mirror of https://github.com/pcleavelin/zooy
457 lines
14 KiB
Zig
457 lines
14 KiB
Zig
const std = @import("std");
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// TODO: abstract raylib away to allow for consumers to use whatever they want
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const raylib = @import("raylib");
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// TODO: don't just make these public
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pub var box_allocator: std.mem.Allocator = undefined;
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pub var root_box: ?*UI_Box = null;
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pub var current_box: ?*UI_Box = null;
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pub var current_style: std.ArrayList(UI_Style) = undefined;
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pub var pushing_box: bool = false;
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pub var popping_box: bool = false;
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pub var mouse_x: i32 = 0;
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pub var mouse_y: i32 = 0;
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pub var mouse_released: bool = false;
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pub const UI_Flags = packed struct(u5) {
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clickable: bool = false,
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hoverable: bool = false,
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drawText: bool = false,
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drawBorder: bool = false,
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drawBackground: bool = false,
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};
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pub const UI_Direction = enum {
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leftToRight,
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rightToLeft,
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topToBottom,
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bottomToTop,
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};
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// TODO: don't couple to raylib
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pub const UI_Style = struct {
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color: raylib.Color = raylib.LIGHTGRAY,
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hover_color: raylib.Color = raylib.WHITE,
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border_color: raylib.Color = raylib.DARKGRAY,
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text_color: raylib.Color = raylib.BLACK,
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text_size: i32 = 20,
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};
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pub const Vec2 = struct {
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x: f32,
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y: f32,
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};
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/// the most (and only) basic primitive
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pub const UI_Box = struct {
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/// the first child
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first: ?*UI_Box,
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last: ?*UI_Box,
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/// the next sibling
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next: ?*UI_Box,
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prev: ?*UI_Box,
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parent: ?*UI_Box,
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/// the assigned features
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flags: UI_Flags,
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direction: UI_Direction,
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style: UI_Style,
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/// the label?
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label: [:0]const u8,
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/// the final computed position and size of this primitive
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computed_pos: Vec2,
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computed_size: Vec2,
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};
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fn CountChildren(box: *UI_Box) u32 {
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var count: u32 = 0;
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var b = box.first;
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while (b) |child| {
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count += 1;
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// TODO: um, somehow need to trim currently unused tree nodes
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if (b == box.last) break;
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b = child.next;
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}
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return count;
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}
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fn CountSiblings(box: *UI_Box) u32 {
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var count: u32 = 0;
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var b = box;
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if (b.parent) |p| {
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if (b == p.last) return 0;
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}
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while (b.next) |next| {
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count += 1;
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if (b.parent) |p| {
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if (b == p.last) {
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//std.debug.print("count siblings last askdhfksahdfklhsdaklfhf\n", .{});
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break;
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}
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}
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b = next;
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}
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return count;
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}
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fn TestBoxHover(box: *UI_Box) bool {
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return @intToFloat(f32, mouse_x) >= box.computed_pos.x and @intToFloat(f32, mouse_x) <= box.computed_pos.x + box.computed_size.x and @intToFloat(f32, mouse_y) >= box.computed_pos.y and @intToFloat(f32, mouse_y) <= box.computed_pos.y + box.computed_size.y;
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}
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fn TestBoxClick(box: *UI_Box) bool {
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return mouse_released and TestBoxHover(box);
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}
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pub fn DeleteBoxChildren(box: *UI_Box, should_destroy: bool) void {
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if (box.first) |child| {
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DeleteBoxChildren(child, true);
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} else if (should_destroy) {
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box_allocator.destroy(box);
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}
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}
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// TODO: remove all footguns by compressing code
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pub fn MakeBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) anyerror!bool {
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//std.debug.print("making box '{s}'...", .{label});
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// TODO: Please remove this state machine, there should be a way to do it without it
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popping_box = false;
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if (pushing_box) {
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const box = try PushBox(label, flags, direction);
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pushing_box = false;
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return box;
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}
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if (current_box) |box| {
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if (box.next) |next| {
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// Attempt to re-use cache
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if (std.mem.eql(u8, next.label, label)) {
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//std.debug.print("using cache for '{s}'\n", .{next.label});
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next.flags = flags;
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next.direction = direction;
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if (next.parent) |parent| {
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parent.last = next;
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}
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current_box = next;
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} else {
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// Invalid cache, delete next sibling while retaining the following one
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std.debug.print("make_box: invalidating cache for '{s}' when making new box '{s}'\n", .{ next.label, label });
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const following_sibling = next.next;
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DeleteBoxChildren(next, false);
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next.* = UI_Box{
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.label = label,
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.flags = flags,
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.direction = direction,
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.style = current_style.getLast(),
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.first = null,
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.last = null,
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.next = following_sibling,
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.prev = null,
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.parent = box.parent,
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.computed_pos = Vec2{ .x = 0, .y = 0 },
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.computed_size = Vec2{ .x = 0, .y = 0 },
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};
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current_box = next;
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if (next.parent) |parent| {
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parent.last = next;
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}
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}
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} else {
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// No existing cache, create new box
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//std.debug.print("make_box: allocating new box: {s}\n", .{label});
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var new_box = try box_allocator.create(UI_Box);
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new_box.* = UI_Box{
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.label = label,
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.flags = flags,
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.direction = direction,
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.style = current_style.getLast(),
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.first = null,
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.last = null,
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.next = null,
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.prev = null,
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.parent = box.parent,
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.computed_pos = Vec2{ .x = 0, .y = 0 },
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.computed_size = Vec2{ .x = 0, .y = 0 },
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};
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box.next = new_box;
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current_box = new_box;
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if (new_box.parent) |parent| {
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parent.last = new_box;
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}
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}
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} else {
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//std.debug.print("make_box: allocating new box: {s}\n", .{label});
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var new_box = try box_allocator.create(UI_Box);
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new_box.* = UI_Box{
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.label = label,
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.flags = flags,
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.direction = direction,
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.style = current_style.getLast(),
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.first = null,
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.last = null,
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.next = null,
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.prev = null,
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.parent = null,
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.computed_pos = Vec2{ .x = 0, .y = 0 },
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.computed_size = Vec2{ .x = 0, .y = 0 },
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};
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current_box = new_box;
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}
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if (current_box) |box| {
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if (box.flags.clickable) {
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return TestBoxClick(box);
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}
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}
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return false;
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}
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pub fn PushBox(label: [:0]const u8, flags: UI_Flags, direction: UI_Direction) anyerror!bool {
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//std.debug.print("pushing box '{s}'...", .{label});
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// TODO: Please remove this state machine, there should be a way to do it without it
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if (popping_box) {
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const box = try MakeBox(label, flags, direction);
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pushing_box = true;
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return box;
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}
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if (!pushing_box) {
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pushing_box = true;
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}
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if (current_box) |box| {
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// Attempt to re-use cache
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if (box.first) |first| {
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// check if the same
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if (std.mem.eql(u8, first.label, label)) {
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//std.debug.print("using cache for '{s}'\n", .{first.label});
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first.flags = flags;
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first.direction = direction;
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current_box = first;
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if (first.parent) |parent| {
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parent.last = first;
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}
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} else {
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// Invalid cache
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std.debug.print("push_box: invalidating cache for '{s}' when making new box '{s}'\n", .{ first.label, label });
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const following_sibling = first.next;
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DeleteBoxChildren(first, false);
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first.* = UI_Box{
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.label = label,
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.flags = flags,
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.direction = direction,
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.style = current_style.getLast(),
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.first = null,
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.last = null,
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.next = following_sibling,
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.prev = null,
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.parent = current_box,
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.computed_pos = Vec2{ .x = 0, .y = 0 },
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.computed_size = Vec2{ .x = 0, .y = 0 },
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};
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current_box = first;
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if (first.parent) |parent| {
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parent.last = first;
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}
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}
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} else {
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//std.debug.print("push_box: allocating new box: {s}\n", .{label});
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var new_box = try box_allocator.create(UI_Box);
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new_box.* = UI_Box{
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.label = label,
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.flags = flags,
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.direction = direction,
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.style = current_style.getLast(),
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.first = null,
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.last = null,
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.next = null,
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.prev = null,
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.parent = current_box,
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.computed_pos = Vec2{ .x = 0, .y = 0 },
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.computed_size = Vec2{ .x = 0, .y = 0 },
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};
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box.first = new_box;
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current_box = new_box;
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if (new_box.parent) |parent| {
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parent.last = new_box;
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}
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}
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} else {
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pushing_box = false;
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return try MakeBox(label, flags, direction);
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}
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if (current_box) |box| {
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if (box.flags.clickable) {
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return TestBoxClick(box);
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}
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}
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return false;
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}
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pub fn PopBox() void {
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//std.debug.print("popping box...", .{});
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if (current_box) |box| {
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//if (box.parent) |parent| {
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//current_box = parent.last;
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//return;
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//}
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if (box.parent) |p| {
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p.last = current_box;
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}
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current_box = box.parent;
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popping_box = true;
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return;
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}
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//std.debug.print("couldn't pop box\n", .{});
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}
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pub fn PushStyle(style: UI_Style) !void {
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try current_style.append(style);
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}
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pub fn PopStyle() void {
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_ = current_style.popOrNull();
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}
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pub fn MakeButton(label: [:0]const u8) !bool {
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return try MakeBox(label, .{
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.clickable = true,
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.hoverable = true,
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.drawText = true,
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.drawBorder = true,
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.drawBackground = true,
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}, .leftToRight);
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}
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pub fn MakeLabel(label: [:0]const u8) !bool {
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return try MakeBox(label, .{
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.drawText = true,
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}, .leftToRight);
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}
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pub fn DrawUI(box: *UI_Box, parent: ?*UI_Box, my_index: u32, num_siblings: u32, parent_pos: Vec2, parent_size: Vec2) void {
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//DrawRectangle(int posX, int posY, int width, int height, Color color
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//std.debug.print("\n\ndrawing {s}\n", .{box.label});
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//const num_siblings = if (parent) |p| (CountChildren(p) - 1) else 0;
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//std.debug.print("num_siblings {d}\n", .{num_siblings});
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//const num_children = CountChildren(box);
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//std.debug.print("num_children {d}\n", .{num_children});
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//const num_siblings_after_me = CountSiblings(box);
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//std.debug.print("num_siblings_after_me {d}\n", .{num_siblings_after_me});
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//const my_index = num_siblings - num_siblings_after_me;
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//std.debug.print("num_index {d}\n", .{my_index});
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if (parent) |p| {
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box.computed_size = Vec2{
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.x = switch (p.direction) {
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.leftToRight => parent_size.x / (@intToFloat(f32, num_siblings) + 1),
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.rightToLeft => unreachable,
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.topToBottom => parent_size.x,
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.bottomToTop => unreachable,
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},
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.y = switch (p.direction) {
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.leftToRight => parent_size.y,
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.rightToLeft => unreachable,
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.topToBottom => parent_size.y / (@intToFloat(f32, num_siblings) + 1),
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.bottomToTop => unreachable,
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},
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};
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} else {
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box.computed_size = Vec2{
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.x = parent_size.x,
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.y = parent_size.y,
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};
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}
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if (parent) |p| {
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box.computed_pos = Vec2{
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.x = switch (p.direction) {
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.leftToRight => box.computed_size.x * @intToFloat(f32, my_index) + parent_pos.x,
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.rightToLeft => unreachable,
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.topToBottom => parent_pos.x,
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.bottomToTop => unreachable,
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},
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.y = switch (p.direction) {
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.leftToRight => parent_pos.y,
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.rightToLeft => unreachable,
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.topToBottom => box.computed_size.y * @intToFloat(f32, my_index) + parent_pos.y,
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.bottomToTop => unreachable,
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},
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};
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} else {
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box.computed_pos = Vec2{
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.x = parent_pos.x,
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.y = parent_pos.y,
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};
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}
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if (box.flags.drawBackground) {
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const color = if (TestBoxHover(box)) box.style.hover_color else box.style.color;
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raylib.DrawRectangle(@floatToInt(i32, box.computed_pos.x), @floatToInt(i32, box.computed_pos.y), @floatToInt(i32, box.computed_size.x), @floatToInt(i32, box.computed_size.y), color);
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}
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if (box.flags.drawBorder) {
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raylib.DrawRectangleLines(@floatToInt(i32, box.computed_pos.x), @floatToInt(i32, box.computed_pos.y), @floatToInt(i32, box.computed_size.x), @floatToInt(i32, box.computed_size.y), box.style.border_color);
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}
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if (box.flags.drawText) {
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raylib.DrawText(box.label, @floatToInt(i32, box.computed_pos.x), @floatToInt(i32, box.computed_pos.y), box.style.text_size, box.style.text_color);
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}
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// draw children
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const children = CountChildren(box);
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if (children > 0) {
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const siblings = children - 1;
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var index: u32 = 0;
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var child = box.first;
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while (child) |c| {
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DrawUI(c, box, index, siblings, box.computed_pos, box.computed_size);
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index += 1;
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if (child == box.last) break;
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child = c.next;
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}
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}
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}
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