Add menu code, adapted from iced_aw

This commit is contained in:
Jeremy Soller 2023-11-16 08:00:11 -07:00
parent 23b480e58d
commit bad4400779
9 changed files with 2186 additions and 0 deletions

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@ -32,6 +32,8 @@ pub enum Button {
Transparent,
AppletMenu,
AppletIcon,
MenuRoot,
MenuItem,
}
pub fn appearance(
@ -120,6 +122,19 @@ pub fn appearance(
appearance.icon_color = Some(cosmic.background.on.into());
appearance.text_color = Some(cosmic.background.on.into());
}
Button::MenuRoot => {
appearance.background = None;
appearance.icon_color = Some(cosmic.accent.base.into());
appearance.text_color = Some(cosmic.accent.base.into());
}
Button::MenuItem => {
let (background, _, _) = color(&cosmic.background.component);
appearance.background = Some(Background::Color(background));
appearance.icon_color = Some(cosmic.background.on.into());
appearance.text_color = Some(cosmic.background.on.into());
corner_radii = &cosmic.corner_radii.radius_s;
}
}
appearance.border_radius = (*corner_radii).into();

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@ -0,0 +1,80 @@
// From iced_aw, license MIT
//! Change the appearance of menu bars and their menus.
use iced_widget::core::Color;
use crate::Theme;
/// The appearance of a menu bar and its menus.
#[derive(Debug, Clone, Copy)]
pub struct Appearance {
/// The background color of the menu bar and its menus.
pub background: Color,
/// The border width of the menu bar and its menus.
pub border_width: f32,
/// The border radius of the menu bar.
pub bar_border_radius: [f32; 4],
/// The border radius of the menus.
pub menu_border_radius: [f32; 4],
/// The border [`Color`] of the menu bar and its menus.
pub border_color: Color,
/// The expand value of the menus' background
pub background_expand: [u16; 4],
/// The highlighted path [`Color`] of the the menu bar and its menus.
pub path: Color,
}
/// The style sheet of a menu bar and its menus.
pub trait StyleSheet {
/// The supported style of the [`StyleSheet`].
type Style: Default;
/// Produces the [`Appearance`] of a menu bar and its menus.
fn appearance(&self, style: &Self::Style) -> Appearance;
}
/// The style of a menu bar and its menus
#[derive(Default)]
#[allow(missing_debug_implementations)]
pub enum MenuBarStyle {
/// The default style.
#[default]
Default,
/// A [`Theme`] that uses a `Custom` palette.
Custom(Box<dyn StyleSheet<Style = Theme>>),
}
impl From<fn(&Theme) -> Appearance> for MenuBarStyle {
fn from(f: fn(&Theme) -> Appearance) -> Self {
Self::Custom(Box::new(f))
}
}
impl StyleSheet for fn(&Theme) -> Appearance {
type Style = Theme;
fn appearance(&self, style: &Self::Style) -> Appearance {
(self)(style)
}
}
impl StyleSheet for Theme {
type Style = MenuBarStyle;
fn appearance(&self, style: &Self::Style) -> Appearance {
let cosmic = self.cosmic();
let component = &cosmic.background.component;
match style {
MenuBarStyle::Default => Appearance {
background: component.base.into(),
border_width: 1.0,
bar_border_radius: cosmic.corner_radii.radius_xl,
menu_border_radius: cosmic.corner_radii.radius_s,
border_color: component.divider.into(),
background_expand: [1; 4],
path: component.hover.into(),
},
MenuBarStyle::Custom(c) => c.appearance(self),
}
}
}

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@ -17,6 +17,8 @@ pub use self::iced::Rule;
pub use self::iced::Svg;
pub use self::iced::Text;
pub mod menu_bar;
mod segmented_button;
pub use self::segmented_button::SegmentedButton;

67
src/widget/menu.rs Normal file
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@ -0,0 +1,67 @@
// From iced_aw, license MIT
//! A [`MenuBar`] widget for displaying [`MenuTree`]s
//!
//! *This API requires the following crate features to be activated: `menu`*
//!
//! # Example
//!
//! ```ignore
//! use iced::widget::button;
//! use iced_aw::menu::{MenuTree, MenuBar};
//!
//! let sub_2 = MenuTree::with_children(
//! button("Sub Menu 2"),
//! vec![
//! MenuTree::new(button("item_1")),
//! MenuTree::new(button("item_2")),
//! MenuTree::new(button("item_3")),
//! ]
//! );
//!
//! let sub_1 = MenuTree::with_children(
//! button("Sub Menu 1"),
//! vec![
//! MenuTree::new(button("item_1")),
//! sub_2,
//! MenuTree::new(button("item_2")),
//! MenuTree::new(button("item_3")),
//! ]
//! );
//!
//!
//! let root_1 = MenuTree::with_children(
//! button("Menu 1"),
//! vec![
//! MenuTree::new(button("item_1")),
//! MenuTree::new(button("item_2")),
//! sub_1,
//! MenuTree::new(button("item_3")),
//! ]
//! );
//!
//! let root_2 = MenuTree::with_children(
//! button("Menu 2"),
//! vec![
//! MenuTree::new(button("item_1")),
//! MenuTree::new(button("item_2")),
//! MenuTree::new(button("item_3")),
//! ]
//! );
//!
//! let menu_bar = MenuBar::new(vec![root_1, root_2]);
//!
//! ```
//!
mod flex;
pub mod menu_bar;
mod menu_inner;
pub mod menu_tree;
pub use crate::style::menu_bar::{Appearance, StyleSheet};
/// A `MenuBar` collects `MenuTree`s and handles
pub type MenuBar<'a, Message, Renderer> = menu_bar::MenuBar<'a, Message, Renderer>;
pub use menu_inner::{CloseCondition, ItemHeight, ItemWidth, PathHighlight};
/// Nested menu is essentially a tree of items, a menu is a collection of items
pub type MenuTree<'a, Message, Renderer> = menu_tree::MenuTree<'a, Message, Renderer>;

215
src/widget/menu/flex.rs Normal file
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@ -0,0 +1,215 @@
// From iced_aw, license MIT
use iced_widget::core::{
layout::{Limits, Node},
renderer, Alignment, Element, Padding, Point, Size,
};
/// The main axis of a flex layout.
#[derive(Debug)]
pub enum Axis {
/// The horizontal axis
Horizontal,
/// The vertical axis
#[allow(dead_code)]
Vertical,
}
impl Axis {
/// Gets the main Axis
fn main(&self, size: Size) -> f32 {
match self {
Self::Horizontal => size.width,
Self::Vertical => size.height,
}
}
/// Gets the cross Axis
fn cross(&self, size: Size) -> f32 {
match self {
Self::Horizontal => size.height,
Self::Vertical => size.width,
}
}
/// Returns a Packed axis
fn pack(&self, main: f32, cross: f32) -> (f32, f32) {
match self {
Self::Horizontal => (main, cross),
Self::Vertical => (cross, main),
}
}
}
/// Computes the flex layout with the given axis and limits, applying spacing,
/// padding and alignment to the items as needed.
///
/// It returns a new layout [`Node`].
pub fn resolve<'a, E, Message, Renderer>(
axis: &Axis,
renderer: &Renderer,
limits: &Limits,
padding: Padding,
spacing: f32,
align_items: Alignment,
items: &[E],
) -> Node
where
E: std::borrow::Borrow<Element<'a, Message, Renderer>>,
Renderer: renderer::Renderer,
{
let limits = limits.pad(padding);
let total_spacing = spacing * items.len().saturating_sub(1) as f32;
let max_cross = axis.cross(limits.max());
let mut fill_sum = 0;
let mut cross = axis.cross(limits.min()).max(axis.cross(limits.fill()));
let mut available = axis.main(limits.max()) - total_spacing;
let mut nodes: Vec<Node> = Vec::with_capacity(items.len());
nodes.resize(items.len(), Node::default());
if align_items == Alignment::Center {
let mut fill_cross = axis.cross(limits.min());
for child in items {
let child = child.borrow();
let cross_fill_factor = match axis {
Axis::Horizontal => child.as_widget().height(),
Axis::Vertical => child.as_widget().width(),
}
.fill_factor();
if cross_fill_factor == 0 {
let (max_width, max_height) = axis.pack(available, max_cross);
let child_limits = Limits::new(Size::ZERO, Size::new(max_width, max_height));
let layout = child.as_widget().layout(renderer, &child_limits);
let size = layout.size();
fill_cross = fill_cross.max(axis.cross(size));
}
}
cross = fill_cross;
}
for (i, child) in items.iter().enumerate() {
let child = child.borrow();
let fill_factor = match axis {
Axis::Horizontal => child.as_widget().width(),
Axis::Vertical => child.as_widget().height(),
}
.fill_factor();
if fill_factor == 0 {
let (min_width, min_height) = if align_items == Alignment::Center {
axis.pack(0.0, cross)
} else {
axis.pack(0.0, 0.0)
};
let (max_width, max_height) = if align_items == Alignment::Center {
axis.pack(available, cross)
} else {
axis.pack(available, max_cross)
};
let child_limits = Limits::new(
Size::new(min_width, min_height),
Size::new(max_width, max_height),
);
let layout = child.as_widget().layout(renderer, &child_limits);
let size = layout.size();
available -= axis.main(size);
if align_items != Alignment::Center {
cross = cross.max(axis.cross(size));
}
nodes[i] = layout;
} else {
fill_sum += fill_factor;
}
}
let remaining = available.max(0.0);
for (i, child) in items.iter().enumerate() {
let child = child.borrow();
let fill_factor = match axis {
Axis::Horizontal => child.as_widget().width(),
Axis::Vertical => child.as_widget().height(),
}
.fill_factor();
if fill_factor != 0 {
let max_main = remaining * f32::from(fill_factor) / f32::from(fill_sum);
let min_main = if max_main.is_infinite() {
0.0
} else {
max_main
};
let (min_width, min_height) = if align_items == Alignment::Center {
axis.pack(min_main, cross)
} else {
axis.pack(min_main, axis.cross(limits.min()))
};
let (max_width, max_height) = if align_items == Alignment::Center {
axis.pack(max_main, cross)
} else {
axis.pack(max_main, max_cross)
};
let child_limits = Limits::new(
Size::new(min_width, min_height),
Size::new(max_width, max_height),
);
let layout = child.as_widget().layout(renderer, &child_limits);
if align_items != Alignment::Center {
cross = cross.max(axis.cross(layout.size()));
}
nodes[i] = layout;
}
}
let pad = axis.pack(padding.left, padding.top);
let mut main = pad.0;
for (i, node) in nodes.iter_mut().enumerate() {
if i > 0 {
main += spacing;
}
let (x, y) = axis.pack(main, pad.1);
node.move_to(Point::new(x, y));
match axis {
Axis::Horizontal => {
node.align(Alignment::Start, align_items, Size::new(0.0, cross));
}
Axis::Vertical => {
node.align(align_items, Alignment::Start, Size::new(cross, 0.0));
}
}
let size = node.size();
main += axis.main(size);
}
let (width, height) = axis.pack(main - pad.0, cross);
let size = limits.resolve(Size::new(width, height));
Node::with_children(size.pad(padding), nodes)
}

472
src/widget/menu/menu_bar.rs Normal file
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@ -0,0 +1,472 @@
// From iced_aw, license MIT
//! A widget that handles menu trees
use super::{
menu_inner::{
CloseCondition, Direction, ItemHeight, ItemWidth, Menu, MenuState, PathHighlight,
},
menu_tree::MenuTree,
};
use crate::style::menu_bar::StyleSheet;
use iced_widget::core::{
event,
layout::{Limits, Node},
mouse::{self, Cursor},
overlay, renderer, touch,
widget::{tree, Tree},
Alignment, Clipboard, Color, Element, Layout, Length, Padding, Rectangle, Shell, Widget,
};
pub(super) struct MenuBarState {
pub(super) pressed: bool,
pub(super) view_cursor: Cursor,
pub(super) open: bool,
pub(super) active_root: Option<usize>,
pub(super) horizontal_direction: Direction,
pub(super) vertical_direction: Direction,
pub(super) menu_states: Vec<MenuState>,
}
impl MenuBarState {
pub(super) fn get_trimmed_indices(&self) -> impl Iterator<Item = usize> + '_ {
self.menu_states
.iter()
.take_while(|ms| ms.index.is_some())
.map(|ms| ms.index.expect("No indices were found in the menu state."))
}
pub(super) fn reset(&mut self) {
self.open = false;
self.active_root = None;
self.menu_states.clear();
}
}
impl Default for MenuBarState {
fn default() -> Self {
Self {
pressed: false,
view_cursor: Cursor::Available([-0.5, -0.5].into()),
open: false,
active_root: None,
horizontal_direction: Direction::Positive,
vertical_direction: Direction::Positive,
menu_states: Vec::new(),
}
}
}
/// A `MenuBar` collects `MenuTree`s and handles
/// all the layout, event processing and drawing
#[allow(missing_debug_implementations)]
pub struct MenuBar<'a, Message, Renderer = crate::Renderer>
where
Renderer: renderer::Renderer,
Renderer::Theme: StyleSheet,
{
width: Length,
height: Length,
spacing: f32,
padding: Padding,
bounds_expand: u16,
main_offset: i32,
cross_offset: i32,
close_condition: CloseCondition,
item_width: ItemWidth,
item_height: ItemHeight,
path_highlight: Option<PathHighlight>,
menu_roots: Vec<MenuTree<'a, Message, Renderer>>,
style: <Renderer::Theme as StyleSheet>::Style,
}
impl<'a, Message, Renderer> MenuBar<'a, Message, Renderer>
where
Renderer: renderer::Renderer,
Renderer::Theme: StyleSheet,
{
/// Creates a new [`MenuBar`] with the given menu roots
#[must_use]
pub fn new(menu_roots: Vec<MenuTree<'a, Message, Renderer>>) -> Self {
let mut menu_roots = menu_roots;
menu_roots.iter_mut().for_each(MenuTree::set_index);
Self {
width: Length::Shrink,
height: Length::Shrink,
spacing: 0.0,
padding: Padding::ZERO,
bounds_expand: 16,
main_offset: 0,
cross_offset: 0,
close_condition: CloseCondition {
leave: false,
click_outside: true,
click_inside: true,
},
item_width: ItemWidth::Uniform(150),
item_height: ItemHeight::Uniform(30),
path_highlight: Some(PathHighlight::MenuActive),
menu_roots,
style: <Renderer::Theme as StyleSheet>::Style::default(),
}
}
/// Sets the expand value for each menu's check bounds
///
/// When the cursor goes outside of a menu's check bounds,
/// the menu will be closed automatically, this value expands
/// the check bounds
#[must_use]
pub fn bounds_expand(mut self, value: u16) -> Self {
self.bounds_expand = value;
self
}
/// [`CloseCondition`]
#[must_use]
pub fn close_condition(mut self, close_condition: CloseCondition) -> Self {
self.close_condition = close_condition;
self
}
/// Moves each menu in the horizontal open direction
#[must_use]
pub fn cross_offset(mut self, value: i32) -> Self {
self.cross_offset = value;
self
}
/// Sets the height of the [`MenuBar`]
#[must_use]
pub fn height(mut self, height: Length) -> Self {
self.height = height;
self
}
/// [`ItemHeight`]
#[must_use]
pub fn item_height(mut self, item_height: ItemHeight) -> Self {
self.item_height = item_height;
self
}
/// [`ItemWidth`]
#[must_use]
pub fn item_width(mut self, item_width: ItemWidth) -> Self {
self.item_width = item_width;
self
}
/// Moves all the menus in the vertical open direction
#[must_use]
pub fn main_offset(mut self, value: i32) -> Self {
self.main_offset = value;
self
}
/// Sets the [`Padding`] of the [`MenuBar`]
#[must_use]
pub fn padding<P: Into<Padding>>(mut self, padding: P) -> Self {
self.padding = padding.into();
self
}
/// Sets the method for drawing path highlight
#[must_use]
pub fn path_highlight(mut self, path_highlight: Option<PathHighlight>) -> Self {
self.path_highlight = path_highlight;
self
}
/// Sets the spacing between menu roots
#[must_use]
pub fn spacing(mut self, units: f32) -> Self {
self.spacing = units;
self
}
/// Sets the style of the menu bar and its menus
#[must_use]
pub fn style(mut self, style: impl Into<<Renderer::Theme as StyleSheet>::Style>) -> Self {
self.style = style.into();
self
}
/// Sets the width of the [`MenuBar`]
#[must_use]
pub fn width(mut self, width: Length) -> Self {
self.width = width;
self
}
}
impl<'a, Message, Renderer> Widget<Message, Renderer> for MenuBar<'a, Message, Renderer>
where
Renderer: renderer::Renderer,
Renderer::Theme: StyleSheet,
{
fn width(&self) -> Length {
self.width
}
fn height(&self) -> Length {
self.height
}
fn diff(&mut self, tree: &mut Tree) {
if tree.children.len() > self.menu_roots.len() {
tree.children.truncate(self.menu_roots.len());
}
/*TODO
tree.children
.iter_mut()
.zip(self.menu_roots.iter())
.for_each(|(t, root)| {
let flat = root
.flattern()
.iter()
.map(|mt| mt.item.as_widget())
.collect::<Vec<_>>();
t.diff_children(&flat);
});
*/
if tree.children.len() < self.menu_roots.len() {
let extended = self.menu_roots[tree.children.len()..].iter().map(|root| {
let mut tree = Tree::empty();
let flat = root
.flattern()
.iter()
.map(|mt| Tree::new(mt.item.as_widget()))
.collect();
tree.children = flat;
tree
});
tree.children.extend(extended);
}
}
fn tag(&self) -> tree::Tag {
tree::Tag::of::<MenuBarState>()
}
fn state(&self) -> tree::State {
tree::State::new(MenuBarState::default())
}
fn children(&self) -> Vec<Tree> {
/*
menu bar
menu root 1 (stateless)
flat tree
menu root 2 (stateless)
flat tree
...
*/
self.menu_roots
.iter()
.map(|root| {
let mut tree = Tree::empty();
let flat = root
.flattern()
.iter()
.map(|mt| Tree::new(mt.item.as_widget()))
.collect();
tree.children = flat;
tree
})
.collect()
}
fn layout(&self, renderer: &Renderer, limits: &Limits) -> Node {
use super::flex;
let limits = limits.width(self.width).height(self.height);
let children = self
.menu_roots
.iter()
.map(|root| &root.item)
.collect::<Vec<_>>();
flex::resolve(
&flex::Axis::Horizontal,
renderer,
&limits,
self.padding,
self.spacing,
Alignment::Center,
&children,
)
}
fn on_event(
&mut self,
tree: &mut Tree,
event: event::Event,
layout: Layout<'_>,
view_cursor: Cursor,
renderer: &Renderer,
clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
viewport: &Rectangle,
) -> event::Status {
use event::Event::{Mouse, Touch};
use mouse::{Button::Left, Event::ButtonReleased};
use touch::Event::{FingerLifted, FingerLost};
let root_status = process_root_events(
&mut self.menu_roots,
view_cursor,
tree,
&event,
layout,
renderer,
clipboard,
shell,
viewport,
);
let state = tree.state.downcast_mut::<MenuBarState>();
match event {
Mouse(ButtonReleased(Left)) | Touch(FingerLifted { .. } | FingerLost { .. }) => {
if state.menu_states.is_empty() && view_cursor.is_over(layout.bounds()) {
state.view_cursor = view_cursor;
state.open = true;
}
}
_ => (),
}
root_status
}
fn draw(
&self,
tree: &Tree,
renderer: &mut Renderer,
theme: &<Renderer as renderer::Renderer>::Theme,
style: &renderer::Style,
layout: Layout<'_>,
view_cursor: Cursor,
viewport: &Rectangle,
) {
let state = tree.state.downcast_ref::<MenuBarState>();
let cursor_pos = view_cursor.position().unwrap_or_default();
let position = if state.open && (cursor_pos.x < 0.0 || cursor_pos.y < 0.0) {
state.view_cursor
} else {
view_cursor
};
// draw path highlight
if self.path_highlight.is_some() {
let styling = theme.appearance(&self.style);
if let Some(active) = state.active_root {
let active_bounds = layout
.children()
.nth(active)
.expect("Active child not found in menu?")
.bounds();
let path_quad = renderer::Quad {
bounds: active_bounds,
border_radius: styling.bar_border_radius.into(),
border_width: 0.0,
border_color: Color::TRANSPARENT,
};
let path_color = styling.path;
renderer.fill_quad(path_quad, path_color);
}
}
self.menu_roots
.iter()
.zip(&tree.children)
.zip(layout.children())
.for_each(|((root, t), lo)| {
root.item.as_widget().draw(
&t.children[root.index],
renderer,
theme,
style,
lo,
position,
viewport,
);
});
}
fn overlay<'b>(
&'b mut self,
tree: &'b mut Tree,
layout: Layout<'_>,
_renderer: &Renderer,
) -> Option<overlay::Element<'b, Message, Renderer>> {
let state = tree.state.downcast_ref::<MenuBarState>();
if !state.open {
return None;
}
Some(
Menu {
tree,
menu_roots: &mut self.menu_roots,
bounds_expand: self.bounds_expand,
close_condition: self.close_condition,
item_width: self.item_width,
item_height: self.item_height,
bar_bounds: layout.bounds(),
main_offset: self.main_offset,
cross_offset: self.cross_offset,
root_bounds_list: layout.children().map(|lo| lo.bounds()).collect(),
path_highlight: self.path_highlight,
style: &self.style,
}
.overlay(),
)
}
}
impl<'a, Message, Renderer> From<MenuBar<'a, Message, Renderer>> for Element<'a, Message, Renderer>
where
Message: 'a,
Renderer: 'a + renderer::Renderer,
Renderer::Theme: StyleSheet,
{
fn from(value: MenuBar<'a, Message, Renderer>) -> Self {
Self::new(value)
}
}
#[allow(unused_results, clippy::too_many_arguments)]
fn process_root_events<Message, Renderer>(
menu_roots: &mut [MenuTree<'_, Message, Renderer>],
view_cursor: Cursor,
tree: &mut Tree,
event: &event::Event,
layout: Layout<'_>,
renderer: &Renderer,
clipboard: &mut dyn Clipboard,
shell: &mut Shell<'_, Message>,
viewport: &Rectangle,
) -> event::Status
where
Renderer: renderer::Renderer,
{
menu_roots
.iter_mut()
.zip(&mut tree.children)
.zip(layout.children())
.map(|((root, t), lo)| {
// assert!(t.tag == tree::Tag::stateless());
root.item.as_widget_mut().on_event(
&mut t.children[root.index],
event.clone(),
lo,
view_cursor,
renderer,
clipboard,
shell,
viewport,
)
})
.fold(event::Status::Ignored, event::Status::merge)
}

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@ -0,0 +1,130 @@
// From iced_aw, license MIT
//! A tree structure for constructing a hierarchical menu
use iced_widget::core::{renderer, Element};
/// Nested menu is essentially a tree of items, a menu is a collection of items
/// a menu itself can also be an item of another menu.
///
/// A `MenuTree` represents a node in the tree, it holds a widget as a menu item
/// for its parent, and a list of menu tree as child nodes.
/// Conceptually a node is either a menu(inner node) or an item(leaf node),
/// but there's no need to explicitly distinguish them here, if a menu tree
/// has children, it's a menu, otherwise it's an item
#[allow(missing_debug_implementations)]
pub struct MenuTree<'a, Message, Renderer = crate::Renderer> {
/// The menu tree will be flatten into a vector to build a linear widget tree,
/// the `index` field is the index of the item in that vector
pub(super) index: usize,
/// The item of the menu tree
pub(super) item: Element<'a, Message, Renderer>,
/// The children of the menu tree
pub(super) children: Vec<MenuTree<'a, Message, Renderer>>,
/// The width of the menu tree
pub(super) width: Option<u16>,
/// The height of the menu tree
pub(super) height: Option<u16>,
}
impl<'a, Message, Renderer> MenuTree<'a, Message, Renderer>
where
Renderer: renderer::Renderer,
{
/// Create a new menu tree from a widget
pub fn new(item: impl Into<Element<'a, Message, Renderer>>) -> Self {
Self {
index: 0,
item: item.into(),
children: Vec::new(),
width: None,
height: None,
}
}
/// Create a menu tree from a widget and a vector of sub trees
pub fn with_children(
item: impl Into<Element<'a, Message, Renderer>>,
children: Vec<impl Into<MenuTree<'a, Message, Renderer>>>,
) -> Self {
Self {
index: 0,
item: item.into(),
children: children.into_iter().map(Into::into).collect(),
width: None,
height: None,
}
}
/// Sets the width of the menu tree.
/// See [`ItemWidth`]
///
/// [`ItemWidth`]:`super::ItemWidth`
#[must_use]
pub fn width(mut self, width: u16) -> Self {
self.width = Some(width);
self
}
/// Sets the height of the menu tree.
/// See [`ItemHeight`]
///
/// [`ItemHeight`]: `super::ItemHeight`
#[must_use]
pub fn height(mut self, height: u16) -> Self {
self.height = Some(height);
self
}
/* Keep `set_index()` and `flattern()` recurse in the same order */
/// Set the index of each item
pub(super) fn set_index(&mut self) {
/// inner counting function.
fn rec<Message, Renderer>(mt: &mut MenuTree<'_, Message, Renderer>, count: &mut usize) {
// keep items under the same menu line up
mt.children.iter_mut().for_each(|c| {
c.index = *count;
*count += 1;
});
mt.children.iter_mut().for_each(|c| rec(c, count));
}
let mut count = 0;
self.index = count;
count += 1;
rec(self, &mut count);
}
/// Flatten the menu tree
pub(super) fn flattern(&'a self) -> Vec<&Self> {
/// Inner flattening function
fn rec<'a, Message, Renderer>(
mt: &'a MenuTree<'a, Message, Renderer>,
flat: &mut Vec<&MenuTree<'a, Message, Renderer>>,
) {
mt.children.iter().for_each(|c| {
flat.push(c);
});
mt.children.iter().for_each(|c| {
rec(c, flat);
});
}
let mut flat = Vec::new();
flat.push(self);
rec(self, &mut flat);
flat
}
}
impl<'a, Message, Renderer> From<Element<'a, Message, Renderer>> for MenuTree<'a, Message, Renderer>
where
Renderer: renderer::Renderer,
{
fn from(value: Element<'a, Message, Renderer>) -> Self {
Self::new(value)
}
}

View file

@ -126,6 +126,8 @@ pub mod frames;
pub mod list;
pub use list::*;
pub mod menu;
pub mod nav_bar;
pub use nav_bar::nav_bar;