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vectorcraft/crates/ui-egui/src/dialogs/modal.rs
T
bflatasticandClaude Opus 5.5 d728c47e6f Auto-Collapse Iconic Panels: dialogs keep the panel, the dock doesn't (review of #488)
- A press inside a dialog the popped-out panel opened (Swatch Options from its
  menu, say), or on a modal dialog's backdrop, put the panel away under the
  dialog. The press now counts as away only when it lands on no foreground
  layer (the flyout itself, dialogs, palettes) and not on the modal backdrop
  (`dialogs::modal::backdrop`), as the popovers decide a click elsewhere.
- A press in the expanded dock's panel group left the flyout open: only the
  icon column is spared now (its icons swap or close the flyout themselves),
  so a click in another docked panel puts it away, as a click anywhere else in
  the workspace does in the reference app.
- The test covers a click in a dialog, on its backdrop and in the docked group.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:22:15 +07:00

108 lines
5.3 KiB
Rust

//! The modal dialog window: a backdrop that keeps the rest of the app from taking clicks, and a
//! window with no title bar that opens centred and moves by dragging its heading (the band from its
//! top edge down to the heading), as a title bar would. Where it was moved to stays, per window, for
//! the session, and the window never leaves the screen.
use egui::{Id, Rect, Vec2};
use crate::theme::{self, Tokens};
/// Show the modal dialog window `id` (`title` is its accessible name), `nudge` points below the
/// screen's centre until it is moved, with `margin` inside its frame. `add` draws the contents and
/// should start with [`heading`] (or [`drag_band`]) so the window can be moved.
pub(crate) fn show<R>(ctx: &egui::Context, title: &str, id: Id, nudge: f32, margin: i8, add: impl FnOnce(&mut egui::Ui) -> R) -> Option<R> {
let t = Tokens::get(ctx);
let dim = backdrop();
egui::Area::new(dim.id).order(dim.order).fixed_pos(egui::Pos2::ZERO).show(ctx, |ui| {
// Modal, but the canvas isn't dimmed so previews stay readable (as in the reference app).
ui.allocate_rect(ctx.content_rect(), egui::Sense::click());
});
egui::Window::new(title)
.id(id)
.order(egui::Order::Foreground)
.collapsible(false)
.resizable(false)
.title_bar(false)
.anchor(egui::Align2::CENTER_CENTER, offset(ctx, id, nudge))
.frame(egui::Frame::window(&ctx.global_style()).fill(t.panel).inner_margin(egui::Margin::same(margin)))
.show(ctx, add)
.and_then(|r| r.inner)
}
/// The layer of the backdrop behind a modal dialog window, which takes the clicks the rest of
/// the app would get.
pub(crate) fn backdrop() -> egui::LayerId {
egui::LayerId::new(egui::Order::Middle, Id::new("modal-dim"))
}
/// The dialog's heading, which also moves the window ([`drag_band`]).
pub(crate) fn heading(ui: &mut egui::Ui, text: &str) {
let t = Tokens::get(ui.ctx());
// Not selectable: a drag on it moves the window instead of selecting its text.
let r = ui.add(egui::Label::new(egui::RichText::new(text).font(theme::semibold(16.0)).color(t.text)).selectable(false));
drag_band(ui, r.rect.bottom());
}
/// Make the band of the dialog window [`show`] draws `ui` in, from its top edge down to `bottom`, a
/// handle that moves the window. Widgets added later on the band stay clickable (they sit above it).
pub(crate) fn drag_band(ui: &mut egui::Ui, bottom: f32) {
let id = ui.layer_id().id;
// Last frame's rectangle: none while the window measures itself the first time it shows.
let Some(outer) = ui.ctx().memory(|m| m.area_rect(id)) else { return };
let band = Rect::from_x_y_ranges(outer.x_range(), outer.top()..=bottom.max(outer.top()));
let r = ui.interact(band, handle(id), egui::Sense::drag());
if r.dragged() {
ui.ctx().set_cursor_icon(egui::CursorIcon::Grabbing);
} else if r.hovered() {
ui.ctx().set_cursor_icon(egui::CursorIcon::Grab);
}
}
/// The drag handle of window `id`.
fn handle(id: Id) -> Id {
id.with("modal-drag")
}
/// Where window `id` sits, from the screen's centre: `nudge` down until it is first moved. While
/// its [`drag_band`] is dragged, where it sat when the drag began plus how far the pointer has moved
/// since the press, kept on screen (applied before the window places itself, so it follows the
/// pointer without a frame's lag).
fn offset(ctx: &egui::Context, id: Id, nudge: f32) -> Vec2 {
let (key, start_key) = (id.with("modal-offset"), id.with("modal-drag-start"));
let offset = ctx.data(|m| m.get_temp::<Vec2>(key)).unwrap_or(egui::vec2(0.0, nudge));
let dragged = ctx.read_response(handle(id)).is_some_and(|r| r.dragged());
let moved = ctx.input(|i| Some(i.pointer.latest_pos()? - i.pointer.press_origin()?));
let (true, Some(moved), Some(rect)) = (dragged, moved, ctx.memory(|m| m.area_rect(id))) else {
ctx.data_mut(|m| m.remove::<Vec2>(start_key));
return offset;
};
let start = ctx.data_mut(|m| *m.get_temp_mut_or(start_key, offset));
let screen = ctx.content_rect();
let to = on_screen(Rect::from_center_size(screen.center() + start + moved, rect.size()), screen).center() - screen.center();
ctx.data_mut(|m| m.insert_temp(key, to));
to
}
/// `r` moved the least to lie inside `screen` (its top left inside when it is larger).
fn on_screen(r: Rect, screen: Rect) -> Rect {
let x = r.left().min(screen.right() - r.width()).max(screen.left());
let y = r.top().min(screen.bottom() - r.height()).max(screen.top());
Rect::from_min_size(egui::pos2(x, y), r.size())
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn a_moved_window_stays_on_screen() {
let screen = Rect::from_min_size(egui::Pos2::ZERO, egui::vec2(800.0, 600.0));
let r = |x: f32, y: f32, w: f32, h: f32| Rect::from_min_size(egui::pos2(x, y), egui::vec2(w, h));
assert_eq!(on_screen(r(100.0, 100.0, 200.0, 100.0), screen), r(100.0, 100.0, 200.0, 100.0));
assert_eq!(on_screen(r(-50.0, 550.0, 200.0, 100.0), screen), r(0.0, 500.0, 200.0, 100.0));
assert_eq!(on_screen(r(700.0, -20.0, 200.0, 100.0), screen), r(600.0, 0.0, 200.0, 100.0));
// Larger than the screen: its top left stays in view.
assert_eq!(on_screen(r(-10.0, -10.0, 900.0, 700.0), screen), r(0.0, 0.0, 900.0, 700.0));
}
}