essentially completely reorganised the project. previous contents of the dsa folder have now been split into emulator/ tooling/ and libraries/ libraries is for common functionality across crates, tooling is for core binaries needed for building and debugging DSA projects, including dsx client/server/build emulator contains the dsa_emulator crate that implements the core DSA emulator, the dsa_gui crate that implements the graphical user interface for the emulator & all future tooling under a unified application, and finally the dsa_cli crate which will eventually provide lightweight wrapper for the core emulator, simply providing a tool for running DSA binaries without the overhead of a heavy GUI.
247 lines
7.9 KiB
Rust
247 lines
7.9 KiB
Rust
pub mod text;
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use eframe::emath::Vec2;
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use egui::{Color32};
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use dsa_emulator::processor::RunningState;
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pub struct PaddedWidget {
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text: String,
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color: Option<Color32>,
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padding: Option<Vec2>,
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widget_type: WidgetType
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}
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enum WidgetType {
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Button,
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Indicator,
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Label
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}
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impl PaddedWidget {
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pub fn button(text: impl Into<String>) -> Self {
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Self {
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text: text.into(),
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color: None,
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padding: None,
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widget_type: WidgetType::Button
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}
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}
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pub fn indicator(i: impl StatusIndicator) -> Self {
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Self {
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text: i.label().to_string(),
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color: Some(i.color()),
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padding: None,
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widget_type: WidgetType::Indicator
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}
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}
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pub fn label(text: impl Into<String>) -> Self {
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Self {
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text: text.into(),
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color: None,
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padding: None,
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widget_type: WidgetType::Label
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}
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}
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pub fn color(&mut self, color: Color32) -> &mut Self {
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self.color = Some(color);
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self
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}
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pub fn padding(&mut self, padding: Vec2) -> &mut Self {
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self.padding = Some(padding);
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self
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}
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pub fn ui(&mut self, ui: &mut egui::Ui) -> egui::Response {
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let text: egui::WidgetText = self.text.clone().into();
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let galley = text.into_galley(ui, None, f32::INFINITY, egui::TextStyle::Button);
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let desired_size = if let WidgetType::Indicator = self.widget_type {
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galley.size() + egui::vec2(12.0, 0.0) + self.padding.unwrap_or(Vec2::new(14.0, 8.0)) * 2.0
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} else {
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galley.size() + self.padding.unwrap_or(Vec2::new(14.0, 8.0)) * 2.0
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};
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let (rect, response) = ui.allocate_exact_size(desired_size, egui::Sense::click());
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if ui.is_rect_visible(rect) {
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// picks noninteractive/inactive/hovered/active automatically based on `response`
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let visuals = match self.widget_type {
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WidgetType::Button => ui.style().interact(&response),
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_ => &ui.visuals().widgets.inactive,
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};
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ui.painter().rect(
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rect,
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visuals.corner_radius,
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visuals.bg_fill,
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visuals.bg_stroke,
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egui::StrokeKind::Inside,
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);
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if let WidgetType::Indicator = self.widget_type {
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let size = egui::vec2(galley.size().clone().x + 6.0, 0.0);
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let text_pos = rect.center() - galley.size() / 2.0 + egui::vec2(8.0, 0.0);
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ui.painter().galley(text_pos, galley, self.color.unwrap_or(visuals.fg_stroke.color));
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ui.painter().circle_filled(rect.center() - size / 2.0, 8.0 / 2.0, self.color.unwrap());
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}
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else {
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let text_pos = rect.center() - galley.size() / 2.0;
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ui.painter().galley(text_pos, galley, self.color.unwrap_or(visuals.fg_stroke.color));
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}
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}
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response
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}
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}
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pub trait StatusIndicator {
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fn color(&self) -> egui::Color32;
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fn label(&self) -> String;
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}
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impl StatusIndicator for RunningState {
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fn color(&self) -> egui::Color32 {
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match self {
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RunningState::Running => egui::Color32::GREEN,
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RunningState::Paused => egui::Color32::YELLOW,
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RunningState::Halted => egui::Color32::ORANGE,
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RunningState::Breakpoint(_) => egui::Color32::RED,
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RunningState::Shutdown => egui::Color32::BLUE,
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}
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}
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fn label(&self) -> String {
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match self {
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RunningState::Running => "Running".into(),
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RunningState::Paused => "Paused".into(),
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RunningState::Halted => "Halted".into(),
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RunningState::Breakpoint(addr) => format!("Breakpoint @ {addr:#06x}"),
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RunningState::Shutdown => "Shutdown".into(),
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}
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}
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}
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/// Shared paint logic — draws the crossed lines, using whatever
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/// interact-state visuals (hover/press color, expansion) egui's style
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/// would normally pick for this response.
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fn paint_close_x(ui: &egui::Ui, rect: egui::Rect, response: &egui::Response) {
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if !ui.is_rect_visible(rect) {
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return;
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}
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let visuals = ui.style().interact(response);
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let inner = rect.shrink(4.0).expand(visuals.expansion);
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let stroke = visuals.fg_stroke;
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ui.painter().line_segment([inner.left_top(), inner.right_bottom()], stroke);
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ui.painter().line_segment([inner.right_top(), inner.left_bottom()], stroke);
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}
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/// Standalone close button — allocates its own space in the current
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/// layout, like a normal widget. Use this in a `ui.horizontal(...)` row,
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/// e.g. next to a label in a flat list (process manager tabs, a file
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/// list with per-row close, etc).
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pub fn close_button(ui: &mut egui::Ui, size: f32) -> egui::Response {
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let (rect, response) = ui.allocate_exact_size(egui::vec2(size, size), egui::Sense::click());
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let response = response.on_hover_cursor(egui::CursorIcon::Default);
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response.widget_info(|| {
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egui::WidgetInfo::labeled(egui::WidgetType::Button, ui.is_enabled(), "Close")
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});
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paint_close_x(ui, rect, &response);
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response
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}
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/// Close button at an explicit rect you've already computed — for
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/// cases like tab_ui, where the button needs to sit inside a larger
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/// region you're laying out manually rather than in normal flow.
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pub fn close_button_at(ui: &mut egui::Ui, rect: egui::Rect, id: egui::Id) -> egui::Response {
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let response = ui
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.interact(rect, id, egui::Sense::click_and_drag())
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.on_hover_cursor(egui::CursorIcon::Default);
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response.widget_info(|| {
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egui::WidgetInfo::labeled(egui::WidgetType::Button, ui.is_enabled(), "Close")
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});
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paint_close_x(ui, rect, &response);
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response
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}
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pub struct TabResponse {
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pub response: egui::Response,
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pub close_clicked: bool,
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}
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pub fn painted_tab(
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ui: &mut egui::Ui,
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id: egui::Id,
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title: impl Into<egui::WidgetText>,
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selected: bool,
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closable: bool,
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draggable: bool,
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) -> TabResponse {
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let padding = egui::vec2(14.0, 8.0);
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let close_size = 14.0;
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let close_gap = 6.0;
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let font_id = egui::TextStyle::Button.resolve(ui.style());
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let galley = title.into().into_galley(ui, Some(egui::TextWrapMode::Extend), f32::INFINITY, font_id);
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let extra_width = if closable { close_size + close_gap } else { 0.0 };
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let desired = egui::vec2(
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galley.size().x + padding.x * 2.0 + extra_width,
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ui.available_height().max(galley.size().y + padding.y * 2.0),
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);
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let (_, rect) = ui.allocate_space(desired);
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let sense = if draggable { egui::Sense::click_and_drag() } else { egui::Sense::click() };
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let response = ui.interact(rect, id, sense);
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let response = if draggable {
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response.on_hover_cursor(egui::CursorIcon::Grab)
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} else {
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response
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};
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response.widget_info(|| {
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egui::WidgetInfo::selected(egui::WidgetType::Button, ui.is_enabled(), selected, galley.text())
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});
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let mut close_clicked = false;
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if ui.is_rect_visible(rect) {
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let visuals = ui.style().interact(&response);
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ui.painter().rect(rect, 4.0, visuals.bg_fill, visuals.bg_stroke, egui::StrokeKind::Inside);
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let text_color = if selected {
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egui::Color32::WHITE
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} else {
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egui::Color32::DARK_GRAY
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};
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let text_pos = egui::pos2(rect.min.x + padding.x, rect.center().y - galley.size().y / 2.0);
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ui.painter().galley(text_pos, galley, text_color);
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if closable {
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let close_rect = egui::Rect::from_min_size(
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egui::pos2(rect.max.x - padding.x - close_size, rect.center().y - close_size / 2.0),
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egui::vec2(close_size, close_size),
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);
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let close_id = id.with("close");
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let close_response = close_button_at(ui, close_rect, close_id);
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close_clicked = close_response.clicked() || response.clicked_by(egui::PointerButton::Middle);
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}
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}
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TabResponse { response, close_clicked }
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} |