start of the lib

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2026-01-14 00:36:32 +13:00
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commit f4a0d14b63
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src/root.zig Normal file
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//! By convention, root.zig is the root source file when making a library.
const std = @import("std");
// base drawing functions
// text,
// rect,
// texture,
// sissor
pub const VERSON = "0.0.1";
pub const Real = i32;
const Spaceing = 4;
pub fn TextType(
comptime FontType: type,
comptime getTextWidthFunc: fn (string: []const u8, FontType) Real,
comptime getTextHeightFunc: fn (string: []const u8, FontType) Real,
) type {
return struct {
const Optional = struct {
font: FontType,
};
const Self = @This();
string: []const u8,
colour: Colour,
background: Colour,
font: FontType,
pub fn init(string: []const u8, font: FontType, colour: Colour) Self {
return Self{
.string = string,
.font = font,
.colour = colour,
.background = .{
.r = 0,
.b = 0,
.g = 0,
.a = 0,
},
};
}
pub fn setBackground(self: Self, background: Colour) Self {
var s = self;
s.background = background;
return s;
}
pub fn getTextWidth(self: Self) Real {
return getTextWidthFunc(self.string, self.font);
}
pub fn getTextHeight(self: Self) Real {
return getTextHeightFunc(self.string, self.font);
}
};
}
pub fn TextureType(comptime TextureData: type) type {
return struct {
texture: TextureData,
rect: Rect,
};
}
pub const Rect = struct {
w: Real = 0,
h: Real = 0,
};
pub const Pos = struct {
x: Real = 0,
y: Real = 0,
};
const Sizing = enum {
fixed,
grow,
min,
max,
fit,
};
pub const Padding = struct {
top: Real = 0,
bottom: Real = 0,
left: Real = 0,
right: Real = 0,
};
pub const Layout = enum {
right_to_left,
top_to_bottom,
};
pub const Style = struct {
size_x: Sizing = .fit,
size_y: Sizing = .fit,
background_colour: Colour = .{},
rounded: ?Real = null,
// require re-draw
padding: Padding = .{},
child_gap: Real = 0,
layout: Layout = .top_to_bottom,
// not using formatting so i can print it nicely
pub fn printStyle(style: Style, level: usize) void {
for (0..level * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("style : .{{\n", .{});
for (0..(level + 1) * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("size_x : {any},\n", .{style.size_x});
for (0..(level + 1) * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("size_y : {any},\n", .{style.size_y});
for (0..(level + 1) * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("background_colour : {any},\n", .{style.background_colour});
for (0..(level + 1) * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("rounded : {any},\n", .{style.rounded});
for (0..(level + 1) * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("padding : {any},\n", .{style.padding});
for (0..(level + 1) * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("child_gap : {any},\n", .{style.child_gap});
for (0..(level + 1) * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("layout : {any},\n", .{style.layout});
for (0..(level) * Spaceing) |_| std.debug.print(" ", .{});
std.debug.print("}},\n", .{});
}
};
pub const Colour = struct {
r: u8 = 0,
g: u8 = 0,
b: u8 = 0,
a: u8 = 255,
};
pub const State = enum {
None,
hovered,
clicked,
};
pub fn Bamboo(
comptime text_type: type,
comptime texture_type: type,
// comptime renderTextFunc: fn (text_type, Pos) void,
// comptime renderRectFunc: fn (Rect, Pos, Colour, rounding: ?Real) void,
// comptime renderTextureFunc: fn (texture_type, Pos) void,
) type {
return struct {
const Self = @This();
pub const Text = text_type;
pub const Texture = texture_type;
const NodeTypes = enum {
element,
text,
texture,
};
pub const Node = union(NodeTypes) {
element: Ele,
text: Text,
texture: Texture,
};
pub const Ele = struct {
const Self = @This();
name: []const u8 = "",
z_index: usize = 0,
pos: Pos = .{},
rect: Rect = .{},
style: Style = .{},
children: []const Node = &[_]Node{},
};
const RenderCommandType = enum {
rect,
text,
texture,
};
pub const RenderCommand = union(RenderCommandType) {
rect: struct {
rect: Rect,
pos: Pos,
colour: Colour,
rounding: ?Real,
z_index: usize = 0,
},
text: struct {
text: Text,
pos: Pos,
z_index: usize = 0,
},
texture: struct {
texture: Texture,
pos: Pos,
z_index: usize = 0,
},
};
// /// highly suggested that you use an area for the alloc
// pub fn init(alloc: std.mem.Allocator) Self {
// return Self{
// .alloc = alloc,
// };
// }
pub inline fn Element(ele: Ele) Node {
return Node{
.element = ele,
};
}
pub inline fn Txt(text: Text) Node {
return Element(
.{
.style = .{
.background_colour = text.background,
},
.children = &[_]Node{.{
.text = text,
}},
},
);
}
pub fn closeElement(node: *Node, parent: *Node) void {
switch (node.*) {
.element => {
// layout
const child_gap: Real = parent.element.style.child_gap;
switch (parent.element.style.layout) {
.right_to_left => parent.element.rect.w += child_gap,
.top_to_bottom => parent.element.rect.h += child_gap,
}
const padding = node.element.style.padding;
node.element.rect.w += padding.left + padding.right;
node.element.rect.h += padding.top + padding.bottom;
switch (parent.element.style.layout) {
.right_to_left => {
parent.element.rect.h = @max(node.element.rect.h, parent.element.rect.h);
parent.element.rect.w += node.element.rect.w;
},
.top_to_bottom => {
parent.element.rect.h += node.element.rect.h;
parent.element.rect.w = @max(node.element.rect.w, parent.element.rect.w);
},
}
},
.text => {
parent.element.rect.h += node.text.getTextHeight();
std.debug.print("parent.element.rect.h : {}\n", .{parent.element.rect.h});
parent.element.rect.w += node.text.getTextWidth();
std.debug.print("parent.element.rect.w : {}\n", .{parent.element.rect.w});
},
.texture => return,
}
}
fn deepCloneHelper(node: Node, node_location: *Node, alloc: std.mem.Allocator) !void {
// std.debug.print("nodeloc : {}\n", .{node_location});
node_location.* = node;
// std.debug.print("nodeloc : {}\n", .{node_location});
switch (node) {
.element => |ele| {
// BASE CASE
// node_location.element.name = "cloned";
if (ele.children.len == 0) return;
const children = try alloc.alloc(Node, ele.children.len);
// std.debug.print("children Alloc {x}\n", .{@intFromPtr(children.ptr)});
for (ele.children, 0..) |child, i| {
try deepCloneHelper(child, &children[i], alloc);
// std.debug.print("base node_loc {x}\n", .{@intFromPtr(node_location.element.children.ptr)});
node_location.*.element.children = children;
// std.debug.print("up[date node_loc {x}\n", .{@intFromPtr(node_location.element.children.ptr)});
}
},
else => return,
}
}
// we deep clone the root node as this make it easier for the temp node
fn deepClone(node: Node, alloc: std.mem.Allocator) !Node {
var new_node = node;
switch (new_node) {
.element => |ele| {
// BASE CASE
if (ele.children.len == 0) return new_node;
const children = try alloc.alloc(Node, ele.children.len);
for (ele.children, 0..) |child, i| {
try deepCloneHelper(child, &children[i], alloc);
new_node.element.children = children;
}
},
else => return new_node,
}
return new_node;
}
fn printTreeHelper(node: Node, level: usize) void {
switch (node) {
.element => {
for (0..level * 4) |_| std.debug.print(" ", .{});
std.debug.print("{s} : Ele{{\n", .{node.element.name});
for (0..(level + 1) * 4) |_| std.debug.print(" ", .{});
std.debug.print("pos : {any},\n", .{node.element.pos});
for (0..(level + 1) * 4) |_| std.debug.print(" ", .{});
std.debug.print("rect : {any},\n", .{node.element.rect});
node.element.style.printStyle(level + 1);
for (0..(level + 1) * 4) |_| std.debug.print(" ", .{});
std.debug.print("children : {{\n", .{});
for (node.element.children, 0..) |_, i| {
printTreeHelper(node.element.children[i], (level + 2));
}
for (0..(level + 1) * 4) |_| std.debug.print(" ", .{});
std.debug.print("}},\n", .{});
for (0..(level) * 4) |_| std.debug.print(" ", .{});
std.debug.print("}},\n", .{});
},
.text => {
for (0..level * 4) |_| std.debug.print(" ", .{});
std.debug.print("text : {s}.\n", .{node.text.string});
return;
},
.texture => return,
}
}
pub fn printTree(node: Node) void {
printTreeHelper(node, 0);
}
pub fn getRenderCommandsHelper(node: Node, alloc: std.mem.Allocator, command_list: *std.ArrayList(RenderCommand)) !void {
switch (node) {
.element => {
// std.debug.print("parent name : {s}\n", .{parent.element.name});
try command_list.append(alloc, .{
.rect = .{
.colour = node.element.style.background_colour,
.pos = node.element.pos,
.rect = node.element.rect,
.rounding = node.element.style.rounded,
.z_index = node.element.z_index,
},
});
for (node.element.children, 0..) |_, i| {
switch (node.element.children[i]) {
.element => try getRenderCommandsHelper(node.element.children[i], alloc, command_list),
.text => |text| try command_list.append(alloc, .{ .text = .{
.pos = node.element.pos,
.text = text,
.z_index = node.element.z_index,
} }),
.texture => |texture| try command_list.append(alloc, .{ .texture = .{
.pos = node.element.pos,
.texture = texture,
.z_index = node.element.z_index,
} }),
}
}
},
else => return, // the commands get created above, since the text and texture need a pos
// but they dont have the pos one the parent has it
}
}
pub fn getRenderCommands(node: Node, alloc: std.mem.Allocator) !std.ArrayList(RenderCommand) {
var render_commands: std.ArrayList(RenderCommand) = .empty;
try getRenderCommandsHelper(node, alloc, &render_commands);
return render_commands;
}
fn computeSizes(node: *Node, parent: *Node) void {
switch (node.*) {
.element => {
// std.debug.print("parent name : {s}\n", .{parent.element.name});
for (node.element.children, 0..) |_, i| {
computeSizes(@constCast(&node.element.children[i]), node);
}
// cheaters way to beat the fence post problem
// TODO fix this
switch (node.element.style.layout) {
.right_to_left => node.element.rect.w -= node.element.style.child_gap,
.top_to_bottom => node.element.rect.h -= node.element.style.child_gap,
}
},
else => {},
}
closeElement(node, parent);
}
fn filterGrowableChildren(index: *usize, node: Node) ?*Ele {
switch (node) {
.element => {
if (node.element.children.len == 0) return null;
var i = index.*;
while (i < node.element.children.len - 1) : (i += 1) {
switch (node.element.children[i]) {
.element => |e| {
if (e.style.size_x == .grow or e.style.size_y == .grow) {
index.* = i + 1;
return @constCast(&node.element.children[i].element);
}
},
else => continue,
}
}
},
else => return null,
}
return null;
}
fn computeRemainingHeightAndWidth(node: Node) struct { Real, Real } {
// growable code
std.debug.print("node.element.rect.w : {d}\n", .{node.element.rect.w});
var remaining_width = node.element.rect.w;
var remaining_height = node.element.rect.h;
std.debug.print("remaining_width : {d}\n", .{remaining_width});
std.debug.print("remaining_hieght : {d}\n", .{remaining_height});
remaining_width -|= node.element.style.padding.left + node.element.style.padding.right;
remaining_height -|= node.element.style.padding.top + node.element.style.padding.bottom;
if (node.element.children.len == 0) return .{
0,
0,
};
std.debug.print("remaining_width : {d}\n", .{remaining_width});
std.debug.print("remaining_hieght : {d}\n", .{remaining_height});
// are there too many indentaions here maybe
for (node.element.children) |child| {
std.debug.print("child : {}\n", .{child});
switch (child) {
.element => {
remaining_height -= child.element.rect.h;
remaining_width -= child.element.rect.w;
std.debug.print("remaining_width : {d}\n", .{remaining_width});
std.debug.print("remaining_hieght : {d}\n", .{remaining_height});
},
.texture => {
switch (node.element.style.layout) {
.top_to_bottom => {
remaining_height -|= child.texture.rect.h;
remaining_width = @max(remaining_width, child.texture.rect.w);
},
.right_to_left => {
remaining_width -|= child.texture.rect.w;
remaining_height = @max(remaining_height, child.texture.rect.h);
},
}
},
else => {},
}
}
std.debug.print("remaining_width : {d}\n", .{remaining_width});
std.debug.print("remaining_hieght : {d}\n", .{remaining_height});
remaining_width -|= (@as(Real, @intCast(node.element.children.len -| 1)) * node.element.style.child_gap);
remaining_height -|= (@as(Real, @intCast(node.element.children.len -| 1)) * node.element.style.child_gap);
std.debug.print("remaining_width : {d}\n", .{remaining_width});
std.debug.print("remaining_hieght : {d}\n", .{remaining_height});
return .{
remaining_height,
remaining_width,
};
}
pub fn getHeight(element: *const Ele) Real {
return element.rect.h;
}
pub fn getWidth(element: *const Ele) Real {
return element.rect.w;
}
pub fn addHeight(element: *Ele, height: Real) void {
element.rect.h += height;
}
pub fn addWidth(element: *Ele, width: Real) void {
element.rect.w += width;
}
pub fn getSizingY(element: *const Ele) Sizing {
return element.style.size_y;
}
pub fn getSizingX(element: *const Ele) Sizing {
return element.style.size_x;
}
fn growChildIndependedElements(
node: Node,
axis_x: bool,
) void {
const padding_x = node.element.style.padding.left + node.element.style.padding.right;
const padding_y = node.element.style.padding.left + node.element.style.padding.right;
for (node.element.children, 0..) |child, i| {
switch (child) {
.element => |e| {
if (e.style.size_x == .grow and axis_x) {
@constCast(&node.element.children[i]).element.rect.w = node.element.rect.w - padding_x;
}
if (e.style.size_y == .grow and !axis_x) {
@constCast(&node.element.children[i]).element.rect.h = node.element.rect.h - padding_y;
}
},
else => {},
}
}
}
fn growChildDependedElements(
node: Node,
remaining_disance: Real,
total_growable: usize,
getAxis: *const fn (*const Ele) Real,
addToAxis: *const fn (*Ele, Real) void,
getSizing: *const fn (*const Ele) Sizing,
) void {
var remaining = remaining_disance;
while (remaining > 0) {
var find_next_smallest_index: usize = 0;
var smallest = filterGrowableChildren(&find_next_smallest_index, node) orelse return;
var second_smallest = &Ele{ .rect = .{
.h = std.math.maxInt(Real),
.w = std.math.maxInt(Real),
} };
var width_to_add = remaining;
var next_smallest_index: usize = 0;
while (filterGrowableChildren(&next_smallest_index, node)) |e| {
if (getAxis(e) < getAxis(smallest)) {
second_smallest = smallest;
smallest = e;
}
if (getAxis(e) > getAxis(smallest)) {
second_smallest = if (getAxis(second_smallest) < getAxis(e)) second_smallest else e;
width_to_add = getAxis(second_smallest) - getAxis(smallest);
}
}
width_to_add = @min(width_to_add, @divTrunc(remaining, @as(Real, @intCast(total_growable))));
if (width_to_add == 0) return;
var grow_em: usize = 0;
std.debug.print("smallest ; {}\n", .{smallest.rect});
while (filterGrowableChildren(&grow_em, node)) |growable| {
if (getAxis(growable) == getAxis(smallest)) {
std.debug.print("{s} before growable : {} + width_to_add {}\n", .{ growable.name, growable.rect, width_to_add });
if (getSizing(growable) == .grow)
addToAxis(growable, width_to_add);
std.debug.print("after growable : {}\n", .{growable.rect});
remaining -|= width_to_add;
}
}
}
}
pub fn growChildern(node: *Node) void {
// check that there are growable children
var total_growable_index: usize = 0;
var total_growable: usize = 0;
while (filterGrowableChildren(&total_growable_index, node.*)) |_| : (total_growable += 1) continue;
if (total_growable == 0) return;
const remaining_height, const remaining_width = computeRemainingHeightAndWidth(node.*);
std.debug.print("remaining_height remaining_width : {} {}\n", .{ remaining_height, remaining_width });
if (node.element.style.layout == .top_to_bottom) {
growChildIndependedElements(node.*, true);
if (remaining_height > 0) growChildDependedElements(
node.*,
remaining_height,
total_growable,
&getHeight,
&addHeight,
getSizingY,
);
}
if (node.element.style.layout == .right_to_left) {
growChildIndependedElements(node.*, false);
if (remaining_width > 0) growChildDependedElements(
node.*,
remaining_width,
total_growable,
&getWidth,
&addWidth,
getSizingX,
);
}
}
pub fn computeGrowElements(node: *Node) void {
switch (node.*) {
.element => {
growChildern(node);
for (node.element.children, 0..) |_, i| {
computeGrowElements(@constCast(&node.element.children[i]));
}
},
else => return,
}
}
fn computeChildernsPostions(ele: *Ele) void {
const layout_style = ele.style.layout;
var children = @constCast(ele.children);
switch (layout_style) {
.right_to_left => {
var off_set_left: Real = 0;
for (ele.children, 0..) |_, i| {
const child_gap: Real = ele.style.child_gap;
switch (ele.children[i]) {
.element => {
// off set it by the parent
children[i].element.pos.x += ele.pos.x + ele.style.padding.left + off_set_left;
children[i].element.pos.y += ele.pos.y + ele.style.padding.top;
off_set_left += children[i].element.rect.w + child_gap;
// add
},
else => continue,
}
}
},
.top_to_bottom => {
var offset_top: Real = 0;
for (ele.children, 0..) |_, i| {
const child_gap: Real = ele.style.child_gap;
switch (ele.children[i]) {
.element => {
// off set it by the parent
children[i].element.pos.x += ele.pos.x + ele.style.padding.left;
children[i].element.pos.y += ele.pos.y + ele.style.padding.top + offset_top;
offset_top += children[i].element.rect.h + child_gap;
// add
},
else => continue,
}
}
},
}
}
pub fn computePostionsHelper(node: *Node, index: usize) void {
switch (node.*) {
.element => {
computeChildernsPostions(&node.element);
node.element.z_index = index;
for (node.element.children, 0..) |_, i| {
computePostionsHelper(@constCast(&node.element.children[i]), index + 1);
}
},
else => return,
}
}
pub fn computePostions(node: *Node) void {
computePostionsHelper(node, 0);
}
pub fn resolveSizing(alloc: std.mem.Allocator, root: Node) !Node {
// var resolved_root: Node = undefined;
// var current_node: Node = root;
// var pass_queue: std.ArrayList([]const u8) = .empty;
const node_1 = root;
var new_tree: Node = try deepClone(node_1, alloc);
// printTree(node_1);
// printTree(new_tree);
var base_node: Node = Node{ .element = Ele{
.children = &[_]Node{
node_1,
},
} };
computeSizes(&new_tree, &base_node);
// printTree(new_tree);
computeGrowElements(&new_tree);
computePostions(&new_tree);
// printTree(new_tree);
return new_tree;
}
// pub fn freeTree(alloc: std.mem.Allocator, root: Node) void {}
// pub fn render(self: Self, root: Node) void {
// return null;
// }
};
}
fn callback(dat: anytype) void {
_ = dat;
return null;
}
pub fn sideBar() UI.Node {
return UI.Element(.{
.name = "sidebar",
});
}
pub fn button() UI.Node {
return UI.Element(.{
.name = "button",
});
}
fn func(string: []const u8, font: void) Real {
_ = font;
return @as(Real, @intCast(string.len));
}
const UI = Bamboo(TextType(void, func, func), void);
test "temp" {
const child = &[_]UI.Node{
sideBar(),
button(),
UI.Node{
.text = UI.Text.init(
"hello world",
void{},
.{},
),
},
UI.Element(.{
.name = "child",
.children = &[_]UI.Node{
UI.Element(.{
.name = "branch1",
.children = &[_]UI.Node{
UI.Element(.{
.name = "branch11",
.rect = .{
.h = 400,
.w = 400,
},
}),
UI.Element(.{
.name = "branch12",
.rect = .{
.h = 400,
.w = 400,
},
}),
},
}),
UI.Element(.{
.name = "branch2",
.children = &[_]UI.Node{
UI.Element(.{
.name = "branch21",
.rect = .{
.h = 300,
.w = 300,
},
}),
UI.Element(.{
.name = "branch22",
.rect = .{
.h = 300,
.w = 300,
},
}),
},
}),
},
}),
button(),
};
const root = UI.Element(.{
.name = "root",
.pos = Pos{
.x = 0,
.y = 0,
},
// .on_hover = callback(),
// .on_click = callback(),
.style = .{
.background_colour = .{},
.layout = .right_to_left,
// .size = .fit(),
// .size_x = .fit(),
// .size_y = .fixed(),
},
.children = child,
});
// const arena = [1024]u8{0};
var al = std.heap.ArenaAllocator.init(std.heap.smp_allocator);
const sized = try UI.resolveSizing(al.allocator(), root);
const commands = try UI.getRenderCommands(sized, al.allocator());
for (commands.items) |value| {
std.debug.print("command : {any}\n", .{value});
}
}