use smallvec::SmallVec; use taffy::style::{Display, Position}; use crate::{ point, AnyElement, Bounds, Element, ElementContext, IntoElement, LayoutId, ParentElement, Pixels, Point, Size, Style, }; /// The state that the overlay element uses to track its children. pub struct OverlayState { child_layout_ids: SmallVec<[LayoutId; 4]>, offset: Point, } /// An overlay element that can be used to display UI that /// floats on top of other UI elements. pub struct Overlay { children: SmallVec<[AnyElement; 2]>, anchor_corner: AnchorCorner, fit_mode: OverlayFitMode, anchor_position: Option>, position_mode: OverlayPositionMode, } /// overlay gives you a floating element that will avoid overflowing the window bounds. /// Its children should have no margin to avoid measurement issues. pub fn overlay() -> Overlay { Overlay { children: SmallVec::new(), anchor_corner: AnchorCorner::TopLeft, fit_mode: OverlayFitMode::SwitchAnchor, anchor_position: None, position_mode: OverlayPositionMode::Window, } } impl Overlay { /// Sets which corner of the overlay should be anchored to the current position. pub fn anchor(mut self, anchor: AnchorCorner) -> Self { self.anchor_corner = anchor; self } /// Sets the position in window coordinates /// (otherwise the location the overlay is rendered is used) pub fn position(mut self, anchor: Point) -> Self { self.anchor_position = Some(anchor); self } /// Sets the position mode for this overlay. Local will have this /// interpret its [`Overlay::position`] as relative to the parent element. /// While Window will have it interpret the position as relative to the window. pub fn position_mode(mut self, mode: OverlayPositionMode) -> Self { self.position_mode = mode; self } /// Snap to window edge instead of switching anchor corner when an overflow would occur. pub fn snap_to_window(mut self) -> Self { self.fit_mode = OverlayFitMode::SnapToWindow; self } } impl ParentElement for Overlay { fn extend(&mut self, elements: impl Iterator) { self.children.extend(elements) } } impl Element for Overlay { type BeforeLayout = OverlayState; type AfterLayout = (); fn before_layout(&mut self, cx: &mut ElementContext) -> (crate::LayoutId, Self::BeforeLayout) { let child_layout_ids = self .children .iter_mut() .map(|child| child.before_layout(cx)) .collect::>(); let overlay_style = Style { position: Position::Absolute, display: Display::Flex, ..Style::default() }; let layout_id = cx.request_layout(&overlay_style, child_layout_ids.iter().copied()); ( layout_id, OverlayState { child_layout_ids, offset: Point::default(), }, ) } fn after_layout( &mut self, bounds: Bounds, before_layout: &mut Self::BeforeLayout, cx: &mut ElementContext, ) { if before_layout.child_layout_ids.is_empty() { return; } let mut child_min = point(Pixels::MAX, Pixels::MAX); let mut child_max = Point::default(); for child_layout_id in &before_layout.child_layout_ids { let child_bounds = cx.layout_bounds(*child_layout_id); child_min = child_min.min(&child_bounds.origin); child_max = child_max.max(&child_bounds.lower_right()); } let size: Size = (child_max - child_min).into(); let (origin, mut desired) = self.position_mode.get_position_and_bounds( self.anchor_position, self.anchor_corner, size, bounds, ); let limits = Bounds { origin: Point::default(), size: cx.viewport_size(), }; if self.fit_mode == OverlayFitMode::SwitchAnchor { let mut anchor_corner = self.anchor_corner; if desired.left() < limits.left() || desired.right() > limits.right() { let switched = anchor_corner .switch_axis(Axis::Horizontal) .get_bounds(origin, size); if !(switched.left() < limits.left() || switched.right() > limits.right()) { anchor_corner = anchor_corner.switch_axis(Axis::Horizontal); desired = switched } } if desired.top() < limits.top() || desired.bottom() > limits.bottom() { let switched = anchor_corner .switch_axis(Axis::Vertical) .get_bounds(origin, size); if !(switched.top() < limits.top() || switched.bottom() > limits.bottom()) { desired = switched; } } } // Snap the horizontal edges of the overlay to the horizontal edges of the window if // its horizontal bounds overflow, aligning to the left if it is wider than the limits. if desired.right() > limits.right() { desired.origin.x -= desired.right() - limits.right(); } if desired.left() < limits.left() { desired.origin.x = limits.origin.x; } // Snap the vertical edges of the overlay to the vertical edges of the window if // its vertical bounds overflow, aligning to the top if it is taller than the limits. if desired.bottom() > limits.bottom() { desired.origin.y -= desired.bottom() - limits.bottom(); } if desired.top() < limits.top() { desired.origin.y = limits.origin.y; } before_layout.offset = cx.element_offset() + desired.origin - bounds.origin; before_layout.offset = point( before_layout.offset.x.round(), before_layout.offset.y.round(), ); for child in self.children.drain(..) { cx.defer_draw(child, before_layout.offset, 1); } } fn paint( &mut self, _bounds: crate::Bounds, _before_layout: &mut Self::BeforeLayout, _after_layout: &mut Self::AfterLayout, _cx: &mut ElementContext, ) { } } impl IntoElement for Overlay { type Element = Self; fn into_element(self) -> Self::Element { self } } enum Axis { Horizontal, Vertical, } /// Which algorithm to use when fitting the overlay to be inside the window. #[derive(Copy, Clone, PartialEq)] pub enum OverlayFitMode { /// Snap the overlay to the window edge SnapToWindow, /// Switch which corner anchor this overlay is attached to SwitchAnchor, } /// Which algorithm to use when positioning the overlay. #[derive(Copy, Clone, PartialEq)] pub enum OverlayPositionMode { /// Position the overlay relative to the window Window, /// Position the overlay relative to its parent Local, } impl OverlayPositionMode { fn get_position_and_bounds( &self, anchor_position: Option>, anchor_corner: AnchorCorner, size: Size, bounds: Bounds, ) -> (Point, Bounds) { match self { OverlayPositionMode::Window => { let anchor_position = anchor_position.unwrap_or(bounds.origin); let bounds = anchor_corner.get_bounds(anchor_position, size); (anchor_position, bounds) } OverlayPositionMode::Local => { let anchor_position = anchor_position.unwrap_or_default(); let bounds = anchor_corner.get_bounds(bounds.origin + anchor_position, size); (anchor_position, bounds) } } } } /// Which corner of the overlay should be considered the anchor. #[derive(Clone, Copy, PartialEq, Eq)] pub enum AnchorCorner { /// The top left corner TopLeft, /// The top right corner TopRight, /// The bottom left corner BottomLeft, /// The bottom right corner BottomRight, } impl AnchorCorner { fn get_bounds(&self, origin: Point, size: Size) -> Bounds { let origin = match self { Self::TopLeft => origin, Self::TopRight => Point { x: origin.x - size.width, y: origin.y, }, Self::BottomLeft => Point { x: origin.x, y: origin.y - size.height, }, Self::BottomRight => Point { x: origin.x - size.width, y: origin.y - size.height, }, }; Bounds { origin, size } } /// Get the point corresponding to this anchor corner in `bounds`. pub fn corner(&self, bounds: Bounds) -> Point { match self { Self::TopLeft => bounds.origin, Self::TopRight => bounds.upper_right(), Self::BottomLeft => bounds.lower_left(), Self::BottomRight => bounds.lower_right(), } } fn switch_axis(self, axis: Axis) -> Self { match axis { Axis::Vertical => match self { AnchorCorner::TopLeft => AnchorCorner::BottomLeft, AnchorCorner::TopRight => AnchorCorner::BottomRight, AnchorCorner::BottomLeft => AnchorCorner::TopLeft, AnchorCorner::BottomRight => AnchorCorner::TopRight, }, Axis::Horizontal => match self { AnchorCorner::TopLeft => AnchorCorner::TopRight, AnchorCorner::TopRight => AnchorCorner::TopLeft, AnchorCorner::BottomLeft => AnchorCorner::BottomRight, AnchorCorner::BottomRight => AnchorCorner::BottomLeft, }, } } }