anchored.rs

  1use smallvec::SmallVec;
  2use taffy::style::{Display, Position};
  3
  4use crate::{
  5    point, AnyElement, Bounds, Element, GlobalElementId, IntoElement, LayoutId, ParentElement,
  6    Pixels, Point, Size, Style, WindowContext,
  7};
  8
  9/// The state that the anchored element element uses to track its children.
 10pub struct AnchoredState {
 11    child_layout_ids: SmallVec<[LayoutId; 4]>,
 12}
 13
 14/// An anchored element that can be used to display UI that
 15/// will avoid overflowing the window bounds.
 16pub struct Anchored {
 17    children: SmallVec<[AnyElement; 2]>,
 18    anchor_corner: AnchorCorner,
 19    fit_mode: AnchoredFitMode,
 20    anchor_position: Option<Point<Pixels>>,
 21    position_mode: AnchoredPositionMode,
 22}
 23
 24/// anchored gives you an element that will avoid overflowing the window bounds.
 25/// Its children should have no margin to avoid measurement issues.
 26pub fn anchored() -> Anchored {
 27    Anchored {
 28        children: SmallVec::new(),
 29        anchor_corner: AnchorCorner::TopLeft,
 30        fit_mode: AnchoredFitMode::SwitchAnchor,
 31        anchor_position: None,
 32        position_mode: AnchoredPositionMode::Window,
 33    }
 34}
 35
 36impl Anchored {
 37    /// Sets which corner of the anchored element should be anchored to the current position.
 38    pub fn anchor(mut self, anchor: AnchorCorner) -> Self {
 39        self.anchor_corner = anchor;
 40        self
 41    }
 42
 43    /// Sets the position in window coordinates
 44    /// (otherwise the location the anchored element is rendered is used)
 45    pub fn position(mut self, anchor: Point<Pixels>) -> Self {
 46        self.anchor_position = Some(anchor);
 47        self
 48    }
 49
 50    /// Sets the position mode for this anchored element. Local will have this
 51    /// interpret its [`Anchored::position`] as relative to the parent element.
 52    /// While Window will have it interpret the position as relative to the window.
 53    pub fn position_mode(mut self, mode: AnchoredPositionMode) -> Self {
 54        self.position_mode = mode;
 55        self
 56    }
 57
 58    /// Snap to window edge instead of switching anchor corner when an overflow would occur.
 59    pub fn snap_to_window(mut self) -> Self {
 60        self.fit_mode = AnchoredFitMode::SnapToWindow;
 61        self
 62    }
 63}
 64
 65impl ParentElement for Anchored {
 66    fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) {
 67        self.children.extend(elements)
 68    }
 69}
 70
 71impl Element for Anchored {
 72    type RequestLayoutState = AnchoredState;
 73    type PrepaintState = ();
 74
 75    fn id(&self) -> Option<crate::ElementId> {
 76        None
 77    }
 78
 79    fn request_layout(
 80        &mut self,
 81        _id: Option<&GlobalElementId>,
 82        cx: &mut WindowContext,
 83    ) -> (crate::LayoutId, Self::RequestLayoutState) {
 84        let child_layout_ids = self
 85            .children
 86            .iter_mut()
 87            .map(|child| child.request_layout(cx))
 88            .collect::<SmallVec<_>>();
 89
 90        let anchored_style = Style {
 91            position: Position::Absolute,
 92            display: Display::Flex,
 93            ..Style::default()
 94        };
 95
 96        let layout_id = cx.request_layout(anchored_style, child_layout_ids.iter().copied());
 97
 98        (layout_id, AnchoredState { child_layout_ids })
 99    }
100
101    fn prepaint(
102        &mut self,
103        _id: Option<&GlobalElementId>,
104        bounds: Bounds<Pixels>,
105        request_layout: &mut Self::RequestLayoutState,
106        cx: &mut WindowContext,
107    ) {
108        if request_layout.child_layout_ids.is_empty() {
109            return;
110        }
111
112        let mut child_min = point(Pixels::MAX, Pixels::MAX);
113        let mut child_max = Point::default();
114        for child_layout_id in &request_layout.child_layout_ids {
115            let child_bounds = cx.layout_bounds(*child_layout_id);
116            child_min = child_min.min(&child_bounds.origin);
117            child_max = child_max.max(&child_bounds.lower_right());
118        }
119        let size: Size<Pixels> = (child_max - child_min).into();
120
121        let (origin, mut desired) = self.position_mode.get_position_and_bounds(
122            self.anchor_position,
123            self.anchor_corner,
124            size,
125            bounds,
126        );
127
128        let limits = Bounds {
129            origin: Point::default(),
130            size: cx.viewport_size(),
131        };
132
133        if self.fit_mode == AnchoredFitMode::SwitchAnchor {
134            let mut anchor_corner = self.anchor_corner;
135
136            if desired.left() < limits.left() || desired.right() > limits.right() {
137                let switched = anchor_corner
138                    .switch_axis(Axis::Horizontal)
139                    .get_bounds(origin, size);
140                if !(switched.left() < limits.left() || switched.right() > limits.right()) {
141                    anchor_corner = anchor_corner.switch_axis(Axis::Horizontal);
142                    desired = switched
143                }
144            }
145
146            if desired.top() < limits.top() || desired.bottom() > limits.bottom() {
147                let switched = anchor_corner
148                    .switch_axis(Axis::Vertical)
149                    .get_bounds(origin, size);
150                if !(switched.top() < limits.top() || switched.bottom() > limits.bottom()) {
151                    desired = switched;
152                }
153            }
154        }
155
156        // Snap the horizontal edges of the anchored element to the horizontal edges of the window if
157        // its horizontal bounds overflow, aligning to the left if it is wider than the limits.
158        if desired.right() > limits.right() {
159            desired.origin.x -= desired.right() - limits.right();
160        }
161        if desired.left() < limits.left() {
162            desired.origin.x = limits.origin.x;
163        }
164
165        // Snap the vertical edges of the anchored element to the vertical edges of the window if
166        // its vertical bounds overflow, aligning to the top if it is taller than the limits.
167        if desired.bottom() > limits.bottom() {
168            desired.origin.y -= desired.bottom() - limits.bottom();
169        }
170        if desired.top() < limits.top() {
171            desired.origin.y = limits.origin.y;
172        }
173
174        let offset = desired.origin - bounds.origin;
175        let offset = point(offset.x.round(), offset.y.round());
176
177        cx.with_element_offset(offset, |cx| {
178            for child in &mut self.children {
179                child.prepaint(cx);
180            }
181        })
182    }
183
184    fn paint(
185        &mut self,
186        _id: Option<&GlobalElementId>,
187        _bounds: crate::Bounds<crate::Pixels>,
188        _request_layout: &mut Self::RequestLayoutState,
189        _prepaint: &mut Self::PrepaintState,
190        cx: &mut WindowContext,
191    ) {
192        for child in &mut self.children {
193            child.paint(cx);
194        }
195    }
196}
197
198impl IntoElement for Anchored {
199    type Element = Self;
200
201    fn into_element(self) -> Self::Element {
202        self
203    }
204}
205
206enum Axis {
207    Horizontal,
208    Vertical,
209}
210
211/// Which algorithm to use when fitting the anchored element to be inside the window.
212#[derive(Copy, Clone, PartialEq)]
213pub enum AnchoredFitMode {
214    /// Snap the anchored element to the window edge
215    SnapToWindow,
216    /// Switch which corner anchor this anchored element is attached to
217    SwitchAnchor,
218}
219
220/// Which algorithm to use when positioning the anchored element.
221#[derive(Copy, Clone, PartialEq)]
222pub enum AnchoredPositionMode {
223    /// Position the anchored element relative to the window
224    Window,
225    /// Position the anchored element relative to its parent
226    Local,
227}
228
229impl AnchoredPositionMode {
230    fn get_position_and_bounds(
231        &self,
232        anchor_position: Option<Point<Pixels>>,
233        anchor_corner: AnchorCorner,
234        size: Size<Pixels>,
235        bounds: Bounds<Pixels>,
236    ) -> (Point<Pixels>, Bounds<Pixels>) {
237        match self {
238            AnchoredPositionMode::Window => {
239                let anchor_position = anchor_position.unwrap_or(bounds.origin);
240                let bounds = anchor_corner.get_bounds(anchor_position, size);
241                (anchor_position, bounds)
242            }
243            AnchoredPositionMode::Local => {
244                let anchor_position = anchor_position.unwrap_or_default();
245                let bounds = anchor_corner.get_bounds(bounds.origin + anchor_position, size);
246                (anchor_position, bounds)
247            }
248        }
249    }
250}
251
252/// Which corner of the anchored element should be considered the anchor.
253#[derive(Clone, Copy, PartialEq, Eq)]
254pub enum AnchorCorner {
255    /// The top left corner
256    TopLeft,
257    /// The top right corner
258    TopRight,
259    /// The bottom left corner
260    BottomLeft,
261    /// The bottom right corner
262    BottomRight,
263}
264
265impl AnchorCorner {
266    fn get_bounds(&self, origin: Point<Pixels>, size: Size<Pixels>) -> Bounds<Pixels> {
267        let origin = match self {
268            Self::TopLeft => origin,
269            Self::TopRight => Point {
270                x: origin.x - size.width,
271                y: origin.y,
272            },
273            Self::BottomLeft => Point {
274                x: origin.x,
275                y: origin.y - size.height,
276            },
277            Self::BottomRight => Point {
278                x: origin.x - size.width,
279                y: origin.y - size.height,
280            },
281        };
282
283        Bounds { origin, size }
284    }
285
286    /// Get the point corresponding to this anchor corner in `bounds`.
287    pub fn corner(&self, bounds: Bounds<Pixels>) -> Point<Pixels> {
288        match self {
289            Self::TopLeft => bounds.origin,
290            Self::TopRight => bounds.upper_right(),
291            Self::BottomLeft => bounds.lower_left(),
292            Self::BottomRight => bounds.lower_right(),
293        }
294    }
295
296    fn switch_axis(self, axis: Axis) -> Self {
297        match axis {
298            Axis::Vertical => match self {
299                AnchorCorner::TopLeft => AnchorCorner::BottomLeft,
300                AnchorCorner::TopRight => AnchorCorner::BottomRight,
301                AnchorCorner::BottomLeft => AnchorCorner::TopLeft,
302                AnchorCorner::BottomRight => AnchorCorner::TopRight,
303            },
304            Axis::Horizontal => match self {
305                AnchorCorner::TopLeft => AnchorCorner::TopRight,
306                AnchorCorner::TopRight => AnchorCorner::TopLeft,
307                AnchorCorner::BottomLeft => AnchorCorner::BottomRight,
308                AnchorCorner::BottomRight => AnchorCorner::BottomLeft,
309            },
310        }
311    }
312}