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Initial implementation of
ZoomPanArea
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//! A small, self-container pan-and-zoom area for [`egui`]. | ||
//! | ||
//! Throughout this module, we use the following conventions or naming the different spaces: | ||
//! * `ui`-space: The _global_ `egui` space. | ||
//! * `view`-space: The space where the pan-and-zoom area is drawn. | ||
//! * `scene`-space: The space where the actual content is drawn. | ||
use crate::{emath::TSTransform, LayerId, Rect, Response, Sense, Ui, UiBuilder, Vec2}; | ||
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/// Creates a transformation that fits a given scene rectangle into the available screen size. | ||
/// | ||
/// The resulting visual scene bounds can be larger, ue to letterboxing. | ||
fn fit_to_rect_in_scene(rect_in_ui: Rect, rect_in_scene: Rect) -> TSTransform { | ||
let available_size_in_ui = rect_in_ui.size(); | ||
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// Compute the scale factor to fit the bounding rectangle into the available screen size. | ||
let scale_x = available_size_in_ui.x / rect_in_scene.width(); | ||
let scale_y = available_size_in_ui.y / rect_in_scene.height(); | ||
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// Use the smaller of the two scales to ensure the whole rectangle fits on the screen. | ||
let scale = scale_x.min(scale_y).min(1.0); | ||
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// Compute the translation to center the bounding rect in the screen. | ||
let center_screen = rect_in_ui.center(); | ||
let center_scene = rect_in_scene.center().to_vec2(); | ||
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// Set the transformation to scale and then translate to center. | ||
TSTransform::from_translation(center_screen.to_vec2() - center_scene * scale) | ||
* TSTransform::from_scaling(scale) | ||
} | ||
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#[derive(Clone, Debug)] | ||
#[must_use = "You should call .show()"] | ||
pub struct ZoomPanArea { | ||
min_scaling: Option<f32>, | ||
max_scaling: f32, | ||
fit_rect: Option<Rect>, | ||
} | ||
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impl Default for ZoomPanArea { | ||
fn default() -> Self { | ||
Self { | ||
min_scaling: None, | ||
max_scaling: 1.0, | ||
fit_rect: None, | ||
} | ||
} | ||
} | ||
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impl ZoomPanArea { | ||
pub fn new() -> Self { | ||
Default::default() | ||
} | ||
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/// Provides a zoom-pan area for a given view. | ||
/// | ||
/// Will fill the entire `max_rect` of the `parent_ui`. | ||
fn show_zoom_pan_area( | ||
&self, | ||
parent_ui: &mut Ui, | ||
to_global: &mut TSTransform, | ||
draw_contents: impl FnOnce(&mut Ui), | ||
) -> Response { | ||
// Create a new egui paint layer, where we can draw our contents: | ||
let zoom_pan_layer_id = LayerId::new( | ||
parent_ui.layer_id().order, | ||
parent_ui.id().with("zoom_pan_area"), | ||
); | ||
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// Put the layer directly on-top of the main layer of the ui: | ||
parent_ui | ||
.ctx() | ||
.set_sublayer(parent_ui.layer_id(), zoom_pan_layer_id); | ||
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let global_view_bounds = parent_ui.max_rect(); | ||
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// Optionally change the transformation so that a scene rect is | ||
// contained in the view, potentially with letter boxing. | ||
if let Some(rect_in_scene) = self.fit_rect { | ||
*to_global = fit_to_rect_in_scene(global_view_bounds, rect_in_scene); | ||
} | ||
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let mut local_ui = parent_ui.new_child( | ||
UiBuilder::new() | ||
.layer_id(zoom_pan_layer_id) | ||
.max_rect(to_global.inverse() * global_view_bounds) | ||
.sense(Sense::click_and_drag()), | ||
); | ||
local_ui.set_min_size(local_ui.max_rect().size()); // Allocate all available space | ||
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// Set proper clip-rect so we can interact with the background: | ||
local_ui.set_clip_rect(local_ui.max_rect()); | ||
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let pan_response = local_ui.response(); | ||
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// Update the `to_global` transform based on use interaction: | ||
self.register_pan_and_zoom(&local_ui, &pan_response, to_global); | ||
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// Update the clip-rect with the new transform, to avoid frame-delays | ||
local_ui.set_clip_rect(to_global.inverse() * global_view_bounds); | ||
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// Add the actual contents to the area: | ||
draw_contents(&mut local_ui); | ||
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// Tell egui to apply the transform on the layer: | ||
local_ui | ||
.ctx() | ||
.set_transform_layer(zoom_pan_layer_id, *to_global); | ||
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pan_response | ||
} | ||
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/// Helper function to handle pan and zoom interactions on a response. | ||
fn register_pan_and_zoom(&self, ui: &Ui, resp: &Response, ui_from_scene: &mut TSTransform) { | ||
if resp.dragged() { | ||
ui_from_scene.translation += ui_from_scene.scaling * resp.drag_delta(); | ||
} | ||
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if let Some(mouse_pos) = ui.input(|i| i.pointer.latest_pos()) { | ||
if resp.contains_pointer() { | ||
let pointer_in_scene = ui_from_scene.inverse() * mouse_pos; | ||
let zoom_delta = ui.ctx().input(|i| i.zoom_delta()); | ||
let pan_delta = ui.ctx().input(|i| i.smooth_scroll_delta); | ||
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// Most of the time we can return early. This is also important to | ||
// avoid `ui_from_scene` to change slightly due to floating point errors. | ||
if zoom_delta == 1.0 && pan_delta == Vec2::ZERO { | ||
return; | ||
} | ||
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// Zoom in on pointer, but only if we are not zoomed out too far. | ||
if zoom_delta < 1.0 || ui_from_scene.scaling < 1.0 { | ||
*ui_from_scene = *ui_from_scene | ||
* TSTransform::from_translation(pointer_in_scene.to_vec2()) | ||
* TSTransform::from_scaling(zoom_delta) | ||
* TSTransform::from_translation(-pointer_in_scene.to_vec2()); | ||
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// We clamp the resulting scaling to avoid zooming in/out too far. | ||
if let Some(min_scaling) = self.min_scaling { | ||
ui_from_scene.scaling = | ||
ui_from_scene.scaling.clamp(min_scaling, self.max_scaling); | ||
} else { | ||
ui_from_scene.scaling = ui_from_scene.scaling.min(self.max_scaling); | ||
} | ||
} | ||
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// Pan: | ||
*ui_from_scene = TSTransform::from_translation(pan_delta) * *ui_from_scene; | ||
} | ||
} | ||
} | ||
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/// Show the [`ZoomPanArea`], and add the contents to the viewport. | ||
/// | ||
/// Mutates the `to_global` transformation to contain the new state, after potential panning and zooming. | ||
pub fn show( | ||
self, | ||
ui: &mut Ui, | ||
to_global: &mut TSTransform, | ||
add_contents: impl FnOnce(&mut Ui), | ||
) -> Response { | ||
self.show_zoom_pan_area(ui, to_global, add_contents) | ||
} | ||
} |