cond as i32,
self.pos_pivot.into(),
)
};
}
if self.size_cond != Condition::Never {
unsafe { sys::igSetNextWindowSize(self.size.into(), self.size_cond as i32) };
}
if let Some((size_min, size_max)) = self.size_constraints {
// TODO: callback support
unsafe {
sys::igSetNextWindowSizeConstraints(
size_min.into(),
size_max.into(),
None,
ptr::null_mut(),
)
};
}
if self.content_size[0] != 0.0 || self.content_size[1] != 0.0 {
unsafe { sys::igSetNextWindowContentSize(self.content_size.into()) };
}
if self.collapsed_cond != Condition::Never {
unsafe { sys::igSetNextWindowCollapsed(self.collapsed, self.collapsed_cond as i32) };
}
if self.focused {
unsafe { sys::igSetNextWindowFocus() };
}
if self.bg_alpha.is_finite() {
unsafe { sys::igSetNextWindowBgAlpha(self.bg_alpha) };
}
let should_render = unsafe {
sys::igBegin(
self.name.as_ptr(),
self.opened
.map(|x| x as *mut bool)
.unwrap_or(ptr::null_mut()),
self.flags.bits() as i32,
)
};
WindowToken {
should_render,
should_end: true,
_ui: PhantomData,
}
}
/// Builds this window using the given closure to create the window content.
///
/// Note: the closure is not called if no window content is visible (e.g. window is collapsed
/// or fully clipped).
pub fn build<F: FnOnce()>(self, ui: &Ui, f: F) {
let window = self.begin(ui);
if window.should_render {
f();
}
window.end();
}
}
/// Represents a window pushed to the window stack
pub struct WindowToken<'ui> {
/// True, if the window contents should be rendered
pub should_render: bool,
should_end: bool,
_ui: PhantomData<&'ui Ui<'ui>>,
}
impl<'ui> WindowToken<'ui> {
/// Finishes the current window and pops it from the window stack
pub fn end(mut self) {
self.should_end = false;
unsafe { sys::igEnd() };
}
}
impl<'ui> Drop for WindowToken<'ui> {
fn drop(&mut self) {
if self.should_end {
unsafe { sys::igEnd() };
}
}
}