module ugui; import std::io; import std::math; 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; // current frame children bounds Rect pcb; // previous frame 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) { 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; bool is_new = c_elem.flags.is_new; 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; // 2. layout the element c_elem.bounds = ctx.position_element(parent, size); c_elem.div.children_bounds = c_elem.bounds; c_elem.div.bgcolor = ctx.style.bgcolor; // 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 bool do_border = parent.div.layout == LAYOUT_FLOATING; ctx.push_rect(c_elem.bounds, c_elem.div.bgcolor, do_border: do_border)!; c_elem.events = ctx.get_elem_events(c_elem); // TODO: check active // TODO: check resizeable // FIXME: we cannot use slider elements as scrollbars because of id management // scrollbars Rect cb = c_elem.div.pcb; // children bounds bottom-right corner Point cbc = { .x = cb.x + cb.w, .y = cb.y + cb.h, }; // div bounds bottom-right corner Point bc = { .x = c_elem.bounds.x + c_elem.bounds.w, .y = c_elem.bounds.y + c_elem.bounds.h, }; // set the scrollbar flag, is used in layout // vertical overflow c_elem.div.scroll.on_y = cbc.y > bc.y && c_elem.div.scroll.can_y; // horizontal overflow c_elem.div.scroll.on_x = cbc.x > bc.x && c_elem.div.scroll.can_x; if (c_elem.div.scroll.on_y) { Rect vslider = { .x = c_elem.bounds.x + c_elem.bounds.w - 10, .y = c_elem.bounds.y, .w = 10, .h = c_elem.bounds.h, }; short hh = (short)(max((float)bc.y / cbc.y, (float)0.15) * c_elem.bounds.h); Rect vhandle = { .x = c_elem.bounds.x + c_elem.bounds.w - 10, .y = calc_slider(c_elem.bounds.y, c_elem.bounds.h-hh, c_elem.div.scroll.value_y), .w = 10, .h = hh, }; Point m = ctx.input.mouse.pos; if (parent.flags.has_focus && c_elem.events.mouse_hover && c_elem.events.mouse_hold && point_in_rect(m, vhandle)) { vhandle.y = calc_slider(c_elem.bounds.y, c_elem.bounds.h-hh, c_elem.div.scroll.value_y); c_elem.div.scroll.value_y = calc_value(c_elem.bounds.y, m.y, c_elem.bounds.h, hh); c_elem.flags.updated = true; } ctx.push_rect(vslider, uint_to_rgba(0x999999ff))!; ctx.push_rect(vhandle, uint_to_rgba(0x9999ffff))!; } if (c_elem.div.scroll.on_x) { Rect hslider = { .x = c_elem.bounds.x, .y = c_elem.bounds.y + c_elem.bounds.h - 10, .w = c_elem.bounds.w, .h = 10, }; short hw = (short)(max((float)bc.x / cbc.x, (float)0.15) * c_elem.bounds.w); Rect hhandle = { .x = calc_slider(c_elem.bounds.x, c_elem.bounds.w-hw, c_elem.div.scroll.value_x), .y = c_elem.bounds.y + c_elem.bounds.h - 10, .w = hw, .h = 10, }; Point m = ctx.input.mouse.pos; if (parent.flags.has_focus && c_elem.events.mouse_hover && c_elem.events.mouse_hold && point_in_rect(m, hhandle)) { hhandle.x = calc_slider(c_elem.bounds.x, c_elem.bounds.w-hw, c_elem.div.scroll.value_x); c_elem.div.scroll.value_x = calc_value(c_elem.bounds.x, m.x, c_elem.bounds.w, hw); c_elem.flags.updated = true; } ctx.push_rect(hslider, uint_to_rgba(0x999999ff))!; ctx.push_rect(hhandle, uint_to_rgba(0x9999ffff))!; } 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) { // swap the children bounds Elem* c_elem = ctx.get_elem_by_tree_idx(ctx.active_div)!; c_elem.div.pcb = c_elem.div.children_bounds; // the active_div returns to the parent of the current one ctx.active_div = ctx.tree.parentof(ctx.active_div)!; }