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#![allow(clippy::needless_range_loop)]
use crate::{
emath, epaint, lerp, pass_state, pos2, remap, remap_clamp, vec2, Context, Id, NumExt, Pos2,
Rangef, Rect, Sense, Ui, UiBuilder, UiKind, UiStackInfo, Vec2, Vec2b,
};
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
struct ScrollingToTarget {
animation_time_span: (f64, f64),
target_offset: f32,
}
#[derive(Clone, Copy, Debug)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "serde", serde(default))]
pub struct State {
/// Positive offset means scrolling down/right
pub offset: Vec2,
/// If set, quickly but smoothly scroll to this target offset.
offset_target: [Option<ScrollingToTarget>; 2],
/// Were the scroll bars visible last frame?
show_scroll: Vec2b,
/// The content were to large to fit large frame.
content_is_too_large: Vec2b,
/// Did the user interact (hover or drag) the scroll bars last frame?
scroll_bar_interaction: Vec2b,
/// Momentum, used for kinetic scrolling
#[cfg_attr(feature = "serde", serde(skip))]
vel: Vec2,
/// Mouse offset relative to the top of the handle when started moving the handle.
scroll_start_offset_from_top_left: [Option<f32>; 2],
/// Is the scroll sticky. This is true while scroll handle is in the end position
/// and remains that way until the user moves the `scroll_handle`. Once unstuck (false)
/// it remains false until the scroll touches the end position, which reenables stickiness.
scroll_stuck_to_end: Vec2b,
/// Area that can be dragged. This is the size of the content from the last frame.
interact_rect: Option<Rect>,
}
impl Default for State {
fn default() -> Self {
Self {
offset: Vec2::ZERO,
offset_target: Default::default(),
show_scroll: Vec2b::FALSE,
content_is_too_large: Vec2b::FALSE,
scroll_bar_interaction: Vec2b::FALSE,
vel: Vec2::ZERO,
scroll_start_offset_from_top_left: [None; 2],
scroll_stuck_to_end: Vec2b::TRUE,
interact_rect: None,
}
}
}
impl State {
pub fn load(ctx: &Context, id: Id) -> Option<Self> {
ctx.data_mut(|d| d.get_persisted(id))
}
pub fn store(self, ctx: &Context, id: Id) {
ctx.data_mut(|d| d.insert_persisted(id, self));
}
/// Get the current kinetic scrolling velocity.
pub fn velocity(&self) -> Vec2 {
self.vel
}
}
pub struct ScrollAreaOutput<R> {
/// What the user closure returned.
pub inner: R,
/// [`Id`] of the [`ScrollArea`].
pub id: Id,
/// The current state of the scroll area.
pub state: State,
/// The size of the content. If this is larger than [`Self::inner_rect`],
/// then there was need for scrolling.
pub content_size: Vec2,
/// Where on the screen the content is (excludes scroll bars).
pub inner_rect: Rect,
}
/// Indicate whether the horizontal and vertical scroll bars must be always visible, hidden or visible when needed.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub enum ScrollBarVisibility {
/// Hide scroll bar even if they are needed.
///
/// You can still scroll, with the scroll-wheel
/// and by dragging the contents, but there is no
/// visual indication of how far you have scrolled.
AlwaysHidden,
/// Show scroll bars only when the content size exceeds the container,
/// i.e. when there is any need to scroll.
///
/// This is the default.
VisibleWhenNeeded,
/// Always show the scroll bar, even if the contents fit in the container
/// and there is no need to scroll.
AlwaysVisible,
}
impl Default for ScrollBarVisibility {
#[inline]
fn default() -> Self {
Self::VisibleWhenNeeded
}
}
impl ScrollBarVisibility {
pub const ALL: [Self; 3] = [
Self::AlwaysHidden,
Self::VisibleWhenNeeded,
Self::AlwaysVisible,
];
}
/// Add vertical and/or horizontal scrolling to a contained [`Ui`].
///
/// By default, scroll bars only show up when needed, i.e. when the contents
/// is larger than the container.
/// This is controlled by [`Self::scroll_bar_visibility`].
///
/// There are two flavors of scroll areas: solid and floating.
/// Solid scroll bars use up space, reducing the amount of space available
/// to the contents. Floating scroll bars float on top of the contents, covering it.
/// You can change the scroll style by changing the [`crate::style::Spacing::scroll`].
///
/// ### Coordinate system
/// * content: size of contents (generally large; that's why we want scroll bars)
/// * outer: size of scroll area including scroll bar(s)
/// * inner: excluding scroll bar(s). The area we clip the contents to.
///
/// If the floating scroll bars settings is turned on then `inner == outer`.
///
/// ## Example
/// ```
/// # egui::__run_test_ui(|ui| {
/// egui::ScrollArea::vertical().show(ui, |ui| {
/// // Add a lot of widgets here.
/// });
/// # });
/// ```
///
/// You can scroll to an element using [`crate::Response::scroll_to_me`], [`Ui::scroll_to_cursor`] and [`Ui::scroll_to_rect`].
#[derive(Clone, Debug)]
#[must_use = "You should call .show()"]
pub struct ScrollArea {
/// Do we have horizontal/vertical scrolling enabled?
scroll_enabled: Vec2b,
auto_shrink: Vec2b,
max_size: Vec2,
min_scrolled_size: Vec2,
scroll_bar_visibility: ScrollBarVisibility,
scroll_bar_rect: Option<Rect>,
id_salt: Option<Id>,
offset_x: Option<f32>,
offset_y: Option<f32>,
/// If false, we ignore scroll events.
scrolling_enabled: bool,
drag_to_scroll: bool,
/// If true for vertical or horizontal the scroll wheel will stick to the
/// end position until user manually changes position. It will become true
/// again once scroll handle makes contact with end.
stick_to_end: Vec2b,
/// If false, `scroll_to_*` functions will not be animated
animated: bool,
}
impl ScrollArea {
/// Create a horizontal scroll area.
#[inline]
pub fn horizontal() -> Self {
Self::new([true, false])
}
/// Create a vertical scroll area.
#[inline]
pub fn vertical() -> Self {
Self::new([false, true])
}
/// Create a bi-directional (horizontal and vertical) scroll area.
#[inline]
pub fn both() -> Self {
Self::new([true, true])
}
/// Create a scroll area where both direction of scrolling is disabled.
/// It's unclear why you would want to do this.
#[inline]
pub fn neither() -> Self {
Self::new([false, false])
}
/// Create a scroll area where you decide which axis has scrolling enabled.
/// For instance, `ScrollArea::new([true, false])` enables horizontal scrolling.
pub fn new(scroll_enabled: impl Into<Vec2b>) -> Self {
Self {
scroll_enabled: scroll_enabled.into(),
auto_shrink: Vec2b::TRUE,
max_size: Vec2::INFINITY,
min_scrolled_size: Vec2::splat(64.0),
scroll_bar_visibility: Default::default(),
scroll_bar_rect: None,
id_salt: None,
offset_x: None,
offset_y: None,
scrolling_enabled: true,
drag_to_scroll: true,
stick_to_end: Vec2b::FALSE,
animated: true,
}
}
/// The maximum width of the outer frame of the scroll area.
///
/// Use `f32::INFINITY` if you want the scroll area to expand to fit the surrounding [`Ui`] (default).
///
/// See also [`Self::auto_shrink`].
#[inline]
pub fn max_width(mut self, max_width: f32) -> Self {
self.max_size.x = max_width;
self
}
/// The maximum height of the outer frame of the scroll area.
///
/// Use `f32::INFINITY` if you want the scroll area to expand to fit the surrounding [`Ui`] (default).
///
/// See also [`Self::auto_shrink`].
#[inline]
pub fn max_height(mut self, max_height: f32) -> Self {
self.max_size.y = max_height;
self
}
/// The minimum width of a horizontal scroll area which requires scroll bars.
///
/// The [`ScrollArea`] will only become smaller than this if the content is smaller than this
/// (and so we don't require scroll bars).
///
/// Default: `64.0`.
#[inline]
pub fn min_scrolled_width(mut self, min_scrolled_width: f32) -> Self {
self.min_scrolled_size.x = min_scrolled_width;
self
}
/// The minimum height of a vertical scroll area which requires scroll bars.
///
/// The [`ScrollArea`] will only become smaller than this if the content is smaller than this
/// (and so we don't require scroll bars).
///
/// Default: `64.0`.
#[inline]
pub fn min_scrolled_height(mut self, min_scrolled_height: f32) -> Self {
self.min_scrolled_size.y = min_scrolled_height;
self
}
/// Set the visibility of both horizontal and vertical scroll bars.
///
/// With `ScrollBarVisibility::VisibleWhenNeeded` (default), the scroll bar will be visible only when needed.
#[inline]
pub fn scroll_bar_visibility(mut self, scroll_bar_visibility: ScrollBarVisibility) -> Self {
self.scroll_bar_visibility = scroll_bar_visibility;
self
}
/// Specify within which screen-space rectangle to show the scroll bars.
///
/// This can be used to move the scroll bars to a smaller region of the `ScrollArea`,
/// for instance if you are painting a sticky header on top of it.
#[inline]
pub fn scroll_bar_rect(mut self, scroll_bar_rect: Rect) -> Self {
self.scroll_bar_rect = Some(scroll_bar_rect);
self
}
/// A source for the unique [`Id`], e.g. `.id_source("second_scroll_area")` or `.id_source(loop_index)`.
#[inline]
#[deprecated = "Renamed id_salt"]
pub fn id_source(self, id_salt: impl std::hash::Hash) -> Self {
self.id_salt(id_salt)
}
/// A source for the unique [`Id`], e.g. `.id_salt("second_scroll_area")` or `.id_salt(loop_index)`.
#[inline]
pub fn id_salt(mut self, id_salt: impl std::hash::Hash) -> Self {
self.id_salt = Some(Id::new(id_salt));
self
}
/// Set the horizontal and vertical scroll offset position.
///
/// Positive offset means scrolling down/right.
///
/// See also: [`Self::vertical_scroll_offset`], [`Self::horizontal_scroll_offset`],
/// [`Ui::scroll_to_cursor`](crate::ui::Ui::scroll_to_cursor) and
/// [`Response::scroll_to_me`](crate::Response::scroll_to_me)
#[inline]
pub fn scroll_offset(mut self, offset: Vec2) -> Self {
self.offset_x = Some(offset.x);
self.offset_y = Some(offset.y);
self
}
/// Set the vertical scroll offset position.
///
/// Positive offset means scrolling down.
///
/// See also: [`Self::scroll_offset`], [`Ui::scroll_to_cursor`](crate::ui::Ui::scroll_to_cursor) and
/// [`Response::scroll_to_me`](crate::Response::scroll_to_me)
#[inline]
pub fn vertical_scroll_offset(mut self, offset: f32) -> Self {
self.offset_y = Some(offset);
self
}
/// Set the horizontal scroll offset position.
///
/// Positive offset means scrolling right.
///
/// See also: [`Self::scroll_offset`], [`Ui::scroll_to_cursor`](crate::ui::Ui::scroll_to_cursor) and
/// [`Response::scroll_to_me`](crate::Response::scroll_to_me)
#[inline]
pub fn horizontal_scroll_offset(mut self, offset: f32) -> Self {
self.offset_x = Some(offset);
self
}
/// Turn on/off scrolling on the horizontal axis.
#[inline]
pub fn hscroll(mut self, hscroll: bool) -> Self {
self.scroll_enabled[0] = hscroll;
self
}
/// Turn on/off scrolling on the vertical axis.
#[inline]
pub fn vscroll(mut self, vscroll: bool) -> Self {
self.scroll_enabled[1] = vscroll;
self
}
/// Turn on/off scrolling on the horizontal/vertical axes.
///
/// You can pass in `false`, `true`, `[false, true]` etc.
#[inline]
pub fn scroll(mut self, scroll_enabled: impl Into<Vec2b>) -> Self {
self.scroll_enabled = scroll_enabled.into();
self
}
/// Turn on/off scrolling on the horizontal/vertical axes.
#[deprecated = "Renamed to `scroll`"]
#[inline]
pub fn scroll2(mut self, scroll_enabled: impl Into<Vec2b>) -> Self {
self.scroll_enabled = scroll_enabled.into();
self
}
/// Control the scrolling behavior.
///
/// * If `true` (default), the scroll area will respond to user scrolling.
/// * If `false`, the scroll area will not respond to user scrolling.
///
/// This can be used, for example, to optionally freeze scrolling while the user
/// is typing text in a [`crate::TextEdit`] widget contained within the scroll area.
///
/// This controls both scrolling directions.
#[inline]
pub fn enable_scrolling(mut self, enable: bool) -> Self {
self.scrolling_enabled = enable;
self
}
/// Can the user drag the scroll area to scroll?
///
/// This is useful for touch screens.
///
/// If `true`, the [`ScrollArea`] will sense drags.
///
/// Default: `true`.
#[inline]
pub fn drag_to_scroll(mut self, drag_to_scroll: bool) -> Self {
self.drag_to_scroll = drag_to_scroll;
self
}
/// For each axis, should the containing area shrink if the content is small?
///
/// * If `true`, egui will add blank space outside the scroll area.
/// * If `false`, egui will add blank space inside the scroll area.
///
/// Default: `true`.
#[inline]
pub fn auto_shrink(mut self, auto_shrink: impl Into<Vec2b>) -> Self {
self.auto_shrink = auto_shrink.into();
self
}
/// Should the scroll area animate `scroll_to_*` functions?
///
/// Default: `true`.
#[inline]
pub fn animated(mut self, animated: bool) -> Self {
self.animated = animated;
self
}
/// Is any scrolling enabled?
pub(crate) fn is_any_scroll_enabled(&self) -> bool {
self.scroll_enabled[0] || self.scroll_enabled[1]
}
/// The scroll handle will stick to the rightmost position even while the content size
/// changes dynamically. This can be useful to simulate text scrollers coming in from right
/// hand side. The scroll handle remains stuck until user manually changes position. Once "unstuck"
/// it will remain focused on whatever content viewport the user left it on. If the scroll
/// handle is dragged all the way to the right it will again become stuck and remain there
/// until manually pulled from the end position.
#[inline]
pub fn stick_to_right(mut self, stick: bool) -> Self {
self.stick_to_end[0] = stick;
self
}
/// The scroll handle will stick to the bottom position even while the content size
/// changes dynamically. This can be useful to simulate terminal UIs or log/info scrollers.
/// The scroll handle remains stuck until user manually changes position. Once "unstuck"
/// it will remain focused on whatever content viewport the user left it on. If the scroll
/// handle is dragged to the bottom it will again become stuck and remain there until manually
/// pulled from the end position.
#[inline]
pub fn stick_to_bottom(mut self, stick: bool) -> Self {
self.stick_to_end[1] = stick;
self
}
}
struct Prepared {
id: Id,
state: State,
auto_shrink: Vec2b,
/// Does this `ScrollArea` have horizontal/vertical scrolling enabled?
scroll_enabled: Vec2b,
/// Smoothly interpolated boolean of whether or not to show the scroll bars.
show_bars_factor: Vec2,
/// How much horizontal and vertical space are used up by the
/// width of the vertical bar, and the height of the horizontal bar?
///
/// This is always zero for floating scroll bars.
///
/// Note that this is a `yx` swizzling of [`Self::show_bars_factor`]
/// times the maximum bar with.
/// That's because horizontal scroll uses up vertical space,
/// and vice versa.
current_bar_use: Vec2,
scroll_bar_visibility: ScrollBarVisibility,
scroll_bar_rect: Option<Rect>,
/// Where on the screen the content is (excludes scroll bars).
inner_rect: Rect,
content_ui: Ui,
/// Relative coordinates: the offset and size of the view of the inner UI.
/// `viewport.min == ZERO` means we scrolled to the top.
viewport: Rect,
scrolling_enabled: bool,
stick_to_end: Vec2b,
/// If there was a scroll target before the [`ScrollArea`] was added this frame, it's
/// not for us to handle so we save it and restore it after this [`ScrollArea`] is done.
saved_scroll_target: [Option<pass_state::ScrollTarget>; 2],
animated: bool,
}
impl ScrollArea {
fn begin(self, ui: &mut Ui) -> Prepared {
let Self {
scroll_enabled,
auto_shrink,
max_size,
min_scrolled_size,
scroll_bar_visibility,
scroll_bar_rect,
id_salt,
offset_x,
offset_y,
scrolling_enabled,
drag_to_scroll,
stick_to_end,
animated,
} = self;
let ctx = ui.ctx().clone();
let scrolling_enabled = scrolling_enabled && ui.is_enabled();
let id_salt = id_salt.unwrap_or_else(|| Id::new("scroll_area"));
let id = ui.make_persistent_id(id_salt);
ctx.check_for_id_clash(
id,
Rect::from_min_size(ui.available_rect_before_wrap().min, Vec2::ZERO),
"ScrollArea",
);
let mut state = State::load(&ctx, id).unwrap_or_default();
state.offset.x = offset_x.unwrap_or(state.offset.x);
state.offset.y = offset_y.unwrap_or(state.offset.y);
let show_bars: Vec2b = match scroll_bar_visibility {
ScrollBarVisibility::AlwaysHidden => Vec2b::FALSE,
ScrollBarVisibility::VisibleWhenNeeded => state.show_scroll,
ScrollBarVisibility::AlwaysVisible => scroll_enabled,
};
let show_bars_factor = Vec2::new(
ctx.animate_bool_responsive(id.with("h"), show_bars[0]),
ctx.animate_bool_responsive(id.with("v"), show_bars[1]),
);
let current_bar_use = show_bars_factor.yx() * ui.spacing().scroll.allocated_width();
let available_outer = ui.available_rect_before_wrap();
let outer_size = available_outer.size().at_most(max_size);
let inner_size = {
let mut inner_size = outer_size - current_bar_use;
// Don't go so far that we shrink to zero.
// In particular, if we put a [`ScrollArea`] inside of a [`ScrollArea`], the inner
// one shouldn't collapse into nothingness.
// See https://github.com/emilk/egui/issues/1097
for d in 0..2 {
if scroll_enabled[d] {
inner_size[d] = inner_size[d].max(min_scrolled_size[d]);
}
}
inner_size
};
let inner_rect = Rect::from_min_size(available_outer.min, inner_size);
let mut content_max_size = inner_size;
if true {
// Tell the inner Ui to *try* to fit the content without needing to scroll,
// i.e. better to wrap text and shrink images than showing a horizontal scrollbar!
} else {
// Tell the inner Ui to use as much space as possible, we can scroll to see it!
for d in 0..2 {
if scroll_enabled[d] {
content_max_size[d] = f32::INFINITY;
}
}
}
let content_max_rect = Rect::from_min_size(inner_rect.min - state.offset, content_max_size);
let mut content_ui = ui.new_child(
UiBuilder::new()
.ui_stack_info(UiStackInfo::new(UiKind::ScrollArea))
.max_rect(content_max_rect),
);
{
// Clip the content, but only when we really need to:
let clip_rect_margin = ui.visuals().clip_rect_margin;
let mut content_clip_rect = ui.clip_rect();
for d in 0..2 {
if scroll_enabled[d] {
content_clip_rect.min[d] = inner_rect.min[d] - clip_rect_margin;
content_clip_rect.max[d] = inner_rect.max[d] + clip_rect_margin;
} else {
// Nice handling of forced resizing beyond the possible:
content_clip_rect.max[d] = ui.clip_rect().max[d] - current_bar_use[d];
}
}
// Make sure we didn't accidentally expand the clip rect
content_clip_rect = content_clip_rect.intersect(ui.clip_rect());
content_ui.set_clip_rect(content_clip_rect);
}
let viewport = Rect::from_min_size(Pos2::ZERO + state.offset, inner_size);
let dt = ui.input(|i| i.stable_dt).at_most(0.1);
if (scrolling_enabled && drag_to_scroll)
&& (state.content_is_too_large[0] || state.content_is_too_large[1])
{
// Drag contents to scroll (for touch screens mostly).
// We must do this BEFORE adding content to the `ScrollArea`,
// or we will steal input from the widgets we contain.
let content_response_option = state
.interact_rect
.map(|rect| ui.interact(rect, id.with("area"), Sense::drag()));
if content_response_option
.as_ref()
.is_some_and(|response| response.dragged())
{
for d in 0..2 {
if scroll_enabled[d] {
ui.input(|input| {
state.offset[d] -= input.pointer.delta()[d];
});
state.scroll_stuck_to_end[d] = false;
state.offset_target[d] = None;
}
}
} else {
// Apply the cursor velocity to the scroll area when the user releases the drag.
if content_response_option
.as_ref()
.is_some_and(|response| response.drag_stopped())
{
state.vel =
scroll_enabled.to_vec2() * ui.input(|input| input.pointer.velocity());
}
for d in 0..2 {
// Kinetic scrolling
let stop_speed = 20.0; // Pixels per second.
let friction_coeff = 1000.0; // Pixels per second squared.
let friction = friction_coeff * dt;
if friction > state.vel[d].abs() || state.vel[d].abs() < stop_speed {
state.vel[d] = 0.0;
} else {
state.vel[d] -= friction * state.vel[d].signum();
// Offset has an inverted coordinate system compared to
// the velocity, so we subtract it instead of adding it
state.offset[d] -= state.vel[d] * dt;
ctx.request_repaint();
}
}
}
}
// Scroll with an animation if we have a target offset (that hasn't been cleared by the code
// above).
for d in 0..2 {
if let Some(scroll_target) = state.offset_target[d] {
state.vel[d] = 0.0;
if (state.offset[d] - scroll_target.target_offset).abs() < 1.0 {
// Arrived
state.offset[d] = scroll_target.target_offset;
state.offset_target[d] = None;
} else {
// Move towards target
let t = emath::interpolation_factor(
scroll_target.animation_time_span,
ui.input(|i| i.time),
dt,
emath::ease_in_ease_out,
);
if t < 1.0 {
state.offset[d] =
emath::lerp(state.offset[d]..=scroll_target.target_offset, t);
ctx.request_repaint();
} else {
// Arrived
state.offset[d] = scroll_target.target_offset;
state.offset_target[d] = None;
}
}
}
}
let saved_scroll_target = content_ui
.ctx()
.pass_state_mut(|state| std::mem::take(&mut state.scroll_target));
Prepared {
id,
state,
auto_shrink,
scroll_enabled,
show_bars_factor,
current_bar_use,
scroll_bar_visibility,
scroll_bar_rect,
inner_rect,
content_ui,
viewport,
scrolling_enabled,
stick_to_end,
saved_scroll_target,
animated,
}
}
/// Show the [`ScrollArea`], and add the contents to the viewport.
///
/// If the inner area can be very long, consider using [`Self::show_rows`] instead.
pub fn show<R>(
self,
ui: &mut Ui,
add_contents: impl FnOnce(&mut Ui) -> R,
) -> ScrollAreaOutput<R> {
self.show_viewport_dyn(ui, Box::new(|ui, _viewport| add_contents(ui)))
}
/// Efficiently show only the visible part of a large number of rows.
///
/// ```
/// # egui::__run_test_ui(|ui| {
/// let text_style = egui::TextStyle::Body;
/// let row_height = ui.text_style_height(&text_style);
/// // let row_height = ui.spacing().interact_size.y; // if you are adding buttons instead of labels.
/// let total_rows = 10_000;
/// egui::ScrollArea::vertical().show_rows(ui, row_height, total_rows, |ui, row_range| {
/// for row in row_range {
/// let text = format!("Row {}/{}", row + 1, total_rows);
/// ui.label(text);
/// }
/// });
/// # });
/// ```
pub fn show_rows<R>(
self,
ui: &mut Ui,
row_height_sans_spacing: f32,
total_rows: usize,
add_contents: impl FnOnce(&mut Ui, std::ops::Range<usize>) -> R,
) -> ScrollAreaOutput<R> {
let spacing = ui.spacing().item_spacing;
let row_height_with_spacing = row_height_sans_spacing + spacing.y;
self.show_viewport(ui, |ui, viewport| {
ui.set_height((row_height_with_spacing * total_rows as f32 - spacing.y).at_least(0.0));
let mut min_row = (viewport.min.y / row_height_with_spacing).floor() as usize;
let mut max_row = (viewport.max.y / row_height_with_spacing).ceil() as usize + 1;
if max_row > total_rows {
let diff = max_row.saturating_sub(min_row);
max_row = total_rows;
min_row = total_rows.saturating_sub(diff);
}
let y_min = ui.max_rect().top() + min_row as f32 * row_height_with_spacing;
let y_max = ui.max_rect().top() + max_row as f32 * row_height_with_spacing;
let rect = Rect::from_x_y_ranges(ui.max_rect().x_range(), y_min..=y_max);
ui.allocate_new_ui(UiBuilder::new().max_rect(rect), |viewport_ui| {
viewport_ui.skip_ahead_auto_ids(min_row); // Make sure we get consistent IDs.
add_contents(viewport_ui, min_row..max_row)
})
.inner
})
}
/// This can be used to only paint the visible part of the contents.
///
/// `add_contents` is given the viewport rectangle, which is the relative view of the content.
/// So if the passed rect has min = zero, then show the top left content (the user has not scrolled).
pub fn show_viewport<R>(
self,
ui: &mut Ui,
add_contents: impl FnOnce(&mut Ui, Rect) -> R,
) -> ScrollAreaOutput<R> {
self.show_viewport_dyn(ui, Box::new(add_contents))
}
fn show_viewport_dyn<'c, R>(
self,
ui: &mut Ui,
add_contents: Box<dyn FnOnce(&mut Ui, Rect) -> R + 'c>,
) -> ScrollAreaOutput<R> {
let mut prepared = self.begin(ui);
let id = prepared.id;
let inner_rect = prepared.inner_rect;
let inner = add_contents(&mut prepared.content_ui, prepared.viewport);
let (content_size, state) = prepared.end(ui);
ScrollAreaOutput {
inner,
id,
state,
content_size,
inner_rect,
}
}
}
impl Prepared {
/// Returns content size and state
fn end(self, ui: &mut Ui) -> (Vec2, State) {
let Self {
id,
mut state,
inner_rect,
auto_shrink,
scroll_enabled,
mut show_bars_factor,
current_bar_use,
scroll_bar_visibility,
scroll_bar_rect,
content_ui,
viewport: _,
scrolling_enabled,
stick_to_end,
saved_scroll_target,
animated,
} = self;
let content_size = content_ui.min_size();
let scroll_delta = content_ui
.ctx()
.pass_state_mut(|state| std::mem::take(&mut state.scroll_delta));
for d in 0..2 {
// PassState::scroll_delta is inverted from the way we apply the delta, so we need to negate it.
let mut delta = -scroll_delta.0[d];
let mut animation = scroll_delta.1;
// We always take both scroll targets regardless of which scroll axes are enabled. This
// is to avoid them leaking to other scroll areas.
let scroll_target = content_ui
.ctx()
.pass_state_mut(|state| state.scroll_target[d].take());
if scroll_enabled[d] {
if let Some(target) = scroll_target {
let pass_state::ScrollTarget {
range,
align,
animation: animation_update,
} = target;
let min = content_ui.min_rect().min[d];
let clip_rect = content_ui.clip_rect();
let visible_range = min..=min + clip_rect.size()[d];
let (start, end) = (range.min, range.max);
let clip_start = clip_rect.min[d];
let clip_end = clip_rect.max[d];
let mut spacing = content_ui.spacing().item_spacing[d];
let delta_update = if let Some(align) = align {
let center_factor = align.to_factor();
let offset =
lerp(range, center_factor) - lerp(visible_range, center_factor);
// Depending on the alignment we need to add or subtract the spacing
spacing *= remap(center_factor, 0.0..=1.0, -1.0..=1.0);
offset + spacing - state.offset[d]
} else if start < clip_start && end < clip_end {
-(clip_start - start + spacing).min(clip_end - end - spacing)
} else if end > clip_end && start > clip_start {
(end - clip_end + spacing).min(start - clip_start - spacing)
} else {
// Ui is already in view, no need to adjust scroll.
0.0
};
delta += delta_update;
animation = animation_update;
};
if delta != 0.0 {
let target_offset = state.offset[d] + delta;
if !animated {
state.offset[d] = target_offset;
} else if let Some(animation) = &mut state.offset_target[d] {
// For instance: the user is continuously calling `ui.scroll_to_cursor`,
// so we don't want to reset the animation, but perhaps update the target:
animation.target_offset = target_offset;
} else {
// The further we scroll, the more time we take.
let now = ui.input(|i| i.time);
let animation_duration = (delta.abs() / animation.points_per_second)
.clamp(animation.duration.min, animation.duration.max);
state.offset_target[d] = Some(ScrollingToTarget {
animation_time_span: (now, now + animation_duration as f64),
target_offset,
});
}
ui.ctx().request_repaint();
}
}
}
// Restore scroll target meant for ScrollAreas up the stack (if any)
ui.ctx().pass_state_mut(|state| {
for d in 0..2 {
if saved_scroll_target[d].is_some() {
state.scroll_target[d] = saved_scroll_target[d].clone();
};
}
});
let inner_rect = {
// At this point this is the available size for the inner rect.
let mut inner_size = inner_rect.size();
for d in 0..2 {
inner_size[d] = match (scroll_enabled[d], auto_shrink[d]) {
(true, true) => inner_size[d].min(content_size[d]), // shrink scroll area if content is small
(true, false) => inner_size[d], // let scroll area be larger than content; fill with blank space
(false, true) => content_size[d], // Follow the content (expand/contract to fit it).
(false, false) => inner_size[d].max(content_size[d]), // Expand to fit content
};
}
Rect::from_min_size(inner_rect.min, inner_size)
};
let outer_rect = Rect::from_min_size(inner_rect.min, inner_rect.size() + current_bar_use);
let content_is_too_large = Vec2b::new(
scroll_enabled[0] && inner_rect.width() < content_size.x,
scroll_enabled[1] && inner_rect.height() < content_size.y,
);
let max_offset = content_size - inner_rect.size();
let is_hovering_outer_rect = ui.rect_contains_pointer(outer_rect);
if scrolling_enabled && is_hovering_outer_rect {
let always_scroll_enabled_direction = ui.style().always_scroll_the_only_direction
&& scroll_enabled[0] != scroll_enabled[1];
for d in 0..2 {
if scroll_enabled[d] {
let scroll_delta = ui.ctx().input_mut(|input| {
if always_scroll_enabled_direction {
// no bidirectional scrolling; allow horizontal scrolling without pressing shift
input.smooth_scroll_delta[0] + input.smooth_scroll_delta[1]
} else {
input.smooth_scroll_delta[d]
}
});
let scrolling_up = state.offset[d] > 0.0 && scroll_delta > 0.0;
let scrolling_down = state.offset[d] < max_offset[d] && scroll_delta < 0.0;
if scrolling_up || scrolling_down {
state.offset[d] -= scroll_delta;
// Clear scroll delta so no parent scroll will use it:
ui.ctx().input_mut(|input| {
if always_scroll_enabled_direction {
input.smooth_scroll_delta[0] = 0.0;
input.smooth_scroll_delta[1] = 0.0;
} else {
input.smooth_scroll_delta[d] = 0.0;
}
});
state.scroll_stuck_to_end[d] = false;
state.offset_target[d] = None;
}
}
}
}
let show_scroll_this_frame = match scroll_bar_visibility {
ScrollBarVisibility::AlwaysHidden => Vec2b::FALSE,
ScrollBarVisibility::VisibleWhenNeeded => content_is_too_large,
ScrollBarVisibility::AlwaysVisible => scroll_enabled,
};
// Avoid frame delay; start showing scroll bar right away:
if show_scroll_this_frame[0] && show_bars_factor.x <= 0.0 {
show_bars_factor.x = ui.ctx().animate_bool_responsive(id.with("h"), true);
}
if show_scroll_this_frame[1] && show_bars_factor.y <= 0.0 {
show_bars_factor.y = ui.ctx().animate_bool_responsive(id.with("v"), true);
}
let scroll_style = ui.spacing().scroll;
// Paint the bars:
let scroll_bar_rect = scroll_bar_rect.unwrap_or(inner_rect);
for d in 0..2 {
// maybe force increase in offset to keep scroll stuck to end position
if stick_to_end[d] && state.scroll_stuck_to_end[d] {
state.offset[d] = content_size[d] - inner_rect.size()[d];
}
let show_factor = show_bars_factor[d];
if show_factor == 0.0 {
state.scroll_bar_interaction[d] = false;
continue;
}
// Margin on either side of the scroll bar:
let inner_margin = show_factor * scroll_style.bar_inner_margin;
let outer_margin = show_factor * scroll_style.bar_outer_margin;
// top/bottom of a horizontal scroll (d==0).
// left/rigth of a vertical scroll (d==1).
let mut cross = if scroll_style.floating {
// The bounding rect of a fully visible bar.
// When we hover this area, we should show the full bar:
let max_bar_rect = if d == 0 {
outer_rect.with_min_y(outer_rect.max.y - outer_margin - scroll_style.bar_width)
} else {
outer_rect.with_min_x(outer_rect.max.x - outer_margin - scroll_style.bar_width)
};
let is_hovering_bar_area = is_hovering_outer_rect
&& ui.rect_contains_pointer(max_bar_rect)
|| state.scroll_bar_interaction[d];
let is_hovering_bar_area_t = ui
.ctx()
.animate_bool_responsive(id.with((d, "bar_hover")), is_hovering_bar_area);
let width = show_factor
* lerp(
scroll_style.floating_width..=scroll_style.bar_width,
is_hovering_bar_area_t,
);
let max_cross = outer_rect.max[1 - d] - outer_margin;
let min_cross = max_cross - width;
Rangef::new(min_cross, max_cross)
} else {
let min_cross = inner_rect.max[1 - d] + inner_margin;
let max_cross = outer_rect.max[1 - d] - outer_margin;
Rangef::new(min_cross, max_cross)
};
if ui.clip_rect().max[1 - d] < cross.max + outer_margin {
// Move the scrollbar so it is visible. This is needed in some cases.
// For instance:
// * When we have a vertical-only scroll area in a top level panel,
// and that panel is not wide enough for the contents.
// * When one ScrollArea is nested inside another, and the outer
// is scrolled so that the scroll-bars of the inner ScrollArea (us)
// is outside the clip rectangle.
// Really this should use the tighter clip_rect that ignores clip_rect_margin, but we don't store that.
// clip_rect_margin is quite a hack. It would be nice to get rid of it.
let width = cross.max - cross.min;
cross.max = ui.clip_rect().max[1 - d] - outer_margin;
cross.min = cross.max - width;
}
let outer_scroll_bar_rect = if d == 0 {
Rect::from_min_max(
pos2(scroll_bar_rect.left(), cross.min),
pos2(scroll_bar_rect.right(), cross.max),
)
} else {
Rect::from_min_max(
pos2(cross.min, scroll_bar_rect.top()),
pos2(cross.max, scroll_bar_rect.bottom()),
)
};
let from_content = |content| {
remap_clamp(
content,
0.0..=content_size[d],
scroll_bar_rect.min[d]..=scroll_bar_rect.max[d],
)
};
let handle_rect = if d == 0 {
Rect::from_min_max(
pos2(from_content(state.offset.x), cross.min),
pos2(from_content(state.offset.x + inner_rect.width()), cross.max),
)
} else {
Rect::from_min_max(
pos2(cross.min, from_content(state.offset.y)),
pos2(
cross.max,
from_content(state.offset.y + inner_rect.height()),
),
)
};
let interact_id = id.with(d);
let sense = if self.scrolling_enabled {
Sense::click_and_drag()
} else {
Sense::hover()
};
let response = ui.interact(outer_scroll_bar_rect, interact_id, sense);
state.scroll_bar_interaction[d] = response.hovered() || response.dragged();
if let Some(pointer_pos) = response.interact_pointer_pos() {
let scroll_start_offset_from_top_left = state.scroll_start_offset_from_top_left[d]
.get_or_insert_with(|| {
if handle_rect.contains(pointer_pos) {
pointer_pos[d] - handle_rect.min[d]
} else {
let handle_top_pos_at_bottom =
scroll_bar_rect.max[d] - handle_rect.size()[d];
// Calculate the new handle top position, centering the handle on the mouse.
let new_handle_top_pos = (pointer_pos[d] - handle_rect.size()[d] / 2.0)
.clamp(scroll_bar_rect.min[d], handle_top_pos_at_bottom);
pointer_pos[d] - new_handle_top_pos
}
});
let new_handle_top = pointer_pos[d] - *scroll_start_offset_from_top_left;
state.offset[d] = remap(
new_handle_top,
scroll_bar_rect.min[d]..=scroll_bar_rect.max[d],
0.0..=content_size[d],
);
// some manual action taken, scroll not stuck
state.scroll_stuck_to_end[d] = false;
state.offset_target[d] = None;
} else {
state.scroll_start_offset_from_top_left[d] = None;
}
let unbounded_offset = state.offset[d];
state.offset[d] = state.offset[d].max(0.0);
state.offset[d] = state.offset[d].min(max_offset[d]);
if state.offset[d] != unbounded_offset {
state.vel[d] = 0.0;
}
if ui.is_rect_visible(outer_scroll_bar_rect) {
// Avoid frame-delay by calculating a new handle rect:
let mut handle_rect = if d == 0 {
Rect::from_min_max(
pos2(from_content(state.offset.x), cross.min),
pos2(from_content(state.offset.x + inner_rect.width()), cross.max),
)
} else {
Rect::from_min_max(
pos2(cross.min, from_content(state.offset.y)),
pos2(
cross.max,
from_content(state.offset.y + inner_rect.height()),
),
)
};
let min_handle_size = scroll_style.handle_min_length;
if handle_rect.size()[d] < min_handle_size {
handle_rect = Rect::from_center_size(
handle_rect.center(),
if d == 0 {
vec2(min_handle_size, handle_rect.size().y)
} else {
vec2(handle_rect.size().x, min_handle_size)
},
);
}
let visuals = if scrolling_enabled {
// Pick visuals based on interaction with the handle.
// Remember that the response is for the whole scroll bar!
let is_hovering_handle = response.hovered()
&& ui.input(|i| {
i.pointer
.latest_pos()
.map_or(false, |p| handle_rect.contains(p))
});
let visuals = ui.visuals();
if response.is_pointer_button_down_on() {
&visuals.widgets.active
} else if is_hovering_handle {
&visuals.widgets.hovered
} else {
&visuals.widgets.inactive
}
} else {
&ui.visuals().widgets.inactive
};
let handle_opacity = if scroll_style.floating {
if response.hovered() || response.dragged() {
scroll_style.interact_handle_opacity
} else {
let is_hovering_outer_rect_t = ui.ctx().animate_bool_responsive(
id.with((d, "is_hovering_outer_rect")),
is_hovering_outer_rect,
);
lerp(
scroll_style.dormant_handle_opacity
..=scroll_style.active_handle_opacity,
is_hovering_outer_rect_t,
)
}
} else {
1.0
};
let background_opacity = if scroll_style.floating {
if response.hovered() || response.dragged() {
scroll_style.interact_background_opacity
} else if is_hovering_outer_rect {
scroll_style.active_background_opacity
} else {
scroll_style.dormant_background_opacity
}
} else {
1.0
};
let handle_color = if scroll_style.foreground_color {
visuals.fg_stroke.color
} else {
visuals.bg_fill
};
// Background:
ui.painter().add(epaint::Shape::rect_filled(
outer_scroll_bar_rect,
visuals.rounding,
ui.visuals()
.extreme_bg_color
.gamma_multiply(background_opacity),
));
// Handle:
ui.painter().add(epaint::Shape::rect_filled(
handle_rect,
visuals.rounding,
handle_color.gamma_multiply(handle_opacity),
));
}
}
ui.advance_cursor_after_rect(outer_rect);
if show_scroll_this_frame != state.show_scroll {
ui.ctx().request_repaint();
}
let available_offset = content_size - inner_rect.size();
state.offset = state.offset.min(available_offset);
state.offset = state.offset.max(Vec2::ZERO);
// Is scroll handle at end of content, or is there no scrollbar
// yet (not enough content), but sticking is requested? If so, enter sticky mode.
// Only has an effect if stick_to_end is enabled but we save in
// state anyway so that entering sticky mode at an arbitrary time
// has appropriate effect.
state.scroll_stuck_to_end = Vec2b::new(
(state.offset[0] == available_offset[0])
|| (self.stick_to_end[0] && available_offset[0] < 0.0),
(state.offset[1] == available_offset[1])
|| (self.stick_to_end[1] && available_offset[1] < 0.0),
);
state.show_scroll = show_scroll_this_frame;
state.content_is_too_large = content_is_too_large;
state.interact_rect = Some(inner_rect);
state.store(ui.ctx(), id);
(content_size, state)
}
}