1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
/// Wrapper around indices to the collection of surfaces inside a [`DockState`].
pub mod surface_index;

pub mod tree;

/// Represents an area in which a dock tree is rendered.
pub mod surface;
/// Specifies text displayed in different elements of the [`DockArea`](crate::DockArea).
pub mod translations;
/// Window states which tells floating tabs how to be displayed inside their window,
pub mod window_state;

pub use surface::Surface;
pub use surface_index::SurfaceIndex;
pub use window_state::WindowState;

use egui::Rect;

use crate::{Node, NodeIndex, Split, TabDestination, TabIndex, TabInsert, Translations, Tree};

/// The heart of `egui_dock`.
///
/// This structure holds a collection of surfaces, each of which stores a tree in which tabs are arranged.
///
/// Indexing it with a [`SurfaceIndex`] will yield a [`Tree`] which then contains nodes and tabs.
///
/// [`DockState`] is generic, so you can use any type of data to represent a tab.
#[derive(Clone, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct DockState<Tab> {
    surfaces: Vec<Surface<Tab>>,
    focused_surface: Option<SurfaceIndex>, // Part of the tree which is in focus.

    /// Contains translations of text shown in [`DockArea`](crate::DockArea).
    pub translations: Translations,
}

impl<Tab> std::ops::Index<SurfaceIndex> for DockState<Tab> {
    type Output = Tree<Tab>;

    #[inline(always)]
    fn index(&self, index: SurfaceIndex) -> &Self::Output {
        match self.surfaces[index.0].node_tree() {
            Some(tree) => tree,
            None => {
                panic!("There did not exist a tree at surface index {}", index.0);
            }
        }
    }
}

impl<Tab> std::ops::IndexMut<SurfaceIndex> for DockState<Tab> {
    #[inline(always)]
    fn index_mut(&mut self, index: SurfaceIndex) -> &mut Self::Output {
        match self.surfaces[index.0].node_tree_mut() {
            Some(tree) => tree,
            None => {
                panic!("There did not exist a tree at surface index {}", index.0);
            }
        }
    }
}

impl<Tab> DockState<Tab> {
    /// Create a new tree with given tabs at the main surface's root node.
    pub fn new(tabs: Vec<Tab>) -> Self {
        Self {
            surfaces: vec![Surface::Main(Tree::new(tabs))],
            focused_surface: None,
            translations: Translations::english(),
        }
    }

    /// Sets translations of text later displayed in [`DockArea`](crate::DockArea).
    pub fn with_translations(mut self, translations: Translations) -> Self {
        self.translations = translations;
        self
    }

    /// Get an immutable borrow to the tree at the main surface.
    pub fn main_surface(&self) -> &Tree<Tab> {
        &self[SurfaceIndex::main()]
    }

    /// Get a mutable borrow to the tree at the main surface.
    pub fn main_surface_mut(&mut self) -> &mut Tree<Tab> {
        &mut self[SurfaceIndex::main()]
    }

    /// Get the [`WindowState`] which corresponds to a [`SurfaceIndex`].
    ///
    /// Returns `None` if the surface is [`Empty`](Surface::Empty), [`Main`](Surface::Main), or doesn't exist.
    ///
    /// This can be used to modify properties of a window, e.g. size and position.
    ///
    /// # Examples
    ///
    /// ```rust
    /// # use egui_dock::DockState;
    /// # use egui::{Vec2, Pos2};
    /// let mut dock_state = DockState::new(vec![]);
    /// let mut surface_index = dock_state.add_window(vec!["Window Tab".to_string()]);
    /// let window_state = dock_state.get_window_state_mut(surface_index).unwrap();
    ///
    /// window_state.set_position(Pos2::ZERO);
    /// window_state.set_size(Vec2::splat(100.0));
    /// ```
    pub fn get_window_state_mut(&mut self, surface: SurfaceIndex) -> Option<&mut WindowState> {
        match &mut self.surfaces[surface.0] {
            Surface::Window(_, state) => Some(state),
            _ => None,
        }
    }

    /// Get the [`WindowState`] which corresponds to a [`SurfaceIndex`].
    ///
    /// Returns `None` if the surface is an [`Empty`](Surface::Empty), [`Main`](Surface::Main), or doesn't exist.
    pub fn get_window_state(&mut self, surface: SurfaceIndex) -> Option<&WindowState> {
        match &self.surfaces[surface.0] {
            Surface::Window(_, state) => Some(state),
            _ => None,
        }
    }

    /// Returns the viewport [`Rect`] and the `Tab` inside the focused leaf node or `None` if no node is in focus.
    #[inline]
    pub fn find_active_focused(&mut self) -> Option<(Rect, &mut Tab)> {
        self.focused_surface
            .and_then(|surface| self[surface].find_active_focused())
    }

    /// Get a mutable borrow to the raw surface from a surface index.
    #[inline]
    pub fn get_surface_mut(&mut self, surface: SurfaceIndex) -> Option<&mut Surface<Tab>> {
        self.surfaces.get_mut(surface.0)
    }

    /// Get an immutable borrow to the raw surface from a surface index.
    #[inline]
    pub fn get_surface(&self, surface: SurfaceIndex) -> Option<&Surface<Tab>> {
        self.surfaces.get(surface.0)
    }

    /// Returns true if the specified surface exists and isn't [`Empty`](Surface::Empty).
    #[inline]
    pub fn is_surface_valid(&self, surface_index: SurfaceIndex) -> bool {
        self.surfaces
            .get(surface_index.0)
            .map_or(false, |surface| !surface.is_empty())
    }

    /// Returns a list of all valid [`SurfaceIndex`]es.
    #[inline]
    pub(crate) fn valid_surface_indices(&self) -> Box<[SurfaceIndex]> {
        (0..self.surfaces.len())
            .filter_map(|index| {
                let index = SurfaceIndex(index);
                self.is_surface_valid(index).then_some(index)
            })
            .collect()
    }

    /// Remove a surface based on its [`SurfaceIndex`]
    ///
    /// Returns the removed surface or `None` if it didn't exist.
    ///
    /// # Panics
    ///
    /// Panics if you try to remove the main surface: `SurfaceIndex::main()`.
    pub fn remove_surface(&mut self, surface_index: SurfaceIndex) -> Option<Surface<Tab>> {
        assert!(!surface_index.is_main());
        (surface_index.0 < self.surfaces.len()).then(|| {
            self.focused_surface = Some(SurfaceIndex::main());
            if surface_index.0 == self.surfaces.len() - 1 {
                self.surfaces.pop().unwrap()
            } else {
                let dest = &mut self.surfaces[surface_index.0];
                std::mem::replace(dest, Surface::Empty)
            }
        })
    }

    /// Sets which is the active tab within a specific node on a given surface.
    #[inline]
    pub fn set_active_tab(
        &mut self,
        (surface_index, node_index, tab_index): (SurfaceIndex, NodeIndex, TabIndex),
    ) {
        if let Some(Node::Leaf { active, .. }) = self[surface_index].nodes.get_mut(node_index.0) {
            *active = tab_index;
        }
    }

    /// Sets the currently focused leaf to `node_index` if the node at `node_index` is a leaf.
    #[inline]
    pub fn set_focused_node_and_surface(
        &mut self,
        (surface_index, node_index): (SurfaceIndex, NodeIndex),
    ) {
        if self.is_surface_valid(surface_index) && node_index.0 < self[surface_index].len() {
            // I don't want this code to be evaluated until im absolutely sure the surface index is valid.
            if self[surface_index][node_index].is_leaf() {
                self.focused_surface = Some(surface_index);
                self[surface_index].set_focused_node(node_index);
                return;
            }
        }
        self.focused_surface = None;
    }

    /// Moves a tab from a node to another node.
    /// You need to specify with [`TabDestination`] how the tab should be moved.
    pub fn move_tab(
        &mut self,
        (src_surface, src_node, src_tab): (SurfaceIndex, NodeIndex, TabIndex),
        dst_tab: impl Into<TabDestination>,
    ) {
        match dst_tab.into() {
            TabDestination::Window(position) => {
                self.detach_tab((src_surface, src_node, src_tab), position);
                return;
            }
            TabDestination::Node(dst_surface, dst_node, dst_tab) => {
                // Moving a single tab inside its own node is a no-op
                if src_surface == dst_surface
                    && src_node == dst_node
                    && self[src_surface][src_node].tabs_count() == 1
                {
                    return;
                }

                // Call `Node::remove_tab` to avoid auto remove of the node by `Tree::remove_tab` from Tree.
                let tab = self[src_surface][src_node].remove_tab(src_tab).unwrap();
                match dst_tab {
                    TabInsert::Split(split) => {
                        self[dst_surface].split(dst_node, split, 0.5, Node::leaf(tab));
                    }

                    TabInsert::Insert(index) => self[dst_surface][dst_node].insert_tab(index, tab),
                    TabInsert::Append => self[dst_surface][dst_node].append_tab(tab),
                }
            }
            TabDestination::EmptySurface(dst_surface) => {
                assert!(self[dst_surface].is_empty());
                let tab = self[src_surface][src_node].remove_tab(src_tab).unwrap();
                self[dst_surface] = Tree::new(vec![tab])
            }
        }
        if self[src_surface][src_node].is_leaf() && self[src_surface][src_node].tabs_count() == 0 {
            self[src_surface].remove_leaf(src_node);
        }
        if self[src_surface].is_empty() && !src_surface.is_main() {
            self.remove_surface(src_surface);
        }
    }

    /// Takes a tab out of its current surface and puts it in a new window.
    /// Returns the surface index of the new window.
    pub fn detach_tab(
        &mut self,
        (src_surface, src_node, src_tab): (SurfaceIndex, NodeIndex, TabIndex),
        window_rect: Rect,
    ) -> SurfaceIndex {
        // Remove the tab from the tree and it add to a new window.
        let tab = self[src_surface][src_node].remove_tab(src_tab).unwrap();
        let surface_index = self.add_window(vec![tab]);

        // Set the window size and position to match `window_rect`.
        let state = self.get_window_state_mut(surface_index).unwrap();
        state.set_position(window_rect.min);
        if src_surface.is_main() {
            state.set_size(window_rect.size() * 0.8);
        } else {
            state.set_size(window_rect.size());
        }

        // Clean up any empty leaves and surfaces which may be left behind from the detachment.
        if self[src_surface][src_node].is_leaf() && self[src_surface][src_node].tabs_count() == 0 {
            self[src_surface].remove_leaf(src_node);
        }
        if self[src_surface].is_empty() && !src_surface.is_main() {
            self.remove_surface(src_surface);
        }
        surface_index
    }

    /// Currently focused leaf.
    #[inline]
    pub fn focused_leaf(&self) -> Option<(SurfaceIndex, NodeIndex)> {
        let surface = self.focused_surface?;
        self[surface].focused_leaf().map(|leaf| (surface, leaf))
    }

    /// Remove a tab at the specified surface, node, and tab index.
    /// This method will yield the removed tab, or `None` if it doesn't exist.
    pub fn remove_tab(
        &mut self,
        (surface_index, node_index, tab_index): (SurfaceIndex, NodeIndex, TabIndex),
    ) -> Option<Tab> {
        let removed_tab = self[surface_index].remove_tab((node_index, tab_index));
        if !surface_index.is_main() && self[surface_index].is_empty() {
            self.remove_surface(surface_index);
        }
        removed_tab
    }

    /// Creates two new nodes by splitting a given `parent` node and assigns them as its children. The first (old) node
    /// inherits content of the `parent` from before the split, and the second (new) has `tabs`.
    ///
    /// `fraction` (in range 0..=1) specifies how much of the `parent` node's area the old node will occupy after the
    /// split.
    ///
    /// The new node is placed relatively to the old node, in the direction specified by `split`.
    ///
    /// Returns the indices of the old node and the new node.
    pub fn split(
        &mut self,
        (surface, parent): (SurfaceIndex, NodeIndex),
        split: Split,
        fraction: f32,
        new: Node<Tab>,
    ) -> [NodeIndex; 2] {
        let index = self[surface].split(parent, split, fraction, new);
        self.focused_surface = Some(surface);
        index
    }

    /// Adds a window with its own list of tabs.
    ///
    /// Returns the [`SurfaceIndex`] of the new window, which will remain constant through the windows lifetime.
    pub fn add_window(&mut self, tabs: Vec<Tab>) -> SurfaceIndex {
        let surface = Surface::Window(Tree::new(tabs), WindowState::new());
        let index = self.find_empty_surface_index();
        if index.0 < self.surfaces.len() {
            self.surfaces[index.0] = surface;
        } else {
            self.surfaces.push(surface);
        }
        index
    }

    /// Finds the first empty surface index which may be used.
    ///
    /// **WARNING**: in cases where one isn't found, `SurfaceIndex(self.surfaces.len())` is used.
    /// therefore it's not inherently safe to index the [`DockState`] with this index, as it may panic.
    fn find_empty_surface_index(&self) -> SurfaceIndex {
        // Find the first possible empty surface to insert our window into.
        // Starts at 1 as 0 is always the main surface.
        for i in 1..self.surfaces.len() {
            if self.surfaces[i].is_empty() {
                return SurfaceIndex(i);
            }
        }
        SurfaceIndex(self.surfaces.len())
    }

    /// Pushes `tab` to the currently focused leaf.
    ///
    /// If no leaf is focused it will be pushed to the first available leaf.
    ///
    /// If no leaf is available then a new leaf will be created.
    pub fn push_to_focused_leaf(&mut self, tab: Tab) {
        if let Some(surface) = self.focused_surface {
            self[surface].push_to_focused_leaf(tab)
        } else {
            self[SurfaceIndex::main()].push_to_focused_leaf(tab)
        }
    }

    /// Push a tab to the first available `Leaf` or create a new leaf if an `Empty` node is encountered.
    pub fn push_to_first_leaf(&mut self, tab: Tab) {
        self[SurfaceIndex::main()].push_to_first_leaf(tab);
    }

    /// Returns the current number of surfaces.
    pub fn surfaces_count(&self) -> usize {
        self.surfaces.len()
    }

    /// Returns an [`Iterator`] over all surfaces.
    pub fn iter_surfaces(&self) -> impl Iterator<Item = &Surface<Tab>> {
        self.surfaces.iter()
    }

    /// Returns a mutable [`Iterator`] over all surfaces.
    pub fn iter_surfaces_mut(&mut self) -> impl Iterator<Item = &mut Surface<Tab>> {
        self.surfaces.iter_mut()
    }

    /// Returns an [`Iterator`] of **all** underlying nodes in the dock state,
    /// and the indices of containing surfaces.
    pub fn iter_all_nodes(&self) -> impl Iterator<Item = (SurfaceIndex, &Node<Tab>)> {
        self.iter_surfaces()
            .enumerate()
            .flat_map(|(surface_index, surface)| {
                surface
                    .iter_nodes()
                    .map(move |node| (SurfaceIndex(surface_index), node))
            })
    }

    /// Returns a mutable [`Iterator`] of **all** underlying nodes in the dock state,
    /// and the indices of containing surfaces.
    pub fn iter_all_nodes_mut(&mut self) -> impl Iterator<Item = (SurfaceIndex, &mut Node<Tab>)> {
        self.iter_surfaces_mut()
            .enumerate()
            .flat_map(|(surface_index, surface)| {
                surface
                    .iter_nodes_mut()
                    .map(move |node| (SurfaceIndex(surface_index), node))
            })
    }

    /// Returns an [`Iterator`] of **all** tabs in the dock state,
    /// and the indices of containing surfaces and nodes.
    pub fn iter_all_tabs(&self) -> impl Iterator<Item = ((SurfaceIndex, NodeIndex), &Tab)> {
        self.iter_surfaces()
            .enumerate()
            .flat_map(|(surface_index, surface)| {
                surface
                    .iter_all_tabs()
                    .map(move |(node_index, tab)| ((SurfaceIndex(surface_index), node_index), tab))
            })
    }

    /// Returns a mutable [`Iterator`] of **all** tabs in the dock state,
    /// and the indices of containing surfaces and nodes.
    pub fn iter_all_tabs_mut(
        &mut self,
    ) -> impl Iterator<Item = ((SurfaceIndex, NodeIndex), &mut Tab)> {
        self.iter_surfaces_mut()
            .enumerate()
            .flat_map(|(surface_index, surface)| {
                surface
                    .iter_all_tabs_mut()
                    .map(move |(node_index, tab)| ((SurfaceIndex(surface_index), node_index), tab))
            })
    }

    /// Returns an [`Iterator`] of the underlying collection of nodes on the main surface.
    #[deprecated = "Use `dock_state.main_surface().iter()` instead"]
    pub fn iter_main_surface_nodes(&self) -> impl Iterator<Item = &Node<Tab>> {
        self[SurfaceIndex::main()].iter()
    }

    /// Returns a mutable [`Iterator`] of the underlying collection of nodes on the main surface.
    #[deprecated = "Use `dock_state.main_surface_mut().iter_mut()` instead"]
    pub fn iter_main_surface_nodes_mut(&mut self) -> impl Iterator<Item = &mut Node<Tab>> {
        self[SurfaceIndex::main()].iter_mut()
    }

    /// Returns an [`Iterator`] of **all** underlying nodes in the dock state and all subsequent trees.
    #[deprecated = "Use `iter_all_nodes` instead"]
    pub fn iter_nodes(&self) -> impl Iterator<Item = &Node<Tab>> {
        self.surfaces
            .iter()
            .filter_map(|surface| surface.node_tree())
            .flat_map(|nodes| nodes.iter())
    }

    /// Returns a new [`DockState`] while mapping and filtering the tab type.
    /// Any remaining empty [`Node`]s and [`Surface`]s are removed.
    ///
    /// ```
    /// # use egui_dock::{DockState, Node};
    /// let dock_state = DockState::new(vec![1, 2, 3]);
    /// let mapped_dock_state = dock_state.filter_map_tabs(|tab| (tab % 2 == 1).then(|| tab.to_string()));
    ///
    /// let tabs: Vec<_> = mapped_dock_state.iter_all_tabs().map(|(_, tab)| tab.to_owned()).collect();
    /// assert_eq!(tabs, vec!["1".to_string(), "3".to_string()]);
    /// ```
    pub fn filter_map_tabs<F, NewTab>(&self, function: F) -> DockState<NewTab>
    where
        F: Clone + FnMut(&Tab) -> Option<NewTab>,
    {
        let DockState {
            surfaces,
            focused_surface,
            translations,
        } = self;
        let surfaces = surfaces
            .iter()
            .filter_map(|surface| {
                let surface = surface.filter_map_tabs(function.clone());
                (!surface.is_empty()).then_some(surface)
            })
            .collect();
        DockState {
            surfaces,
            focused_surface: *focused_surface,
            translations: translations.clone(),
        }
    }

    /// Returns a new [`DockState`] while mapping the tab type.
    ///
    /// ```
    /// # use egui_dock::{DockState, Node};
    /// let dock_state = DockState::new(vec![1, 2, 3]);
    /// let mapped_dock_state = dock_state.map_tabs(|tab| tab.to_string());
    ///
    /// let tabs: Vec<_> = mapped_dock_state.iter_all_tabs().map(|(_, tab)| tab.to_owned()).collect();
    /// assert_eq!(tabs, vec!["1".to_string(), "2".to_string(), "3".to_string()]);
    /// ```
    pub fn map_tabs<F, NewTab>(&self, mut function: F) -> DockState<NewTab>
    where
        F: Clone + FnMut(&Tab) -> NewTab,
    {
        self.filter_map_tabs(move |tab| Some(function(tab)))
    }

    /// Returns a new [`DockState`] while filtering the tab type.
    /// Any remaining empty [`Node`]s and [`Surface`]s are removed.
    ///
    /// ```
    /// # use egui_dock::{DockState, Node};
    /// let dock_state = DockState::new(["tab1", "tab2", "outlier"].map(str::to_string).to_vec());
    /// let filtered_dock_state = dock_state.filter_tabs(|tab| tab.starts_with("tab"));
    ///
    /// let tabs: Vec<_> = filtered_dock_state.iter_all_tabs().map(|(_, tab)| tab.to_owned()).collect();
    /// assert_eq!(tabs, vec!["tab1".to_string(), "tab2".to_string()]);
    /// ```
    pub fn filter_tabs<F>(&self, mut predicate: F) -> DockState<Tab>
    where
        F: Clone + FnMut(&Tab) -> bool,
        Tab: Clone,
    {
        self.filter_map_tabs(move |tab| predicate(tab).then(|| tab.clone()))
    }

    /// Removes all tabs for which `predicate` returns `false`.
    /// Any remaining empty [`Node`]s and [`Surface`]s are also removed.
    ///
    /// ```
    /// # use egui_dock::{DockState, Node};
    /// let mut dock_state = DockState::new(["tab1", "tab2", "outlier"].map(str::to_string).to_vec());
    /// dock_state.retain_tabs(|tab| tab.starts_with("tab"));
    ///
    /// let tabs: Vec<_> = dock_state.iter_all_tabs().map(|(_, tab)| tab.to_owned()).collect();
    /// assert_eq!(tabs, vec!["tab1".to_string(), "tab2".to_string()]);
    /// ```
    pub fn retain_tabs<F>(&mut self, predicate: F)
    where
        F: Clone + FnMut(&mut Tab) -> bool,
    {
        self.surfaces.retain_mut(|surface| {
            surface.retain_tabs(predicate.clone());
            !surface.is_empty()
        });
    }
}

impl<Tab> DockState<Tab>
where
    Tab: PartialEq,
{
    /// Find the given tab.
    ///
    /// Returns in which node and where in that node the tab is.
    ///
    /// The returned [`NodeIndex`] will always point to a [`Node::Leaf`].
    ///
    /// In case there are several hits, only the first is returned.
    ///
    /// See also: [`find_main_surface_tab`](DockState::find_main_surface_tab)
    pub fn find_tab(&self, needle_tab: &Tab) -> Option<(SurfaceIndex, NodeIndex, TabIndex)> {
        for &surface_index in self.valid_surface_indices().iter() {
            if !self.surfaces[surface_index.0].is_empty() {
                if let Some((node_index, tab_index)) = self[surface_index].find_tab(needle_tab) {
                    return Some((surface_index, node_index, tab_index));
                }
            }
        }
        None
    }

    /// Find the given tab on the main surface.
    ///
    /// Returns which node and where in that node the tab is.
    ///
    /// The returned [`NodeIndex`] will always point to a [`Node::Leaf`].
    ///
    /// In case there are several hits, only the first is returned.
    pub fn find_main_surface_tab(&self, needle_tab: &Tab) -> Option<(NodeIndex, TabIndex)> {
        self[SurfaceIndex::main()].find_tab(needle_tab)
    }
}