use smallvec::SmallVec; use taffy::style::{Display, Position}; use crate::{ point, AnyElement, BorrowWindow, Bounds, Element, IntoElement, LayoutId, ParentElement, Pixels, Point, Size, Style, WindowContext, }; pub struct OverlayState { child_layout_ids: SmallVec<[LayoutId; 4]>, } pub struct Overlay { children: SmallVec<[AnyElement; 2]>, anchor_corner: AnchorCorner, fit_mode: OverlayFitMode, // todo!(); 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, } } 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 co-ordinates /// (otherwise the location the overlay is rendered is used) pub fn position(mut self, anchor: Point) -> Self { self.anchor_position = Some(anchor); 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 children_mut(&mut self) -> &mut SmallVec<[AnyElement; 2]> { &mut self.children } } impl Element for Overlay { type State = OverlayState; fn request_layout( &mut self, _: Option, cx: &mut WindowContext, ) -> (crate::LayoutId, Self::State) { let child_layout_ids = self .children .iter_mut() .map(|child| child.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 }) } fn paint( &mut self, bounds: crate::Bounds, element_state: &mut Self::State, cx: &mut WindowContext, ) { if element_state.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 &element_state.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 = self.anchor_position.unwrap_or(bounds.origin); let mut desired = self.anchor_corner.get_bounds(origin, size); 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; } cx.with_element_offset(desired.origin - bounds.origin, |cx| { cx.break_content_mask(|cx| { for child in &mut self.children { child.paint(cx); } }) }) } } impl IntoElement for Overlay { type Element = Self; fn element_id(&self) -> Option { None } fn into_element(self) -> Self::Element { self } } enum Axis { Horizontal, Vertical, } #[derive(Copy, Clone, PartialEq)] pub enum OverlayFitMode { SnapToWindow, SwitchAnchor, } #[derive(Clone, Copy, PartialEq, Eq)] pub enum AnchorCorner { TopLeft, TopRight, BottomLeft, 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 } } 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, }, } } }