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ugui/src/ugui_impl.c3

245 lines
5.6 KiB

module ugui;
import std::io;
// return a pointer to the parent of the current active div
fn Elem*! Ctx.get_parent(&ctx)
{
// FIXME: if the tree held pointers to the elements then no more
// redundant cache search
Id parent_id = ctx.tree.get(ctx.active_div)!;
return ctx.cache.search(parent_id);
}
fn void! Ctx.init(&ctx)
{
ctx.tree.init(MAX_ELEMENTS)!;
defer catch { (void)ctx.tree.free(); }
//ug_fifo_init(&ctx.fifo, MAX_CMDS);
ctx.cache.init()!;
defer catch { (void)ctx.cache.free(); }
ctx.cmd_queue.init(MAX_ELEMENTS)!;
defer catch { (void)ctx.cmd_queue.free(); }
ctx.layout = Layout.ROW;
ctx.active_div = 0;
// TODO: add style config
ctx.style.margin = Rect{1, 1, 1, 1};
}
fn void Ctx.free(&ctx)
{
(void)ctx.tree.free();
(void)ctx.cache.free();
(void)ctx.cmd_queue.free();
}
fn void! Ctx.frame_begin(&ctx)
{
// 1. Create the root div element
// NOTE: in c3 everythong is zero initialized by default
Rect space = {
.w = ctx.width,
.h = ctx.height,
};
Elem root = {
.id = ROOT_ID,
.type = ETYPE_DIV,
.rect = space,
.div = {
.layout = LAYOUT_ROW,
},
};
// The root should have the updated flag only if the size of the window
// was changed between frames, this propagates an element size recalculation
// down the element tree
if (ctx.input.events.resize) {
root.flags.updated = true;
}
// if the window has focus then the root element also has focus, no other
// computation needed, child elements need to check the mouse positon and
// other stuff
if (ctx.has_focus) {
root.flags.has_focus = true;
}
// FIXME: check errors
// 2. Get the root element from the cache and update it
bool is_new;
Elem empty_elem;
Elem* c_elem = ctx.cache.get_or_insert(&empty_elem, root.id, &is_new)!;
// flags always need to be set to the new flags
c_elem.flags = root.flags;
if (is_new || root.flags.updated) {
*c_elem = root;
}
// 3. Push the root element into the element tree
ctx.active_div = ctx.tree.add(root.id, 0)!;
// print_tree(ctx);
// The root element does not push anything to the stack
// TODO: add a background color taken from a theme or config
io::printn("##### Frame Begin #####");
}
fn void! Ctx.frame_end(&ctx)
{
// 1. clear the tree
ctx.tree.prune(0)!;
// 2. clear input fields
ctx.input.events = (InputEvents)0;
// draw mouse position
$if 1:
Cmd cmd = {
.type = CMD_RECT,
.rect.rect = {
.x = ctx.input.mouse.pos.x - 2,
.y = ctx.input.mouse.pos.y - 2,
.w = 4,
.h = 4,
},
.rect.color = uint_to_rgba(0xff00ffff)
};
ctx.cmd_queue.enqueue(&cmd)!;
$endif
io::printn("##### Frame End #####");
}
fn void! Ctx.div_begin(&ctx, String label, Rect size)
{
Id id = hash(label);
bool is_new;
Elem empty_elem;
Elem* c_elem = ctx.cache.get_or_insert(&empty_elem, id, &is_new)!;
// FIXME: why save the id in the tree and not something more direct like
// the element pointer or the index into the cache vector?
isz div_node = ctx.tree.add(id, ctx.active_div)!;
Elem *parent = ctx.get_parent()!;
ctx.tree.print();
// Use the current div
ctx.active_div = div_node;
// 1. Fill the element fields
// this resets the flags
c_elem.type = ETYPE_DIV;
c_elem.flags = (ElemFlags)0;
// do layout and update flags only if the element was updated
if (is_new || parent.flags.updated) {
// 2. layout the element
c_elem.rect = ctx.position_element(parent, size);
// 3. Mark the element as updated
c_elem.flags.updated = true;
// 4. Fill the div fields
c_elem.div.layout = parent.div.layout;
c_elem.div.origin_c = Point{
.x = c_elem.rect.x,
.y = c_elem.rect.y,
};
c_elem.div.color_bg = uint_to_rgba(0xff0000ff);
c_elem.div.origin_r = c_elem.div.origin_c;
} else if (parent.flags.has_focus) {
if (point_in_rect(ctx.input.mouse.pos, c_elem.rect)) {
c_elem.flags.has_focus = true;
}
} else {
// TODO: check active
// TODO: check scrollbars
// TODO: check resizeable
}
// Add the background to the draw stack
Cmd cmd = {
.type = CMD_RECT,
.rect = {
.rect = c_elem.rect,
.color = c_elem.div.color_bg,
},
};
ctx.cmd_queue.enqueue(&cmd)!;
}
fn void! Ctx.div_end(&ctx)
{
// the active_div returns to the parent of the current one
ctx.active_div = ctx.tree.parentof(ctx.active_div)!;
}
// @ensure elem != null
fn bool Ctx.is_hovered(&ctx, Elem *elem)
{
return point_in_rect(ctx.input.mouse.pos, elem.rect);
}
fn ElemEvents! Ctx.button(&ctx, String label, Rect size)
{
Id id = hash(label);
// TODO: do layouting if the element is new or the parent has updated
bool is_new;
Elem empty_elem;
Elem *c_elem = ctx.cache.get_or_insert(&empty_elem, id, &is_new)!;
// add it to the tree
ctx.tree.add(id, ctx.active_div)!;
ctx.tree.print();
Elem *parent = ctx.get_parent()!;
// 1. Fill the element fields
// this resets the flags
c_elem.type = ETYPE_BUTTON;
c_elem.flags = (ElemFlags)0;
Color bg_color = uint_to_rgba(0x0000ffff);
// if the element is new or the parent was updated then redo layout
if (is_new || parent.flags.updated) {
// 2. Layout
c_elem.rect = ctx.position_element(parent, size, true);
// TODO: 3. Fill the button specific fields
}
// TODO: Check for interactions
if (parent.flags.has_focus) {
if (ctx.is_hovered(c_elem)) {
c_elem.flags.has_focus = true;
c_elem.events.mouse_hover = true;
bg_color = uint_to_rgba(0x00ff00ff);
c_elem.events.mouse_hold = ctx.input.mouse.down.btn_left;
} else {
c_elem.events.mouse_hover = false;
}
}
// Draw the button
Cmd cmd = {
.type = CMD_RECT,
.rect = {
.rect = c_elem.rect,
.color = bg_color,
},
};
ctx.cmd_queue.enqueue(&cmd)!;
return c_elem.events;
}