ugui/src/ugui_div.c3

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module ugui;
import std::io;
fn void! Ctx.div_begin(&ctx, String label, Rect size)
{
Id id = label.hash();
Elem *parent = ctx.get_parent()!;
Elem* c_elem = ctx.get_elem(id)!;
isz div_node = ctx.tree.add(id, ctx.active_div)!;
ctx.active_div = div_node;
// 1. Fill the element fields
c_elem.type = ETYPE_DIV;
// do layout and update flags only if the element was updated
if (c_elem.flags.is_new || parent.flags.updated) {
// 2. layout the element
c_elem.bounds = ctx.position_element(parent, size);
if (c_elem.flags.is_new) {
c_elem.div.children_bounds = c_elem.bounds;
c_elem.div.color_bg = ctx.style.bgcolor;
c_elem.div.scroll.can_x = false;
c_elem.div.scroll.can_y = false;
c_elem.div.scroll.value_x = 0;
c_elem.div.scroll.value_y = 0;
}
// 3. Mark the element as updated
c_elem.flags.updated = true;
// 4. Fill the div fields
c_elem.div.origin_c = Point{
.x = c_elem.bounds.x,
.y = c_elem.bounds.y,
};
c_elem.div.origin_r = c_elem.div.origin_c;
c_elem.div.layout = parent.div.layout;
}
// Add the background to the draw stack
ctx.push_rect(c_elem.bounds, c_elem.div.color_bg)!;
// TODO: check active
// TODO: check resizeable
// check and draw scroll bars
if (!rect_contains(c_elem.bounds, c_elem.div.children_bounds)) {
Point cbc = {
.x = c_elem.div.children_bounds.x + c_elem.div.children_bounds.w,
.y = c_elem.div.children_bounds.y + c_elem.div.children_bounds.h,
};
Point bc = {
.x = c_elem.bounds.x + c_elem.bounds.w,
.y = c_elem.bounds.y + c_elem.bounds.h,
};
// vertical overflow, check and draw scroll bar
if (cbc.y > bc.y && c_elem.div.scroll.can_y) {
// set the scrollbar flag, is used in layout
c_elem.div.scroll.on_y = true;
Rect vslider = {
.x = c_elem.bounds.x + c_elem.bounds.w - 10,
.y = c_elem.bounds.y,
.w = 10,
.h = c_elem.bounds.h,
};
float vh = max((float)bc.y / cbc.y, (float)0.15);
Rect vhandle = {
.x = c_elem.bounds.x + c_elem.bounds.w - 10,
.y = (short)(c_elem.bounds.y + (int)(c_elem.bounds.h*(1-vh) * c_elem.div.scroll.value_y)),
.w = 10,
.h = (short)(c_elem.bounds.h * vh),
};
c_elem.events = ctx.get_elem_events(c_elem);
if (parent.flags.has_focus && c_elem.events.mouse_hover && c_elem.events.mouse_hold && point_in_rect(ctx.input.mouse.pos, vhandle)) {
short y = (short)clamp(ctx.input.mouse.pos.y - vhandle.h/2, vslider.y, vslider.y + vslider.h - vhandle.h);
vhandle.y = y;
float v = (float)(vhandle.y-vslider.y) / (float)(vslider.h-vhandle.h);
c_elem.div.scroll.value_y = v;
c_elem.flags.updated = true;
c_elem.div.origin_c = Point{
.x = c_elem.bounds.x,
.y = c_elem.bounds.y,
};
c_elem.div.origin_r = c_elem.div.origin_c;
}
ctx.push_rect(vslider, uint_to_rgba(0x999999ff))!;
ctx.push_rect(vhandle, uint_to_rgba(0x9999ffff))!;
} else {
c_elem.div.scroll.on_y = false;
}
}
// if the bounds are outside of the view then allocate space for scrollbars
DivLayout old_layout = c_elem.div.layout;
c_elem.div.layout = LAYOUT_FLOATING;
c_elem.div.layout = old_layout;
if (parent.flags.has_focus) {
if (point_in_rect(ctx.input.mouse.pos, c_elem.bounds)) {
c_elem.flags.has_focus = true;
}
}
}
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)!;
}