use crate::{
input::keyboard,
pane_grid::{node::Node, Axis, Direction, Pane, Split},
Hasher, Point, Rectangle, Size,
};
use std::collections::HashMap;
#[derive(Debug)]
pub struct State<T> {
pub(super) panes: HashMap<Pane, T>,
pub(super) internal: Internal,
pub(super) modifiers: keyboard::ModifiersState,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Focus {
Idle,
Dragging,
}
impl<T> State<T> {
pub fn new(first_pane_state: T) -> (Self, Pane) {
let first_pane = Pane(0);
let mut panes = HashMap::new();
let _ = panes.insert(first_pane, first_pane_state);
(
State {
panes,
internal: Internal {
layout: Node::Pane(first_pane),
last_id: 0,
action: Action::Idle { focus: None },
},
modifiers: keyboard::ModifiersState::default(),
},
first_pane,
)
}
pub fn len(&self) -> usize {
self.panes.len()
}
pub fn get_mut(&mut self, pane: &Pane) -> Option<&mut T> {
self.panes.get_mut(pane)
}
pub fn iter(&self) -> impl Iterator<Item = (&Pane, &T)> {
self.panes.iter()
}
pub fn iter_mut(&mut self) -> impl Iterator<Item = (&Pane, &mut T)> {
self.panes.iter_mut()
}
pub fn active(&self) -> Option<Pane> {
match self.internal.action {
Action::Idle { focus } => focus,
_ => None,
}
}
pub fn adjacent(&self, pane: &Pane, direction: Direction) -> Option<Pane> {
let regions =
self.internal.layout.regions(0.0, Size::new(4096.0, 4096.0));
let current_region = regions.get(pane)?;
let target = match direction {
Direction::Left => {
Point::new(current_region.x - 1.0, current_region.y + 1.0)
}
Direction::Right => Point::new(
current_region.x + current_region.width + 1.0,
current_region.y + 1.0,
),
Direction::Up => {
Point::new(current_region.x + 1.0, current_region.y - 1.0)
}
Direction::Down => Point::new(
current_region.x + 1.0,
current_region.y + current_region.height + 1.0,
),
};
let mut colliding_regions =
regions.iter().filter(|(_, region)| region.contains(target));
let (pane, _) = colliding_regions.next()?;
Some(*pane)
}
pub fn focus(&mut self, pane: &Pane) {
self.internal.focus(pane);
}
pub fn split(&mut self, axis: Axis, pane: &Pane, state: T) -> Option<Pane> {
let node = self.internal.layout.find(pane)?;
let new_pane = {
self.internal.last_id = self.internal.last_id.checked_add(1)?;
Pane(self.internal.last_id)
};
let new_split = {
self.internal.last_id = self.internal.last_id.checked_add(1)?;
Split(self.internal.last_id)
};
node.split(new_split, axis, new_pane);
let _ = self.panes.insert(new_pane, state);
self.focus(&new_pane);
Some(new_pane)
}
pub fn swap(&mut self, a: &Pane, b: &Pane) {
self.internal.layout.update(&|node| match node {
Node::Split { .. } => {}
Node::Pane(pane) => {
if pane == a {
*node = Node::Pane(*b);
} else if pane == b {
*node = Node::Pane(*a);
}
}
});
}
pub fn resize(&mut self, split: &Split, percentage: f32) {
let _ = self.internal.layout.resize(split, percentage);
}
pub fn close(&mut self, pane: &Pane) -> Option<T> {
if let Some(sibling) = self.internal.layout.remove(pane) {
self.focus(&sibling);
self.panes.remove(pane)
} else {
None
}
}
}
#[derive(Debug)]
pub struct Internal {
layout: Node,
last_id: usize,
action: Action,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Action {
Idle {
focus: Option<Pane>,
},
Dragging {
pane: Pane,
},
Resizing {
split: Split,
axis: Axis,
focus: Option<Pane>,
},
}
impl Action {
pub fn focus(&self) -> Option<(Pane, Focus)> {
match self {
Action::Idle { focus } | Action::Resizing { focus, .. } => {
focus.map(|pane| (pane, Focus::Idle))
}
Action::Dragging { pane } => Some((*pane, Focus::Dragging)),
}
}
}
impl Internal {
pub fn action(&self) -> Action {
self.action
}
pub fn picked_pane(&self) -> Option<Pane> {
match self.action {
Action::Dragging { pane } => Some(pane),
_ => None,
}
}
pub fn picked_split(&self) -> Option<(Split, Axis)> {
match self.action {
Action::Resizing { split, axis, .. } => Some((split, axis)),
_ => None,
}
}
pub fn regions(
&self,
spacing: f32,
size: Size,
) -> HashMap<Pane, Rectangle> {
self.layout.regions(spacing, size)
}
pub fn splits(
&self,
spacing: f32,
size: Size,
) -> HashMap<Split, (Axis, Rectangle, f32)> {
self.layout.splits(spacing, size)
}
pub fn focus(&mut self, pane: &Pane) {
self.action = Action::Idle { focus: Some(*pane) };
}
pub fn pick_pane(&mut self, pane: &Pane) {
self.action = Action::Dragging { pane: *pane };
}
pub fn pick_split(&mut self, split: &Split, axis: Axis) {
// TODO: Obtain `axis` from layout itself. Maybe we should implement
// `Node::find_split`
if self.picked_pane().is_some() {
return;
}
let focus = self.action.focus().map(|(pane, _)| pane);
self.action = Action::Resizing {
split: *split,
axis,
focus,
};
}
pub fn drop_split(&mut self) {
match self.action {
Action::Resizing { focus, .. } => {
self.action = Action::Idle { focus };
}
_ => {}
}
}
pub fn unfocus(&mut self) {
self.action = Action::Idle { focus: None };
}
pub fn hash_layout(&self, hasher: &mut Hasher) {
use std::hash::Hash;
self.layout.hash(hasher);
}
}