Struct zng_wgt_layer::LAYERS
source · pub struct LAYERS;
Expand description
Windows layers.
The window layers is a z-order stacking panel that fills the window content area, widgets can be inserted
with a z-index that is the LayerIndex
. The inserted widgets parent is the window root widget and
it is affected by the context properties set on the window only.
§Layout & Render
Layered widgets are measured and arranged using the same constraints as the window root widget, the desired size is discarded, only the root widget desired size can affect the window size.
Layered widgets are all layout and rendered after the window content, this means that the WidgetBoundsInfo
of normal widgets are always up-to-date when the layered widget is arranged and rendered, so if you
implement custom layouts that align the layered widget with a normal widget using the info values it will always be in sync with
a single layout pass, see insert_anchored
for more details.
Note that this single pass behavior only works automatically in the AnchorMode
, to implement custom
sizing and positioning based on the anchor you must wrap the layered widget with a custom widget node, this
is because the default widget implementation skips layout and render when it was not requested for the widget
or descendants. See the insert_anchored
source code for an example.
Implementations§
source§impl LAYERS
impl LAYERS
sourcepub fn insert(&self, layer: impl IntoVar<LayerIndex>, widget: impl UiNode)
pub fn insert(&self, layer: impl IntoVar<LayerIndex>, widget: impl UiNode)
Insert the widget
in the layer identified by a LayerIndex
.
If the layer
variable updates the widget is moved to the new layer, if multiple widgets
are inserted in the same layer the later inserts are on top of the previous.
If the widget
node is not a full widget after init it is immediately deinited and removed. Only full
widgets are allowed, use this method when you know the node is a widget and know the widget ID so it can
be removed later. Use insert_node
to insert nodes that may not always be widgets.
sourcepub fn insert_node(
&self,
layer: impl IntoVar<LayerIndex>,
maybe_widget: impl UiNode,
) -> ResponseVar<WidgetId>
pub fn insert_node( &self, layer: impl IntoVar<LayerIndex>, maybe_widget: impl UiNode, ) -> ResponseVar<WidgetId>
Like insert
, but does not fail if maybe_widget
is not a full widget.
If the maybe_widget
is not a full widget after the first init, it is upgraded to a full widget. The
widget ID (existing or upgraded) is set on a response var that can be used to remove the node.
This is the equivalent of calling insert
with the node wrapped in UiNode::init_widget
.
sourcepub fn insert_anchored(
&self,
layer: impl IntoVar<LayerIndex>,
anchor: impl IntoVar<WidgetId>,
mode: impl IntoVar<AnchorMode>,
widget: impl UiNode,
)
pub fn insert_anchored( &self, layer: impl IntoVar<LayerIndex>, anchor: impl IntoVar<WidgetId>, mode: impl IntoVar<AnchorMode>, widget: impl UiNode, )
Insert the widget
in the layer and anchor it to the offset/transform of another widget.
The anchor
is the ID of another widget, the inserted widget
will be offset/transform so that it aligns
with the anchor
widget top-left. The mode
is a value of AnchorMode
that defines if the widget
will
receive the full transform or just the offset.
If the anchor
widget is not found the widget
is anchored to the window root. If the widget
is not a full widget after init it is immediately deinited and removed. If you don’t
know the widget ID use insert_anchored_node
instead to receive the ID so the layer can be removed.
sourcepub fn insert_anchored_node(
&self,
layer: impl IntoVar<LayerIndex>,
anchor: impl IntoVar<WidgetId>,
mode: impl IntoVar<AnchorMode>,
maybe_widget: impl UiNode,
) -> ResponseVar<WidgetId>
pub fn insert_anchored_node( &self, layer: impl IntoVar<LayerIndex>, anchor: impl IntoVar<WidgetId>, mode: impl IntoVar<AnchorMode>, maybe_widget: impl UiNode, ) -> ResponseVar<WidgetId>
Like insert_anchored
, but does not fail if maybe_widget
is not a full widget.
If the maybe_widget
is not a full widget after the first init, it is upgraded to a full widget. The
widget ID is set on a response var that can be used to remove the node.
This is the equivalent of calling insert_anchored
with the node wrapped in UiNode::init_widget
.
sourcepub fn remove(&self, id: impl Into<WidgetId>)
pub fn remove(&self, id: impl Into<WidgetId>)
Remove the widget in the next update.
The id
must the widget id of a previous inserted widget, nothing happens if the widget is not found.
See also remove_node
for removing nodes inserted by _node
variants.
sourcepub fn remove_node(&self, id: ResponseVar<WidgetId>)
pub fn remove_node(&self, id: ResponseVar<WidgetId>)
Remove the widget in the next update.
If the id
has not responded yet it will be removed as soon as it initializes. This can happen if
the remove request is made before an update cycle allows time for the inserted widget first init.
sourcepub fn anchor_id(&self) -> ReadOnlyContextVar<Option<WidgetId>>
pub fn anchor_id(&self) -> ReadOnlyContextVar<Option<WidgetId>>
Gets a read-only var that tracks the anchor widget in a layered widget context.
Auto Trait Implementations§
impl Freeze for LAYERS
impl RefUnwindSafe for LAYERS
impl Send for LAYERS
impl Sync for LAYERS
impl Unpin for LAYERS
impl UnwindSafe for LAYERS
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
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source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more