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//! Handles paint layers, i.e. how things
//! are sometimes painted behind or in front of other things.
use crate::{Id, *};
use epaint::{ClippedShape, Shape};
/// Different layer categories
#[derive(Clone, Copy, Debug, Hash, Eq, PartialEq, Ord, PartialOrd)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum Order {
/// Painted behind all floating windows
Background,
/// Special layer between panels and windows
PanelResizeLine,
/// Normal moveable windows that you reorder by click
Middle,
/// Popups, menus etc that should always be painted on top of windows
/// Foreground objects can also have tooltips
Foreground,
/// Things floating on top of everything else, like tooltips.
/// You cannot interact with these.
Tooltip,
/// Debug layer, always painted last / on top
Debug,
}
impl Order {
const COUNT: usize = 6;
const ALL: [Self; Self::COUNT] = [
Self::Background,
Self::PanelResizeLine,
Self::Middle,
Self::Foreground,
Self::Tooltip,
Self::Debug,
];
pub const TOP: Self = Self::Debug;
#[inline(always)]
pub fn allow_interaction(&self) -> bool {
match self {
Self::Background
| Self::PanelResizeLine
| Self::Middle
| Self::Foreground
| Self::Debug => true,
Self::Tooltip => false,
}
}
/// Short and readable summary
pub fn short_debug_format(&self) -> &'static str {
match self {
Self::Background => "backg",
Self::PanelResizeLine => "panel",
Self::Middle => "middl",
Self::Foreground => "foreg",
Self::Tooltip => "toolt",
Self::Debug => "debug",
}
}
}
/// An identifier for a paint layer.
/// Also acts as an identifier for [`Area`]:s.
#[derive(Clone, Copy, Debug, Hash, Eq, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct LayerId {
pub order: Order,
pub id: Id,
}
impl LayerId {
pub fn new(order: Order, id: Id) -> Self {
Self { order, id }
}
pub fn debug() -> Self {
Self {
order: Order::Debug,
id: Id::new("debug"),
}
}
pub fn background() -> Self {
Self {
order: Order::Background,
id: Id::new("background"),
}
}
#[inline(always)]
pub fn allow_interaction(&self) -> bool {
self.order.allow_interaction()
}
/// Short and readable summary
pub fn short_debug_format(&self) -> String {
format!(
"{} {}",
self.order.short_debug_format(),
self.id.short_debug_format()
)
}
}
/// A unique identifier of a specific [`Shape`] in a [`PaintList`].
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct ShapeIdx(pub usize);
/// A list of [`Shape`]s paired with a clip rectangle.
#[derive(Clone, Default)]
pub struct PaintList(Vec<ClippedShape>);
impl PaintList {
#[inline(always)]
pub fn is_empty(&self) -> bool {
self.0.is_empty()
}
/// Returns the index of the new [`Shape`] that can be used with `PaintList::set`.
#[inline(always)]
pub fn add(&mut self, clip_rect: Rect, shape: Shape) -> ShapeIdx {
let idx = ShapeIdx(self.0.len());
self.0.push(ClippedShape { clip_rect, shape });
idx
}
pub fn extend<I: IntoIterator<Item = Shape>>(&mut self, clip_rect: Rect, shapes: I) {
self.0.extend(
shapes
.into_iter()
.map(|shape| ClippedShape { clip_rect, shape }),
);
}
/// Modify an existing [`Shape`].
///
/// Sometimes you want to paint a frame behind some contents, but don't know how large the frame needs to be
/// until the contents have been added, and therefor also painted to the [`PaintList`].
///
/// The solution is to allocate a [`Shape`] using `let idx = paint_list.add(cr, Shape::Noop);`
/// and then later setting it using `paint_list.set(idx, cr, frame);`.
#[inline(always)]
pub fn set(&mut self, idx: ShapeIdx, clip_rect: Rect, shape: Shape) {
self.0[idx.0] = ClippedShape { clip_rect, shape };
}
/// Set the given shape to be empty (a `Shape::Noop`).
#[inline(always)]
pub fn reset_shape(&mut self, idx: ShapeIdx) {
self.0[idx.0].shape = Shape::Noop;
}
/// Translate each [`Shape`] and clip rectangle by this much, in-place
pub fn translate(&mut self, delta: Vec2) {
for ClippedShape { clip_rect, shape } in &mut self.0 {
*clip_rect = clip_rect.translate(delta);
shape.translate(delta);
}
}
/// Read-only access to all held shapes.
pub fn all_entries(&self) -> impl ExactSizeIterator<Item = &ClippedShape> {
self.0.iter()
}
pub fn last(&self) -> Option<&ClippedShape> {
self.0.last()
}
}
/// This is where painted [`Shape`]s end up during a frame.
#[derive(Clone, Default)]
pub struct GraphicLayers([IdMap<PaintList>; Order::COUNT]);
impl GraphicLayers {
/// Get or insert the [`PaintList`] for the given [`LayerId`].
pub fn entry(&mut self, layer_id: LayerId) -> &mut PaintList {
self.0[layer_id.order as usize]
.entry(layer_id.id)
.or_default()
}
/// Get the [`PaintList`] for the given [`LayerId`].
pub fn get(&self, layer_id: LayerId) -> Option<&PaintList> {
self.0[layer_id.order as usize].get(&layer_id.id)
}
/// Get the [`PaintList`] for the given [`LayerId`].
pub fn get_mut(&mut self, layer_id: LayerId) -> Option<&mut PaintList> {
self.0[layer_id.order as usize].get_mut(&layer_id.id)
}
pub fn drain(&mut self, area_order: &[LayerId]) -> Vec<ClippedShape> {
crate::profile_function!();
let mut all_shapes: Vec<_> = Default::default();
for &order in &Order::ALL {
let order_map = &mut self.0[order as usize];
// If a layer is empty at the start of the frame
// then nobody has added to it, and it is old and defunct.
// Free it to save memory:
order_map.retain(|_, list| !list.is_empty());
// First do the layers part of area_order:
for layer_id in area_order {
if layer_id.order == order {
if let Some(list) = order_map.get_mut(&layer_id.id) {
all_shapes.append(&mut list.0);
}
}
}
// Also draw areas that are missing in `area_order`:
for shapes in order_map.values_mut() {
all_shapes.append(&mut shapes.0);
}
}
all_shapes
}
}