forked from AllenDang/giu
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Window.go
206 lines (170 loc) · 5.35 KB
/
Window.go
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
package giu
import (
"fmt"
imgui "github.com/AllenDang/cimgui-go"
)
// SingleWindow creates one window filling all available space
// in MasterWindow. If SingleWindow is set up, no other windows may be
// defined.
func SingleWindow() *WindowWidget {
pos := imgui.MainViewport().Pos()
sizeX, sizeY := Context.backend.DisplaySize()
title := fmt.Sprintf("SingleWindow_%d", Context.GetWidgetIndex())
return Window(title).
Flags(
WindowFlags(imgui.WindowFlagsNoTitleBar)|
WindowFlags(imgui.WindowFlagsNoCollapse)|
WindowFlags(imgui.WindowFlagsNoScrollbar)|
WindowFlags(imgui.WindowFlagsNoMove)|
WindowFlags(imgui.WindowFlagsNoResize),
).
Pos(pos.X, pos.Y).Size(float32(sizeX), float32(sizeY))
}
// SingleWindowWithMenuBar creates a SingleWindow and allows to add menubar on its top.
func SingleWindowWithMenuBar() *WindowWidget {
pos := imgui.MainViewport().Pos()
sizeX, sizeY := Context.backend.DisplaySize()
title := fmt.Sprintf("SingleWindow_%d", Context.GetWidgetIndex())
return Window(title).
Flags(
WindowFlags(imgui.WindowFlagsNoTitleBar)|
WindowFlags(imgui.WindowFlagsNoCollapse)|
WindowFlags(imgui.WindowFlagsNoScrollbar)|
WindowFlags(imgui.WindowFlagsNoMove)|
WindowFlags(imgui.WindowFlagsMenuBar)|
WindowFlags(imgui.WindowFlagsNoResize),
).Size(float32(sizeX), float32(sizeY)).Pos(pos.X, pos.Y)
}
var _ Disposable = &windowState{}
type windowState struct {
hasFocus bool
currentPosition,
currentSize imgui.Vec2
}
// Dispose implements Disposable interface.
func (s *windowState) Dispose() {
// noop
}
// WindowWidget represents imgui.Window
// Windows are used to display ui widgets.
// They are in second place in the giu hierarchy (after the MasterWindow)
// NOTE: to disable multiple window, use SingleWindow.
type WindowWidget struct {
title string
open *bool
flags WindowFlags
x, y float32
width, height float32
bringToFront bool
}
// Window creates a WindowWidget.
func Window(title string) *WindowWidget {
defaultPos := imgui.MainViewport().Pos()
return (&WindowWidget{
title: title,
}).Pos(defaultPos.X, defaultPos.Y)
}
// IsOpen sets if window widget is `opened` (minimized).
func (w *WindowWidget) IsOpen(open *bool) *WindowWidget {
w.open = open
return w
}
// Flags sets window flags.
func (w *WindowWidget) Flags(flags WindowFlags) *WindowWidget {
w.flags = flags
return w
}
// Size sets window size
// NOTE: size can be changed by user, if you want to prevent
// user from changing window size, use NoResize flag.
func (w *WindowWidget) Size(width, height float32) *WindowWidget {
w.width, w.height = width, height
return w
}
// Pos sets the window start position
// NOTE: The position could be changed by user later.
// To prevent user from changing window position use
// WIndowFlagsNoMove.
func (w *WindowWidget) Pos(x, y float32) *WindowWidget {
w.x, w.y = x, y
return w
}
// Layout is a final step of the window setup.
// it should be called to add a layout to the window and build it.
func (w *WindowWidget) Layout(widgets ...Widget) {
if widgets == nil {
return
}
ws := w.getState()
if w.flags&WindowFlags(imgui.WindowFlagsNoMove) != 0 && w.flags&WindowFlags(imgui.WindowFlagsNoResize) != 0 {
imgui.SetNextWindowPos(imgui.Vec2{X: w.x, Y: w.y})
imgui.SetNextWindowSize(imgui.Vec2{X: w.width, Y: w.height})
} else {
imgui.SetNextWindowPosV(imgui.Vec2{X: w.x, Y: w.y}, imgui.CondFirstUseEver, imgui.Vec2{X: 0, Y: 0})
imgui.SetNextWindowSizeV(imgui.Vec2{X: w.width, Y: w.height}, imgui.CondFirstUseEver)
}
if w.bringToFront {
imgui.SetNextWindowFocus()
w.bringToFront = false
}
widgets = append(widgets,
Custom(func() {
hasFocus := IsWindowFocused(0)
if !hasFocus && ws.hasFocus {
Context.InputHandler.UnregisterWindowShortcuts()
}
ws.hasFocus = hasFocus
ws.currentPosition = imgui.WindowPos()
ws.currentSize = imgui.WindowSize()
}),
)
showed := imgui.BeginV(Context.FontAtlas.RegisterString(w.title), w.open, imgui.WindowFlags(w.flags))
if showed {
Layout(widgets).Build()
}
imgui.End()
}
// CurrentPosition returns a current position of the window.
func (w *WindowWidget) CurrentPosition() (x, y float32) {
pos := w.getState().currentPosition
return pos.X, pos.Y
}
// CurrentSize returns current size of the window.
func (w *WindowWidget) CurrentSize() (width, height float32) {
size := w.getState().currentSize
return size.X, size.Y
}
// BringToFront sets window focused.
func (w *WindowWidget) BringToFront() {
w.bringToFront = true
}
// HasFocus returns true if window is focused.
func (w *WindowWidget) HasFocus() bool {
return w.getState().hasFocus
}
// RegisterKeyboardShortcuts adds local (window-level) keyboard shortcuts
// see InputHandler.go.
func (w *WindowWidget) RegisterKeyboardShortcuts(s ...WindowShortcut) *WindowWidget {
if w.HasFocus() {
for _, shortcut := range s {
Context.InputHandler.RegisterKeyboardShortcuts(Shortcut{
Key: shortcut.Key,
Modifier: shortcut.Modifier,
Callback: shortcut.Callback,
IsGlobal: LocalShortcut,
})
}
}
return w
}
func (w *WindowWidget) getStateID() string {
return fmt.Sprintf("%s_windowState", w.title)
}
// returns window state.
func (w *WindowWidget) getState() (state *windowState) {
if state = GetState[windowState](Context, w.getStateID()); state == nil {
state = &windowState{}
SetState(Context, w.getStateID(), state)
}
return state
}