basic raylib example for the ui

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2026-01-16 16:24:00 +13:00
parent 23be1cace1
commit f9268bf9ff
3 changed files with 517 additions and 0 deletions

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const std = @import("std");
const rl = @import("rl");
const shoots = @import("shoots");
fn getTextWidth(string: []const u8, font: rl.Font) shoots.Real {
var width: c_int = 0;
for (string) |char| {
width +=
@as(c_int, @intFromFloat(font.recs[char - 32].width)) +
font.glyphs[char - 32].offsetX;
}
const s = @as([:0]const u8, @ptrCast(string));
return @as(shoots.Real, @floatFromInt(rl.measureText(s, font.baseSize)));
}
fn getTextheight(string: []const u8, font: rl.Font) shoots.Real {
_ = string;
// std.debug.print("font.baseSize : {}\n", .{font.baseSize});
return @as(shoots.Real, @floatFromInt(font.baseSize));
}
const TextType = shoots.TextType(rl.Font, getTextWidth, getTextheight);
const TextureType = shoots.TextureType(rl.Texture2D);
const UI = shoots.Shoots(TextType, TextureType);
inline fn sideBar() UI.Node {
return UI.Element(.{
.name = "sidebar",
.rect = .{
.h = 20,
.w = 40,
},
.style = .{
.background_colour = .{
.r = 255,
.b = 255,
},
.size_y = .grow,
// .size_x = .grow,
},
});
}
fn updateButton(element: *UI.Ele, mouse_data: shoots.MouseState, user_data: *anyopaque) bool {
_ = user_data;
if (mouse_data.left) {
std.debug.print("button pressed\n", .{});
element.style.background_colour = .{ .b = 255, .g = 255 };
}
return false;
}
fn hoverButton(element: *UI.Ele, mouse_data: shoots.MouseState, user_data: *anyopaque) bool {
_ = user_data;
_ = mouse_data;
element.style.background_colour = .{ .b = 128, .g = 128 };
return false;
}
inline fn button() UI.Node {
return UI.ElementWborder(
.{
.bottom = 2,
.left = 2,
.right = 2,
.top = 2,
},
.{
.b = 30,
},
.{
.name = "button",
.rect = .{
.h = 20,
.w = 60,
},
.on_click = .{
.func = &updateButton,
.data = &.{},
},
.on_hover = .{
.func = &hoverButton,
.data = &.{},
},
.style = .{
.background_colour = .{
.g = 255,
},
.rounded = 25,
},
},
);
}
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 1200;
const screenHeight = 700;
var timer = try std.time.Timer.start();
rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
defer rl.closeWindow(); // Close window and OpenGL context
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
std.debug.print("shoots version :{s}\n", .{shoots.VERSION});
std.debug.print("raylib time : {}\n", .{@divTrunc(timer.lap(), std.time.ns_per_ms)});
const child = &[_]UI.Node{
sideBar(),
button(),
UI.Element(.{
.style = .{
.background_colour = .{
.b = 120,
},
.padding = .{
.bottom = 10,
.left = 10,
.right = 10.4,
.top = 10,
},
},
.children = &[_]UI.Node{
UI.Txt(
UI.Text.init(
"hello world",
try rl.getFontDefault(),
.{},
),
),
UI.Txt(
UI.Text.init(
"hello world again",
try rl.getFontDefault(),
.{},
).setBackground(.{
.a = 255,
.g = 255,
}),
),
},
}),
UI.Element(.{
.name = "child",
.style = .{ .background_colour = .{
.b = 255,
}, .padding = .{ .bottom = 5 } },
.children = &[_]UI.Node{
UI.Element(.{
.name = "branch1",
// .rect = .{ .w = 200 },
.style = .{
.size_x = .grow,
.padding = .{
.bottom = 5,
.left = 5,
.top = 5,
.right = 5,
},
// .layout = .right_to_left,
.child_gap = 5,
},
.children = &[_]UI.Node{
UI.Element(.{
.name = "branch11",
.style = .{
.background_colour = .{
.g = 128,
.b = 128,
.r = 128,
},
.size_x = .grow,
},
.rect = .{
.h = 40,
.w = 40,
},
}),
UI.Element(.{
.name = "branch12",
.style = .{
.background_colour = .{
.g = 128,
.r = 128,
},
.size_x = .grow,
},
.rect = .{
.h = 40,
.w = 40,
},
}),
UI.Element(.{
.name = "branch13",
.rect = .{
.h = 40,
.w = 40,
},
.style = .{
.background_colour = .{
.g = 90,
.b = 150,
},
},
}),
},
}),
UI.Element(.{
.name = "branch2",
.style = .{
.background_colour = .{
.r = 255,
.g = 128,
},
.layout = .right_to_left,
.child_gap = 4,
.padding = .{
.left = 10,
.bottom = 10,
.right = 10,
.top = 10,
},
},
.children = &[_]UI.Node{
UI.Element(.{
.name = "branch21",
.rect = .{
.h = 30,
.w = 30,
},
.style = .{
.rounded = 40,
.background_colour = .{
.r = 255,
.b = 150,
},
},
}),
UI.Element(.{
.name = "branch22",
.rect = .{
.h = 30,
.w = 30,
},
.style = .{
.rounded = 40,
.background_colour = .{
.r = 90,
.b = 150,
},
},
}),
UI.Element(.{
.name = "branch21",
.rect = .{
.h = 30,
.w = 30,
},
.style = .{
.rounded = 40,
.background_colour = .{
.r = 255,
.b = 150,
},
},
}),
UI.Element(.{
.name = "branch22",
.rect = .{
.h = 30,
.w = 30,
},
.style = .{
.rounded = 40,
.background_colour = .{
.r = 90,
.b = 150,
},
},
}),
UI.Element(.{
.name = "branch21",
.rect = .{
.h = 30,
.w = 30,
},
.style = .{
.rounded = 40,
.background_colour = .{
.r = 255,
.b = 150,
},
},
}),
UI.Element(.{
.name = "branch22",
.rect = .{
.h = 30,
.w = 30,
},
.style = .{
.rounded = 40,
.background_colour = .{
.r = 90,
.b = 150,
},
},
}),
},
}),
},
}),
button(),
button(),
};
const root = UI.Element(.{
.name = "root",
.pos = .{
.x = 0,
.y = 0,
},
.rect = .{
.h = screenHeight,
.w = screenWidth,
},
// .on_hover = callback(),
// .on_click = callback(),
.style = .{
.background_colour = .{
.r = 255,
},
.layout = .right_to_left,
// .size_x = .fit(),
// .size_y = .fixed(),
},
.children = child,
});
// const arena = [1024]u8{0};
var al = std.heap.ArenaAllocator.init(std.heap.smp_allocator);
std.debug.print("root : {f}\n", .{root});
// UI.printTree(sized);
// std.debug.print("layout time : {}\n", .{@divTrunc(timer.lap(), std.time.ns_per_ms)});
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
// std.debug.print("starting layout\n", .{});
_ = timer.lap();
var sized = try UI.resolveSizing(al.allocator(), root);
const mouse_pos = rl.getMousePosition();
_ = UI.processInteractions(&sized, .{
.pos = .{
.x = mouse_pos.x,
.y = mouse_pos.y,
},
.left = rl.isMouseButtonDown(.left),
.middle = rl.isMouseButtonDown(.middle),
.right = rl.isMouseButtonDown(.right),
});
const commands = try UI.getRenderCommands(sized, al.allocator());
// std.debug.print("layout time : {}ms\n", .{
// @as(f32, @floatFromInt(timer.lap())) / @as(f32, @floatFromInt(std.time.ns_per_ms)),
// });
for (commands.items) |command| {
// std.debug.print("command : {any}\n", .{command});
switch (command) {
.rect => |r| {
if (r.rounding) |rounding| {
rl.drawRectangleRounded(
rl.Rectangle.init(
r.pos.x,
r.pos.y,
r.rect.w,
r.rect.h,
),
rounding / 100.0,
10,
rl.Color.init(
r.colour.r,
r.colour.g,
r.colour.b,
r.colour.a,
),
);
} else {
rl.drawRectangleRec(rl.Rectangle.init(
r.pos.x,
r.pos.y,
r.rect.w,
r.rect.h,
), rl.Color.init(
r.colour.r,
r.colour.g,
r.colour.b,
r.colour.a,
));
}
},
.text => |t| {
const string = @as([:0]const u8, @ptrCast(t.text.string));
rl.drawText(string, @as(i32, @intFromFloat(t.pos.x)), @as(i32, @intFromFloat(t.pos.y)), @as(i32, @intFromFloat(t.text.getTextHeight())), rl.Color.init(
t.text.colour.r,
t.text.colour.g,
t.text.colour.b,
t.text.colour.a,
));
},
.texture => continue,
}
}
rl.clearBackground(.white);
_ = al.reset(.retain_capacity);
// rl.drawRectangle(0, 0, 200, 100, .blue);
// rl.drawText("Congrats! You created your first window!", 190, 200, 20, .red);
//----------------------------------------------------------------------------------
}
}