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6 Commits

Author SHA1 Message Date
8bea8eeda2 added scrollable code 2026-01-22 13:46:52 +13:00
38e37dddc4 can now scroll 2026-01-22 13:46:30 +13:00
61b278ac8f more todos 2026-01-22 13:45:52 +13:00
de7ca42f7a added texture rendering to the example 2026-01-19 22:03:07 +13:00
f2190fb781 fixed texture rendering 2026-01-19 22:02:41 +13:00
f5236a9148 gotta do some more 2026-01-19 22:02:28 +13:00
4 changed files with 238 additions and 64 deletions

View File

@@ -6,4 +6,10 @@
- percentage
- [ ] allow text rendering to support new lines
- [ ] possibly allow a more dearimgui approch to rendering
- [ ] min and max width
- [x] scrollable Node
- [ ] min and max width
- [ ] add ui logic to allow most of it to be hidden
- [ ] add text input fields
- [ ] fix text rendering

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After

Width:  |  Height:  |  Size: 233 KiB

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@@ -1,6 +1,6 @@
const std = @import("std");
const rl = @import("rl");
const shoots = @import("shoots");
const shoots = @import("root.zig");
fn getTextWidth(string: []const u8, font: rl.Font) shoots.Real {
var width: c_int = 0;
@@ -109,12 +109,16 @@ pub fn main() anyerror!void {
rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
defer rl.closeWindow(); // Close window and OpenGL context
const image = try rl.loadImage("res/image.png");
const image_texture = try rl.Texture.fromImage(image);
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)});
var scroll_offset: shoots.Pos = .{};
const child = &[_]UI.Node{
sideBar(),
button(),
@@ -321,10 +325,41 @@ pub fn main() anyerror!void {
}),
},
}),
button(),
button(),
UI.Element(.{
.name = "scrollable",
.scrollable = .{
.dir = .y,
.offset = &scroll_offset,
},
.rect = .{ .h = 250 },
.children = &[_]UI.Node{
UI.Element(
.{
.style = .{
.background_colour = .{
.r = 255,
},
},
.children = &[_]UI.Node{
UI.Image(.{
.texture = image_texture,
.rect = .{
.h = @floatFromInt(image_texture.height),
.w = @floatFromInt(image_texture.width),
},
}),
button(),
button(),
},
},
),
},
}),
};
// root.Shoots(root.TextType(raylib.Font,(function 'getTextWidth'),(function 'getTextheight')),root.TextureType(raylib.Texture)).NodeTypes
// root.Shoots(root.TextType(raylib.Font,(function 'getTextWidth'),(function 'getTextheight')),root.TextureType(raylib.Texture)).Node
const root = UI.Element(.{
.name = "root",
.pos = .{
@@ -380,15 +415,21 @@ pub fn main() anyerror!void {
.left = rl.isMouseButtonDown(.left),
.middle = rl.isMouseButtonDown(.middle),
.right = rl.isMouseButtonDown(.right),
.scroll_delta = .{
.y = rl.getMouseWheelMoveV().y,
.x = rl.getMouseWheelMoveV().x,
},
});
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)),
// });
// std.debug.print("{f}\n", .{sized});
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});
rl.clearBackground(.white);
switch (command) {
.rect => |r| {
if (r.rounding) |rounding| {
@@ -424,18 +465,51 @@ pub fn main() anyerror!void {
},
.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,
));
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 => |tex| {
// std.debug.print("{}\n", .{tex.texture.texture});
// std.debug.print("texture {}\n", .{tex});
rl.drawTexture(
tex.texture.texture,
@as(i32, @intFromFloat(tex.pos.x)),
@as(i32, @intFromFloat(tex.pos.y)),
.white,
);
},
.clip_start => |clip| {
// std.debug.print("clip {}\n", .{clip});
rl.beginScissorMode(
@as(i32, @intFromFloat(clip.pos.x)),
@as(i32, @intFromFloat(clip.pos.y)),
@as(i32, @intFromFloat(clip.rect.w)),
@as(i32, @intFromFloat(clip.rect.h)),
);
// rl.drawRectangleRec(rl.Rectangle.init(
// clip.pos.x,
// clip.pos.y,
// clip.rect.w,
// clip.rect.h,
// ), .blue);
},
.clip_end => |_| {
rl.endScissorMode();
},
.texture => continue,
}
}
rl.clearBackground(.white);
_ = al.reset(.retain_capacity);
// rl.drawRectangle(0, 0, 200, 100, .blue);

View File

@@ -176,11 +176,23 @@ pub const Colour = struct {
a: u8 = 255,
};
pub const Scrollable = struct {
offset: *Pos,
child_size: Rect = .{},
scroll_amount: f32 = 10.0,
dir: enum {
x,
y,
// both,
},
};
pub const MouseState = struct {
pos: Pos,
left: bool,
right: bool,
middle: bool,
scroll_delta: Pos,
};
pub fn pointinRect(point: Pos, rect_pos: Pos, rect: Rect) bool {
@@ -228,6 +240,11 @@ pub fn Shoots(
try printWithLevel(writer, level + 1, "pos : {any},\n", .{node.element.pos});
try printWithLevel(writer, level + 1, "on_click : {?},\n", .{node.element.on_click});
try printWithLevel(writer, level + 1, "rect : {any},\n", .{node.element.rect});
try printWithLevel(writer, level + 1, "on_click : {any},\n", .{node.element.on_click});
try printWithLevel(writer, level + 1, "allow_on_click_when_occluded : {any},\n", .{node.element.allow_on_click_when_occluded});
try printWithLevel(writer, level + 1, "on_hover : {any},\n", .{node.element.on_hover});
try printWithLevel(writer, level + 1, "allow_on_hover_when_occluded : {any},\n", .{node.element.allow_on_hover_when_occluded});
try printWithLevel(writer, level + 1, "scrollable : {?},\n", .{node.element.scrollable});
try printWithLevel(writer, level + 1, "style : .{{\n", .{});
try node.element.style.printStyle(writer, level + 1);
try printWithLevel(writer, level + 1, "children : {{\n", .{});
@@ -272,6 +289,8 @@ pub fn Shoots(
// the on hover call back will be ran
allow_on_hover_when_occluded: bool = true,
allow_on_click_when_occluded: bool = false,
scrollable: ?Scrollable = null,
};
pub const Interact = struct {
@@ -284,6 +303,8 @@ pub fn Shoots(
rect,
text,
texture,
clip_start,
clip_end,
};
pub const RenderCommand = union(RenderCommandType) {
@@ -301,20 +322,21 @@ pub fn Shoots(
},
texture: struct {
texture: Texture,
z_index: usize = 0,
pos: Pos,
},
clip_start: struct {
pos: Pos,
z_index: usize = 0,
rect: Rect,
// might allow rounded rectangles for clipping,
// hover this would require the user to implement a
// stencil buffer and that would be annoying
// rounding: ?Real,
},
clip_end: struct {},
};
// focused: *Node,
// /// highly suggested that you use an area for the alloc
// pub fn init() Self {
// return Self{
// .alloc = alloc,
// };
// }
pub inline fn ElementWborder(
boarder_width: Padding,
boarder_colour: Colour,
@@ -358,6 +380,16 @@ pub fn Shoots(
);
}
pub inline fn Image(texture: Texture) Node {
return Element(
.{
.children = &[_]Node{.{
.texture = texture,
}},
},
);
}
pub fn closeElement(node: *Node, parent: *Node) void {
switch (node.*) {
.element => {
@@ -392,10 +424,50 @@ pub fn Shoots(
parent.element.rect.w += node.text.getTextWidth();
// std.debug.print("parent.element.rect.w : {}\n", .{parent.element.rect.w});
},
.texture => return,
.texture => {
parent.element.rect.h += node.texture.rect.h;
parent.element.rect.w += node.texture.rect.w;
},
}
}
fn computeSizes(node: *Node, parent: *Node) void {
switch (node.*) {
.element => {
// std.debug.print("before {s} {}\n", .{ node.element.name, node.element.rect });
// std.debug.print("parent name : {s}\n", .{parent.element.name});
const size = node.element.rect;
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,
}
if (node.element.scrollable) |scroll| {
// have to remove the parents size
node.element.scrollable.?.child_size = node.element.rect;
node.element.scrollable.?.child_size.w -= size.w;
node.element.scrollable.?.child_size.h -= size.h;
switch (scroll.dir) {
// .both => node.element.rect = size, // retain size
.x => node.element.rect.w = size.w, // scroll in the x then the hieght stays the same
.y => node.element.rect.h = size.h, // scroll in the y then the width stays the same
}
}
// std.debug.print("after {s} {}\n", .{ node.element.name, node.element.rect });
},
else => {},
}
closeElement(node, parent);
}
fn deepCloneHelper(node: Node, node_location: *Node, alloc: std.mem.Allocator) !void {
// std.debug.print("nodeloc : {}\n", .{node_location});
node_location.* = node;
@@ -441,15 +513,26 @@ pub fn Shoots(
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,
},
});
if (node.element.scrollable) |_| {
try command_list.append(alloc, .{
.clip_start = .{
.rect = node.element.rect,
.z_index = node.element.z_index,
.pos = node.element.pos,
},
});
} else {
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]) {
@@ -459,13 +542,21 @@ pub fn Shoots(
.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,
} }),
.texture => |texture| try command_list.append(alloc, .{
.texture = .{
.pos = node.element.pos,
.texture = texture,
.z_index = node.element.z_index,
},
}),
}
}
if (node.element.scrollable) |_| {
try command_list.append(alloc, .{
.clip_end = .{},
});
}
},
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
@@ -478,27 +569,6 @@ pub fn Shoots(
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 => {
@@ -724,6 +794,14 @@ pub fn Shoots(
fn computeChildernsPostions(ele: *Ele) void {
const layout_style = ele.style.layout;
var children = @constCast(ele.children);
const scroll_offset: Pos = blk: {
if (ele.scrollable) |scroll| {
const scroll_offset = scroll.offset.*;
break :blk scroll_offset;
}
break :blk .{};
};
switch (layout_style) {
.right_to_left => {
@@ -733,8 +811,8 @@ pub fn Shoots(
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;
children[i].element.pos.x += ele.pos.x + ele.style.padding.left + off_set_left - scroll_offset.x;
children[i].element.pos.y += ele.pos.y + ele.style.padding.top - scroll_offset.y;
off_set_left += children[i].element.rect.w + child_gap;
// add
},
@@ -749,8 +827,8 @@ pub fn Shoots(
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;
children[i].element.pos.x += ele.pos.x + ele.style.padding.left - scroll_offset.x;
children[i].element.pos.y += ele.pos.y + ele.style.padding.top + offset_top - scroll_offset.y;
offset_top += children[i].element.rect.h + child_gap;
// add
},
@@ -809,6 +887,22 @@ pub fn Shoots(
.element => |e| {
// std.debug.print("clicked : {} hovered node name : {s}\n", .{ clicked, e.name });
// TODO fix when another scrollable contaier occludes the other one
if (current_node.element.scrollable) |scroll| {
current_node.element.scrollable.?.offset.x += mouse_state.scroll_delta.x * scroll.child_size.w / current_node.element.rect.w;
current_node.element.scrollable.?.offset.y += mouse_state.scroll_delta.y * scroll.child_size.h / current_node.element.rect.h;
// fixes being able to scroll past the min value
if (scroll.offset.x < 0) current_node.element.scrollable.?.offset.x = 0;
if (scroll.offset.y < 0) current_node.element.scrollable.?.offset.y = 0;
// fixes being able to scroll past the max value
if (scroll.offset.x > scroll.child_size.w - current_node.element.rect.w)
current_node.element.scrollable.?.offset.x = scroll.child_size.w - current_node.element.rect.w;
if (scroll.offset.y > scroll.child_size.h - current_node.element.rect.h)
current_node.element.scrollable.?.offset.y = scroll.child_size.h - current_node.element.rect.h;
}
if (e.on_hover != null and e.allow_on_hover_when_occluded) {
needs_redraw |= node.element.on_hover.?.func(&node.element, mouse_state, node.element.on_click.?.data);
}