use crate::{
column,
input::{mouse, ButtonState},
layout, Align, Column, Element, Event, Hasher, Layout, Length, Point,
Rectangle, Size, Widget,
};
use std::{f32, hash::Hash, u32};
/// A widget that can vertically display an infinite amount of content with a
/// scrollbar.
pub struct Scrollable<'a, Message, Renderer> {
state: &'a mut State,
height: Length,
max_height: u32,
content: Column<'a, Message, Renderer>,
}
impl<'a, Message, Renderer> Scrollable<'a, Message, Renderer> {
/// Creates a new [`Scrollable`] with the given [`State`].
///
/// [`Scrollable`]: struct.Scrollable.html
/// [`State`]: struct.State.html
pub fn new(state: &'a mut State) -> Self {
Scrollable {
state,
height: Length::Shrink,
max_height: u32::MAX,
content: Column::new(),
}
}
/// Sets the vertical spacing _between_ elements.
///
/// Custom margins per element do not exist in Iced. You should use this
/// method instead! While less flexible, it helps you keep spacing between
/// elements consistent.
pub fn spacing(mut self, units: u16) -> Self {
self.content = self.content.spacing(units);
self
}
/// Sets the padding of the [`Scrollable`].
///
/// [`Scrollable`]: struct.Scrollable.html
pub fn padding(mut self, units: u16) -> Self {
self.content = self.content.padding(units);
self
}
/// Sets the width of the [`Scrollable`].
///
/// [`Scrollable`]: struct.Scrollable.html
pub fn width(mut self, width: Length) -> Self {
self.content = self.content.width(width);
self
}
/// Sets the height of the [`Scrollable`].
///
/// [`Scrollable`]: struct.Scrollable.html
pub fn height(mut self, height: Length) -> Self {
self.height = height;
self
}
/// Sets the maximum width of the [`Scrollable`].
///
/// [`Scrollable`]: struct.Scrollable.html
pub fn max_width(mut self, max_width: u32) -> Self {
self.content = self.content.max_width(max_width);
self
}
/// Sets the maximum height of the [`Scrollable`] in pixels.
///
/// [`Scrollable`]: struct.Scrollable.html
pub fn max_height(mut self, max_height: u32) -> Self {
self.max_height = max_height;
self
}
/// Sets the horizontal alignment of the contents of the [`Scrollable`] .
///
/// [`Scrollable`]: struct.Scrollable.html
pub fn align_items(mut self, align_items: Align) -> Self {
self.content = self.content.align_items(align_items);
self
}
/// Adds an element to the [`Scrollable`].
///
/// [`Scrollable`]: struct.Scrollable.html
pub fn push<E>(mut self, child: E) -> Self
where
E: Into<Element<'a, Message, Renderer>>,
{
self.content = self.content.push(child);
self
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer>
for Scrollable<'a, Message, Renderer>
where
Renderer: self::Renderer + column::Renderer,
{
fn width(&self) -> Length {
Length::Fill
}
fn height(&self) -> Length {
self.height
}
fn layout(
&self,
renderer: &Renderer,
limits: &layout::Limits,
) -> layout::Node {
let limits = limits
.max_height(self.max_height)
.width(Length::Fill)
.height(self.height);
let child_limits = layout::Limits::new(
Size::new(limits.min().width, 0.0),
Size::new(limits.max().width, f32::INFINITY),
);
let content = self.content.layout(renderer, &child_limits);
let size = limits.resolve(content.size());
layout::Node::with_children(size, vec![content])
}
fn on_event(
&mut self,
event: Event,
layout: Layout<'_>,
cursor_position: Point,
messages: &mut Vec<Message>,
renderer: &Renderer,
) {
let bounds = layout.bounds();
let is_mouse_over = bounds.contains(cursor_position);
let content = layout.children().next().unwrap();
let content_bounds = content.bounds();
let is_mouse_over_scrollbar = renderer.is_mouse_over_scrollbar(
bounds,
content_bounds,
cursor_position,
);
// TODO: Event capture. Nested scrollables should capture scroll events.
if is_mouse_over {
match event {
Event::Mouse(mouse::Event::WheelScrolled { delta }) => {
match delta {
mouse::ScrollDelta::Lines { y, .. } => {
// TODO: Configurable speed (?)
self.state.scroll(y * 15.0, bounds, content_bounds);
}
mouse::ScrollDelta::Pixels { y, .. } => {
self.state.scroll(y, bounds, content_bounds);
}
}
}
_ => {}
}
}
if self.state.is_scrollbar_grabbed() || is_mouse_over_scrollbar {
match event {
Event::Mouse(mouse::Event::Input {
button: mouse::Button::Left,
state,
}) => match state {
ButtonState::Pressed => {
self.state.scroll_to(
cursor_position.y / (bounds.y + bounds.height),
bounds,
content_bounds,
);
self.state.scrollbar_grabbed_at = Some(cursor_position);
}
ButtonState::Released => {
self.state.scrollbar_grabbed_at = None;
}
},
Event::Mouse(mouse::Event::CursorMoved { .. }) => {
if let Some(scrollbar_grabbed_at) =
self.state.scrollbar_grabbed_at
{
let ratio = content_bounds.height / bounds.height;
let delta = scrollbar_grabbed_at.y - cursor_position.y;
self.state.scroll(
delta * ratio,
bounds,
content_bounds,
);
self.state.scrollbar_grabbed_at = Some(cursor_position);
}
}
_ => {}
}
}
let cursor_position = if is_mouse_over
&& !(is_mouse_over_scrollbar
|| self.state.scrollbar_grabbed_at.is_some())
{
Point::new(
cursor_position.x,
cursor_position.y
+ self.state.offset(bounds, content_bounds) as f32,
)
} else {
// TODO: Make `cursor_position` an `Option<Point>` so we can encode
// cursor availability.
// This will probably happen naturally once we add multi-window
// support.
Point::new(cursor_position.x, -1.0)
};
self.content.on_event(
event,
content,
cursor_position,
messages,
renderer,
)
}
fn draw(
&self,
renderer: &mut Renderer,
layout: Layout<'_>,
cursor_position: Point,
) -> Renderer::Output {
let bounds = layout.bounds();
let content_layout = layout.children().next().unwrap();
let content_bounds = content_layout.bounds();
let offset = self.state.offset(bounds, content_bounds);
let is_mouse_over = bounds.contains(cursor_position);
let is_mouse_over_scrollbar = renderer.is_mouse_over_scrollbar(
bounds,
content_bounds,
cursor_position,
);
let content = {
let cursor_position = if is_mouse_over && !is_mouse_over_scrollbar {
Point::new(cursor_position.x, cursor_position.y + offset as f32)
} else {
Point::new(cursor_position.x, -1.0)
};
self.content.draw(renderer, content_layout, cursor_position)
};
self::Renderer::draw(
renderer,
&self.state,
bounds,
content_layout.bounds(),
is_mouse_over,
is_mouse_over_scrollbar,
offset,
content,
)
}
fn hash_layout(&self, state: &mut Hasher) {
std::any::TypeId::of::<Scrollable<'static, (), ()>>().hash(state);
self.height.hash(state);
self.max_height.hash(state);
self.content.hash_layout(state)
}
}
/// The local state of a [`Scrollable`].
///
/// [`Scrollable`]: struct.Scrollable.html
#[derive(Debug, Clone, Copy, Default)]
pub struct State {
scrollbar_grabbed_at: Option<Point>,
offset: u32,
}
impl State {
/// Creates a new [`State`] with the scrollbar located at the top.
///
/// [`State`]: struct.State.html
pub fn new() -> Self {
State::default()
}
/// Apply a scrolling offset to the current [`State`], given the bounds of
/// the [`Scrollable`] and its contents.
///
/// [`Scrollable`]: struct.Scrollable.html
/// [`State`]: struct.State.html
pub fn scroll(
&mut self,
delta_y: f32,
bounds: Rectangle,
content_bounds: Rectangle,
) {
if bounds.height >= content_bounds.height {
return;
}
self.offset = (self.offset as i32 - delta_y.round() as i32)
.max(0)
.min((content_bounds.height - bounds.height) as i32)
as u32;
}
/// Moves the scroll position to a relative amount, given the bounds of
/// the [`Scrollable`] and its contents.
///
/// `0` represents scrollbar at the top, while `1` represents scrollbar at
/// the bottom.
///
/// [`Scrollable`]: struct.Scrollable.html
/// [`State`]: struct.State.html
pub fn scroll_to(
&mut self,
percentage: f32,
bounds: Rectangle,
content_bounds: Rectangle,
) {
self.offset = ((content_bounds.height - bounds.height) * percentage)
.max(0.0) as u32;
}
/// Returns the current scrolling offset of the [`State`], given the bounds
/// of the [`Scrollable`] and its contents.
///
/// [`Scrollable`]: struct.Scrollable.html
/// [`State`]: struct.State.html
pub fn offset(&self, bounds: Rectangle, content_bounds: Rectangle) -> u32 {
let hidden_content =
(content_bounds.height - bounds.height).max(0.0).round() as u32;
self.offset.min(hidden_content)
}
/// Returns whether the scrollbar is currently grabbed or not.
pub fn is_scrollbar_grabbed(&self) -> bool {
self.scrollbar_grabbed_at.is_some()
}
}
pub trait Renderer: crate::Renderer + Sized {
fn is_mouse_over_scrollbar(
&self,
bounds: Rectangle,
content_bounds: Rectangle,
cursor_position: Point,
) -> bool;
fn draw(
&mut self,
scrollable: &State,
bounds: Rectangle,
content_bounds: Rectangle,
is_mouse_over: bool,
is_mouse_over_scrollbar: bool,
offset: u32,
content: Self::Output,
) -> Self::Output;
}
impl<'a, Message, Renderer> From<Scrollable<'a, Message, Renderer>>
for Element<'a, Message, Renderer>
where
Renderer: 'a + self::Renderer + column::Renderer,
Message: 'static,
{
fn from(
scrollable: Scrollable<'a, Message, Renderer>,
) -> Element<'a, Message, Renderer> {
Element::new(scrollable)
}
}