zooy/src/lib.zig

457 lines
14 KiB
Zig

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