Noah Petherbridge
c9c7b33647
By default, Tooltips will present after their associated widget presents (if the mouse cursor is hovering over that widget, and the tooltip should appear). But the tooltip is not guaranteed to draw "on top" of neighboring doodads, unless you choose your Edge carefully depending on the order you're drawing your widgets. To solve this, Tooltips can be supervised to DrawOnTop() when they're activated. To opt in, you simply call the Tooltip.Supervise() function with your supervisor.
355 lines
8.5 KiB
Go
355 lines
8.5 KiB
Go
package ui
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import (
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"fmt"
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"strings"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui/style"
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)
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func init() {
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precomputeArrows()
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}
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/*
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Tooltip attaches a mouse-over popup to another widget.
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*/
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type Tooltip struct {
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BaseWidget
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// Configurable attributes.
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Text string // Text to show in the tooltip.
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TextVariable *string // String pointer instead of text.
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Edge Edge // side to display tooltip on
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supervisor *Supervisor
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style *style.Tooltip
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target Widget
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lineHeight int
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font render.Text
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}
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// Constants for tooltips.
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const (
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tooltipArrowSize = 5
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)
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// NewTooltip creates a new tooltip attached to a widget.
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func NewTooltip(target Widget, tt Tooltip) *Tooltip {
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w := &Tooltip{
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Text: tt.Text,
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TextVariable: tt.TextVariable,
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Edge: tt.Edge,
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target: target,
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}
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// Default style.
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w.Hide()
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w.SetBackground(render.RGBA(0, 0, 0, 230))
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w.font = render.Text{
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Size: 10,
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Color: render.White,
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Padding: 4,
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}
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// Add event bindings to the target widget.
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// - Show the tooltip on MouseOver
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// - Hide it on MouseOut
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// - Compute the tooltip when the parent widget Computes
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// - Present the tooltip when the parent widget Presents
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target.Handle(MouseOver, func(ed EventData) error {
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w.Show()
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return nil
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})
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target.Handle(MouseOut, func(ed EventData) error {
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w.Hide()
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return nil
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})
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target.Handle(Compute, func(ed EventData) error {
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w.Compute(ed.Engine)
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return nil
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})
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target.Handle(Present, func(ed EventData) error {
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if w.supervisor == nil {
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w.Present(ed.Engine, w.Point())
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}
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return nil
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})
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w.IDFunc(func() string {
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return fmt.Sprintf(`Tooltip<"%s">`, w.Value())
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})
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w.SetStyle(Theme.Tooltip)
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return w
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}
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/*
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Supervise the tooltip widget. This will put the rendering of this widget under the
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Supervisor's care to be drawn "on top" of all other widgets. Your main loop should
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call the Supervisor.Present() function lastly so that things managed by it (such as
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Windows, Menus and Tooltips) draw on top of everything else.
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If you don't call this, the Tooltip by default will present when its attached widget
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presents (if moused over and tooltip is to be visible). This alone is fine in many
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simple use cases, but in a densely packed UI layout and depending on the Edge the
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tooltip draws at, it may get over-drawn by other widgets and not appear "on top."
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*/
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func (w *Tooltip) Supervise(s *Supervisor) {
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w.supervisor = s
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// Supervisor will manage our presentation and draw us "on top"
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w.supervisor.DrawOnTop(w)
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}
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// SetStyle sets the tooltip's default style.
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func (w *Tooltip) SetStyle(v *style.Tooltip) {
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if v == nil {
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v = &style.DefaultTooltip
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}
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w.style = v
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w.SetBackground(w.style.Background)
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w.font.Color = w.style.Foreground
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}
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// Value returns the current text displayed in the tooltop, whether from the
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// configured Text or the TextVariable pointer.
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func (w *Tooltip) Value() string {
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return w.text().Text
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}
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// text returns the raw render.Text holding the current value to be displayed
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// in the tooltip, either from Text or TextVariable.
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func (w *Tooltip) text() render.Text {
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if w.TextVariable != nil {
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w.font.Text = *w.TextVariable
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} else {
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w.font.Text = w.Text
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}
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return w.font
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}
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// Compute the size of the tooltip.
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func (w *Tooltip) Compute(e render.Engine) {
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// Compute the size based on the text.
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w.computeText(e)
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// Compute the position based on the Edge and the target widget.
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var (
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size = w.Size()
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target = w.target
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tSize = target.Size()
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tPoint = AbsolutePosition(target)
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moveTo render.Point
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)
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switch w.Edge {
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case Top:
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moveTo.Y = tPoint.Y - size.H - tooltipArrowSize
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moveTo.X = tPoint.X + (tSize.W / 2) - (size.W / 2)
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case Left:
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moveTo.X = tPoint.X - size.W - tooltipArrowSize
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moveTo.Y = tPoint.Y + (tSize.H / 2) - (size.H / 2)
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case Right:
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moveTo.X = tPoint.X + tSize.W + tooltipArrowSize
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moveTo.Y = tPoint.Y + (tSize.H / 2) - (size.H / 2)
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case Bottom:
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moveTo.Y = tPoint.Y + tSize.H + tooltipArrowSize
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moveTo.X = tPoint.X + (tSize.W / 2) - (size.W / 2)
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}
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// Adjust to keep the tooltip from clipping outside the window boundaries.
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{
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width, height := e.WindowSize()
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if moveTo.X < 0 {
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moveTo.X = 0
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} else if moveTo.X+size.W > width {
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moveTo.X = width - size.W
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}
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if moveTo.Y < 0 {
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moveTo.Y = 0
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} else if moveTo.Y+size.H > height {
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moveTo.Y = height - size.H
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}
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}
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w.MoveTo(moveTo)
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}
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// computeText handles the text compute, very similar to Label.Compute.
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func (w *Tooltip) computeText(e render.Engine) {
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text := w.text()
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lines := strings.Split(text.Text, "\n")
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// Max rect to encompass all lines of text.
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var maxRect = render.Rect{}
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for _, line := range lines {
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if line == "" {
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line = "<empty>"
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}
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text.Text = line // only this line at this time.
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rect, err := e.ComputeTextRect(text)
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if err != nil {
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panic(fmt.Sprintf("%s: failed to compute text rect: %s", w, err)) // TODO return an error
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}
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if rect.W > maxRect.W {
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maxRect.W = rect.W
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}
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maxRect.H += rect.H
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w.lineHeight = int(rect.H)
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}
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var (
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padX = w.font.Padding + w.font.PadX
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padY = w.font.Padding + w.font.PadY
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)
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w.Resize(render.Rect{
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W: maxRect.W + (padX * 2),
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H: maxRect.H + (padY * 2),
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})
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}
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// Present the tooltip.
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func (w *Tooltip) Present(e render.Engine, P render.Point) {
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if w.Hidden() {
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return
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}
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// Draw the text.
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w.presentText(e, P)
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// Draw the arrow.
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w.presentArrow(e, P)
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}
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// presentText draws the text similar to Label.
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func (w *Tooltip) presentText(e render.Engine, P render.Point) {
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var (
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text = w.text()
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padX = w.font.Padding + w.font.PadX
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padY = w.font.Padding + w.font.PadY
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)
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w.DrawBox(e, P)
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for i, line := range strings.Split(text.Text, "\n") {
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text.Text = line
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e.DrawText(text, render.Point{
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X: P.X + padX,
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Y: P.Y + padY + (i * w.lineHeight),
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})
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}
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}
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// presentArrow draws the arrow between the tooltip and its target widget.
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func (w *Tooltip) presentArrow(e render.Engine, P render.Point) {
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var (
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// size = w.Size()
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target = w.target
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tSize = target.Size()
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tPoint = AbsolutePosition(target)
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drawAt render.Point
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arrow [][]render.Point
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)
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switch w.Edge {
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case Top:
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arrow = arrowDown
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drawAt = render.Point{
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X: tPoint.X + (tSize.W / 2) - tooltipArrowSize,
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Y: tPoint.Y - tooltipArrowSize,
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}
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case Bottom:
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arrow = arrowUp
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drawAt = render.Point{
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X: tPoint.X + (tSize.W / 2) - tooltipArrowSize,
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Y: tPoint.Y + tSize.H,
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}
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case Left:
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arrow = arrowRight
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drawAt = render.Point{
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X: tPoint.X - tooltipArrowSize,
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Y: tPoint.Y + (tSize.H / 2) - tooltipArrowSize,
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}
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case Right:
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arrow = arrowLeft
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drawAt = render.Point{
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X: tPoint.X + tSize.W,
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Y: tPoint.Y + (tSize.H / 2) - tooltipArrowSize,
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}
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}
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drawArrow(e, w.Background(), drawAt, arrow)
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}
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// Draw an arrow at a given top/left coordinate.
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func drawArrow(e render.Engine, color render.Color, p render.Point, arrow [][]render.Point) {
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for _, row := range arrow {
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if len(row) == 1 {
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point := render.NewPoint(row[0].X, row[0].Y)
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point.Add(p)
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e.DrawPoint(color, point)
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} else {
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start := render.NewPoint(row[0].X, row[0].Y)
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end := render.NewPoint(row[1].X, row[1].Y)
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start.Add(p)
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end.Add(p)
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e.DrawLine(color, start, end)
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}
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}
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}
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// Arrows for the tooltip widget.
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var (
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arrowDown [][]render.Point
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arrowUp [][]render.Point
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arrowLeft [][]render.Point
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arrowRight [][]render.Point
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)
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func precomputeArrows() {
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arrowDown = [][]render.Point{
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{render.NewPoint(0, 0), render.NewPoint(10, 0)},
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{render.NewPoint(1, 1), render.NewPoint(9, 1)},
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{render.NewPoint(2, 2), render.NewPoint(8, 2)},
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{render.NewPoint(3, 3), render.NewPoint(7, 3)},
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{render.NewPoint(4, 4), render.NewPoint(6, 4)},
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{render.NewPoint(5, 5)},
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}
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arrowUp = [][]render.Point{
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{render.NewPoint(5, 0)},
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{render.NewPoint(4, 1), render.NewPoint(6, 1)},
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{render.NewPoint(3, 2), render.NewPoint(7, 2)},
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{render.NewPoint(2, 3), render.NewPoint(8, 3)},
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{render.NewPoint(1, 4), render.NewPoint(9, 4)},
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// {render.NewPoint(0, 5), render.NewPoint(10, 5)},
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}
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arrowLeft = [][]render.Point{
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{render.NewPoint(0, 5)},
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{render.NewPoint(1, 4), render.NewPoint(1, 6)},
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{render.NewPoint(2, 3), render.NewPoint(2, 7)},
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{render.NewPoint(3, 2), render.NewPoint(3, 8)},
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{render.NewPoint(4, 1), render.NewPoint(4, 9)},
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// {render.NewPoint(5, 0), render.NewPoint(5, 10)},
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}
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arrowRight = [][]render.Point{
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{render.NewPoint(0, 0), render.NewPoint(0, 10)},
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{render.NewPoint(1, 1), render.NewPoint(1, 9)},
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{render.NewPoint(2, 2), render.NewPoint(2, 8)},
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{render.NewPoint(3, 3), render.NewPoint(3, 7)},
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{render.NewPoint(4, 4), render.NewPoint(4, 6)},
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{render.NewPoint(5, 5)},
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}
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}
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