ugui.c3l/src/ugui_div.c3

150 lines
3.9 KiB
Plaintext
Raw Normal View History

2024-11-07 18:35:20 +01:00
module ugui;
2024-11-17 21:36:46 +01:00
import std::io;
2024-11-07 18:35:20 +01:00
2024-12-17 11:26:59 +01:00
enum DivLayout {
LAYOUT_ROW,
LAYOUT_COLUMN,
LAYOUT_FLOATING,
}
// div element
struct ElemDiv {
DivLayout layout;
struct scroll {
bool can_x;
bool can_y;
bool on_x;
bool on_y;
float value_x;
float value_y;
}
Rect children_bounds;
Point origin_r, origin_c;
Color bgcolor;
}
const Elem DIV_DEFAULTS = {
.type = ETYPE_DIV,
.div = {
.scroll.can_x = false,
.scroll.can_y = false,
.scroll.value_x = 0,
.scroll.value_y = 0,
},
};
fn void! Ctx.div_begin(&ctx, String label, Rect size, bool scroll_x = false, bool scroll_y = false)
2024-11-07 18:35:20 +01:00
{
Id id = label.hash();
2024-11-07 18:35:20 +01:00
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;
2024-12-17 11:26:59 +01:00
bool needs_layout = c_elem.flags.is_new || parent.flags.updated;
if (c_elem.flags.is_new) {
*c_elem = DIV_DEFAULTS;
} else if (c_elem.type != ETYPE_DIV) {
return UgError.WRONG_ELEMENT_TYPE?;
}
c_elem.div.scroll.can_x = scroll_x;
c_elem.div.scroll.can_y = scroll_y;
2024-11-07 18:35:20 +01:00
// do layout and update flags only if the element was updated
2024-12-17 11:26:59 +01:00
if (needs_layout) {
2024-11-07 18:35:20 +01:00
// 2. layout the element
c_elem.bounds = ctx.position_element(parent, size);
2024-12-17 11:26:59 +01:00
c_elem.div.children_bounds = c_elem.bounds;
c_elem.div.bgcolor = ctx.style.bgcolor;
2024-11-07 18:35:20 +01:00
// 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,
2024-11-07 18:35:20 +01:00
};
c_elem.div.origin_r = c_elem.div.origin_c;
c_elem.div.layout = parent.div.layout;
2024-11-07 18:35:20 +01:00
}
// Add the background to the draw stack
2024-12-17 11:26:59 +01:00
bool do_border = parent.div.layout == LAYOUT_FLOATING;
ctx.push_rect(c_elem.bounds, c_elem.div.bgcolor, do_border: do_border)!;
2024-11-07 18:35:20 +01:00
// TODO: check active
// TODO: check resizeable
2024-11-17 21:36:46 +01:00
// check and draw scroll bars
2024-12-17 11:26:59 +01:00
if (!c_elem.bounds.contains(c_elem.div.children_bounds)) {
2024-11-17 21:36:46 +01:00
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;
}
2024-12-13 13:51:23 +01:00
ctx.push_rect(vslider, uint_to_rgba(0x999999ff))!;
ctx.push_rect(vhandle, uint_to_rgba(0x9999ffff))!;
2024-11-17 21:36:46 +01:00
} else {
c_elem.div.scroll.on_y = false;
}
}
2024-11-07 18:35:20 +01:00
// 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)!;
}