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@ -1,13 +1,15 @@ |
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module ugui; |
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import std::ascii; |
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// FIXME: is this really the best solution? |
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// "rect" is the bounding box of the element, which includes the border and the padding (so not just the content) |
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fn void! Ctx.push_rect(&ctx, Rect rect, Color color, bool do_border = false, bool do_padding = false, bool do_radius = false) |
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{ |
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// FIXME: this should be culled higher up, maybe |
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if (rect.w <= 0 || rect.h <= 0) { |
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return; |
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} |
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// FIXME: this should be culled higher up, maybe |
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if (rect.w <= 0 || rect.h <= 0) { |
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return; |
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} |
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Rect border = ctx.style.border; |
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Rect padding = ctx.style.padding; |
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@ -48,3 +50,50 @@ fn void! Ctx.push_sprite(&ctx, Rect bounds, Rect texture) |
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}; |
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ctx.cmd_queue.enqueue(&cmd)!; |
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} |
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fn void! Ctx.push_string(&ctx, Rect bounds, String text) |
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{ |
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if (text.len == 0) { |
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return; |
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} |
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short baseline = (short)ctx.font.ascender; |
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short line_height = (short)ctx.font.ascender - (short)ctx.font.descender; |
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short line_gap = (short)ctx.font.linegap; |
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Point orig = { |
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.x = bounds.x, |
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.y = bounds.y, |
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}; |
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short line_len; |
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Codepoint cp; |
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usz off, x; |
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while ((cp = str_to_codepoint(text[off..], &x)) != 0) { |
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off += x; |
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Glyph* gp; |
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if (!ascii::is_cntrl((char)cp)) { |
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gp = ctx.font.get_glyph(cp)!; |
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Rect gb = { |
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.x = orig.x + line_len + gp.ox, |
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.y = orig.y + gp.oy + baseline, |
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.w = gp.w, |
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.h = gp.h, |
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}; |
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Rect gt = { |
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.x = gp.u, |
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.y = gp.v, |
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.w = gp.w, |
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.h = gp.h, |
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}; |
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if (rect_collision(gb, bounds)) { |
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ctx.push_sprite(gb, gt)!; |
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} |
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line_len += gp.adv; |
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} else if (cp == '\n'){ |
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orig.y += line_height + line_gap; |
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line_len = 0; |
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} else { |
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continue; |
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} |
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} |
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} |
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