module ugui; import std::io; 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) { 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 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; // do layout and update flags only if the element was updated if (needs_layout) { // 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; // 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 bool do_border = parent.div.layout == LAYOUT_FLOATING; ctx.push_rect(c_elem.bounds, c_elem.div.bgcolor, do_border: do_border)!; // TODO: check active // TODO: check resizeable // check and draw scroll bars if (!c_elem.bounds.contains(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)!; }