Fullscreen MediaViewer refactor
- Moved media related logic into notedeck instead of the ui crate, since they pertain to Images/ImageCache based systems - Made RenderableMedia owned to make it less of a nightmware to work with and the perf should be negligible - Added a ImageMetadata cache to Images. This is referenced whenever we encounter an image so we don't have to redo the work all of the time - Relpaced our ad-hoc, hand(vibe?)-coded panning and zoom logic with the Scene widget, which is explicitly designed for this use case - Extracted and detangle fullscreen media rendering from inside of note rendering. We instead let the application decide what action they want to perform when note media is clicked on. - We add an on_view_media action to MediaAction for the application to handle. The Columns app uses this toggle a FullscreenMedia app option bits whenever we get a MediaAction::ViewMedis(urls). Signed-off-by: William Casarin <jb55@jb55.com>
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118
crates/notedeck_ui/src/media/viewer.rs
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118
crates/notedeck_ui/src/media/viewer.rs
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use egui::{pos2, Color32, Rect};
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use notedeck::{ImageType, Images};
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/// State used in the MediaViewer ui widget.
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///
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#[derive(Default)]
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pub struct MediaViewerState {
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pub urls: Vec<String>,
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}
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/// A panning, scrolling, optionally fullscreen, and tiling media viewer
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pub struct MediaViewer<'a> {
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state: &'a MediaViewerState,
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fullscreen: bool,
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}
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impl<'a> MediaViewer<'a> {
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pub fn new(state: &'a MediaViewerState) -> Self {
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let fullscreen = false;
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Self { state, fullscreen }
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}
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pub fn fullscreen(mut self, enable: bool) -> Self {
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self.fullscreen = enable;
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self
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}
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pub fn ui(&self, images: &mut Images, ui: &mut egui::Ui) {
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if self.fullscreen {
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egui::Window::new("Media Viewer")
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.title_bar(false)
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.fixed_size(ui.ctx().screen_rect().size())
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.fixed_pos(ui.ctx().screen_rect().min)
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.frame(egui::Frame::NONE)
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.show(ui.ctx(), |ui| self.ui_content(images, ui));
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} else {
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self.ui_content(images, ui);
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}
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}
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fn ui_content(&self, images: &mut Images, ui: &mut egui::Ui) {
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let avail_rect = ui.available_rect_before_wrap();
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// TODO: id_salt
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let id = ui.id().with("media_viewer");
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let mut scene_rect = ui.ctx().data(|d| d.get_temp(id)).unwrap_or(avail_rect);
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let prev = scene_rect;
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// Draw background
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ui.painter()
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.rect_filled(avail_rect, 0.0, egui::Color32::from_black_alpha(128));
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egui::Scene::new()
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.zoom_range(0.0..=10.0) // enhance 🔬
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.show(ui, &mut scene_rect, |ui| {
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self.render_image_tiles(images, ui);
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});
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if scene_rect != prev {
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ui.ctx().data_mut(|d| d.insert_temp(id, scene_rect));
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}
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}
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///
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/// Tile a scene with images.
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///
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/// TODO(jb55): Let's improve image tiling over time, spiraling outward. We
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/// should have a way to click "next" and have the scene smoothly transition and
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/// focus on the next image
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fn render_image_tiles(&self, images: &mut Images, ui: &mut egui::Ui) {
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for url in &self.state.urls {
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// fetch image texture
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let Some(texture) = images.latest_texture(ui, url, ImageType::Content(None)) else {
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continue;
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};
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// the area the next image will be put in.
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let mut img_rect = ui.available_rect_before_wrap();
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if !ui.is_rect_visible(img_rect) {
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// just stop rendering images if we're going out of the scene
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// basic culling when we have lots of images
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break;
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}
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{
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let size = texture.size_vec2();
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img_rect.set_height(size.y);
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img_rect.set_width(size.x);
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let uv = Rect::from_min_max(pos2(0.0, 0.0), pos2(1.0, 1.0));
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// image actions
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/*
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let response = ui.interact(
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render_rect,
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carousel_id.with("img"),
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Sense::click(),
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);
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if response.clicked() {
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ui.data_mut(|data| {
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data.insert_temp(carousel_id.with("show_popup"), true);
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});
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} else if background_response.clicked() || response.clicked_elsewhere() {
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ui.data_mut(|data| {
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data.insert_temp(carousel_id.with("show_popup"), false);
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});
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}
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*/
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// Paint image
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ui.painter()
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.image(texture.id(), img_rect, uv, Color32::WHITE);
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ui.advance_cursor_after_rect(img_rect);
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}
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}
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}
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}
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