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bbc1d9f1ff
Author | SHA1 | Date | |
---|---|---|---|
griffi-gh | bbc1d9f1ff | ||
griffi-gh | 915b99c3a5 |
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@ -26,6 +26,7 @@ document-features = "0.2"
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derive_setters = "0.1"
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derive_more = "0.99"
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tinyset = "0.4"
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enum_dispatch = "0.3"
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[features]
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default = ["builtin_elements", "builtin_font", "pixel_perfect_text"]
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219
hui/src/frame.rs
219
hui/src/frame.rs
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@ -1,195 +1,42 @@
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use glam::{Vec2, vec2};
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use derive_more::{Add, AddAssign, Sub, SubAssign};
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use crate::{
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draw::ImageHandle,
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element::fill_rect::FillRect,
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layout::{Size, Size2d}
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};
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use crate::rect::FillColor;
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//TODO finish dis, slider component would be a great place to test it
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pub mod point;
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pub mod layer;
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/// Point inside a frame
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use layer::{FrameLayer, RectLayer};
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///XXX: this is not used yet, and also kinda a mess, simplify?
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///Maybe limit to a single layer? (aka `Frame` will be just one of the options)
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///Because currently, this is just a duplicate of the dormal draw command system, but with a different name...
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///Then, there's no need for the positioning stuff too, which is a bit overkill and is kinda code duplication too!
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///aka Frame::Rectangle, Frame::NinePatch, ...
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/// A frame, which can contain multiple layers
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///
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/// Can be absolute, relative, or a combination of both\
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/// Final coordinate is calculated as `absolute + relative * parent_size`
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#[derive(Clone, Copy, Debug, Default, Add, AddAssign, Sub, SubAssign)]
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pub struct FramePoint {
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/// Absolute positioning
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pub absolute: f32,
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/// Relative positioning
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pub relative: f32,
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}
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impl From<f32> for FramePoint {
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fn from(value: f32) -> Self {
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Self::absolute(value)
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}
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}
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impl From<Size> for FramePoint {
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/// Convert a `Size` into a `FramePoint`
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///
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/// This function behaves just as you would expect, but `Auto` is always treated as `BEGIN`
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fn from(size: Size) -> Self {
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match size {
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Size::Auto => Self::BEGIN,
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Size::Relative(value) => Self::relative(value),
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Size::Absolute(value) => Self::absolute(value),
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}
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}
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}
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impl FramePoint {
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pub const BEGIN: Self = Self {
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absolute: 0.0,
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relative: 0.0,
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};
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pub const CENTER: Self = Self {
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absolute: 0.5,
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relative: 0.0,
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};
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pub const END: Self = Self {
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absolute: 1.0,
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relative: 0.0,
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};
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pub const fn absolute(value: f32) -> Self {
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Self {
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absolute: value,
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relative: 0.0,
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}
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}
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pub const fn relative(value: f32) -> Self {
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Self {
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absolute: 0.0,
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relative: value,
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}
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}
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pub const fn relative_absolute(relative: f32, absolute: f32) -> Self {
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Self {
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absolute,
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relative,
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}
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}
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fn resolve(&self, parent_size: f32) -> f32 {
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self.absolute + self.relative * parent_size
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}
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}
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#[derive(Clone, Copy, Debug, Default, Add, AddAssign, Sub, SubAssign)]
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pub struct FramePoint2d {
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pub x: FramePoint,
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pub y: FramePoint,
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}
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impl From<(FramePoint, FramePoint)> for FramePoint2d {
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fn from((x, y): (FramePoint, FramePoint)) -> Self {
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Self { x, y }
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}
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}
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impl From<Size> for FramePoint2d {
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fn from(size: Size) -> Self {
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Self {
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x: size.into(),
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y: size.into(),
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}
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}
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}
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impl From<Size2d> for FramePoint2d {
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fn from(size: Size2d) -> Self {
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Self {
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x: size.width.into(),
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y: size.height.into(),
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}
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}
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}
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impl From<(f32, f32)> for FramePoint2d {
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fn from((x, y): (f32, f32)) -> Self {
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Self {
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x: FramePoint::absolute(x),
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y: FramePoint::absolute(y),
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}
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}
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}
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impl From<Vec2> for FramePoint2d {
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fn from(vec: Vec2) -> Self {
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Self {
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x: FramePoint::absolute(vec.x),
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y: FramePoint::absolute(vec.y),
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}
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}
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}
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impl FramePoint2d {
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pub const TOP_LEFT: Self = Self {
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x: FramePoint::BEGIN,
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y: FramePoint::BEGIN,
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};
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pub const TOP_CENTER: Self = Self {
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x: FramePoint::CENTER,
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y: FramePoint::BEGIN,
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};
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pub const TOP_RIGHT: Self = Self {
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x: FramePoint::END,
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y: FramePoint::BEGIN,
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};
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pub const CENTER_LEFT: Self = Self {
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x: FramePoint::BEGIN,
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y: FramePoint::CENTER,
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};
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pub const CENTER: Self = Self {
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x: FramePoint::CENTER,
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y: FramePoint::CENTER,
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};
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pub const CENTER_RIGHT: Self = Self {
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x: FramePoint::END,
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y: FramePoint::CENTER,
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};
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pub const BOTTOM_LEFT: Self = Self {
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x: FramePoint::BEGIN,
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y: FramePoint::END,
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};
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pub const BOTTOM_CENTER: Self = Self {
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x: FramePoint::CENTER,
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y: FramePoint::END,
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};
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pub const BOTTOM_RIGHT: Self = Self {
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x: FramePoint::END,
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y: FramePoint::END,
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};
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pub fn resolve(&self, parent_size: Vec2) -> Vec2 {
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let x = self.x.resolve(parent_size.x);
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let y = self.y.resolve(parent_size.y);
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vec2(x, y)
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}
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}
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enum FrameLayer {
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Rect {
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color: FillRect,
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image: Option<ImageHandle>,
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top_left: FramePoint2d,
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bottom_right: FramePoint2d,
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}
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}
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/// Use these to construct complex backgrounds
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#[derive(Default, Clone)]
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pub struct Frame {
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/// Layers of the frame
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layers: Vec<FrameLayer>
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}
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impl<T: Into<FillRect>> From<T> for Frame {
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fn from(value: T) -> Self {
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todo!()
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impl<T: Into<FillColor>> From<T> for Frame {
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fn from(color: T) -> Self {
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let mut frame = Self::default();
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frame.add(RectLayer::from_color(color));
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frame
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}
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}
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impl Frame {
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#[inline]
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pub fn add(&mut self, layer: impl Into<FrameLayer>) -> &mut Self {
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self.layers.push(layer.into());
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self
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}
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#[inline]
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pub fn finish(&mut self) -> Self {
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self.clone()
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}
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}
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|
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90
hui/src/frame/layer.rs
Normal file
90
hui/src/frame/layer.rs
Normal file
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@ -0,0 +1,90 @@
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use glam::Vec2;
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use enum_dispatch::enum_dispatch;
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use crate::{
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color,
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draw::{ImageHandle, RoundedCorners, UiDrawCommand, UiDrawCommandList},
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rect::{Corners, FillColor},
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};
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use super::point::FramePoint2d;
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#[enum_dispatch]
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pub(crate) trait FrameLayerImpl {
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fn draw(&self, draw: &mut UiDrawCommandList, parent_size: Vec2);
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}
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#[derive(Clone, Copy)]
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#[enum_dispatch(FrameLayerImpl)]
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pub enum FrameLayer {
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Rect(RectLayer),
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}
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#[derive(Clone, Copy)]
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pub struct RectLayer {
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color: FillColor,
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image: Option<ImageHandle>,
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top_left: FramePoint2d,
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bottom_right: FramePoint2d,
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corner_radius: Corners<f32>,
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}
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impl RectLayer {
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pub fn from_color(color: impl Into<FillColor>) -> Self {
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Self {
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color: color.into(),
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..Self::default()
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}
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}
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pub fn from_color_rounded(color: impl Into<FillColor>, corner_radius: impl Into<Corners<f32>>) -> Self {
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Self {
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color: color.into(),
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corner_radius: corner_radius.into(),
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..Self::default()
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}
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}
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pub fn from_image(image: ImageHandle) -> Self {
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Self {
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color: color::WHITE.into(),
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image: Some(image),
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..Self::default()
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}
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}
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pub fn from_color_image(color: impl Into<FillColor>, image: ImageHandle) -> Self {
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Self {
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color: color.into(),
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image: Some(image),
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..Self::default()
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}
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}
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}
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impl Default for RectLayer {
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fn default() -> Self {
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Self {
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color: FillColor::default(),
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image: None,
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top_left: FramePoint2d::default(),
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bottom_right: FramePoint2d::default(),
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corner_radius: Corners::default(),
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}
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}
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}
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impl FrameLayerImpl for RectLayer {
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fn draw(&self, draw: &mut UiDrawCommandList, parent_size: Vec2) {
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//TODO: handle bottom_right < top_left
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let top_left = self.top_left.resolve(parent_size);
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let bottom_right = self.bottom_right.resolve(parent_size);
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draw.add(UiDrawCommand::Rectangle {
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position: top_left,
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size: bottom_right - top_left,
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color: self.color.corners(),
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texture: self.image,
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rounded_corners: (self.corner_radius.max_f32() > 0.).then_some(
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RoundedCorners::from_radius(self.corner_radius)
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),
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});
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}
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}
|
198
hui/src/frame/point.rs
Normal file
198
hui/src/frame/point.rs
Normal file
|
@ -0,0 +1,198 @@
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use glam::{Vec2, vec2};
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use derive_more::{Add, AddAssign, Sub, SubAssign};
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use crate::layout::{Size, Size2d};
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||||
/// Point inside a frame
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///
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/// Can be absolute, relative, or a combination of both\
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||||
/// Final coordinate is calculated as `absolute + relative * parent_size`
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||||
#[derive(Clone, Copy, Debug, Default, Add, AddAssign, Sub, SubAssign)]
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||||
pub struct FramePoint {
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/// Absolute positioning
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pub absolute: f32,
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/// Relative positioning
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pub relative: f32,
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||||
}
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|
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impl From<f32> for FramePoint {
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fn from(value: f32) -> Self {
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Self::absolute(value)
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}
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||||
}
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impl From<Size> for FramePoint {
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||||
/// Convert a `Size` into a `FramePoint`
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||||
///
|
||||
/// This function behaves just as you would expect, but `Auto` is always treated as `BEGIN`
|
||||
fn from(size: Size) -> Self {
|
||||
match size {
|
||||
Size::Auto => Self::BEGIN,
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Size::Relative(value) => Self::relative(value),
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Size::Absolute(value) => Self::absolute(value),
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||||
}
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||||
}
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||||
}
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impl FramePoint {
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/// Beginning of the frame axis
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pub const BEGIN: Self = Self {
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absolute: 0.0,
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relative: 0.0,
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};
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/// Center of the frame axis
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pub const CENTER: Self = Self {
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absolute: 0.5,
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relative: 0.0,
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||||
};
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/// End of the frame axis
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pub const END: Self = Self {
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absolute: 1.0,
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relative: 0.0,
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||||
};
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/// Create a new absolutely positioned `FramePoint`
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pub const fn absolute(value: f32) -> Self {
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Self {
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absolute: value,
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relative: 0.0,
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||||
}
|
||||
}
|
||||
|
||||
/// Create a new relatively positioned `FramePoint`
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pub const fn relative(value: f32) -> Self {
|
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Self {
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absolute: 0.0,
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relative: value,
|
||||
}
|
||||
}
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||||
|
||||
/// Create a new `FramePoint` with both absolute and relative positioning
|
||||
pub const fn relative_absolute(relative: f32, absolute: f32) -> Self {
|
||||
Self {
|
||||
absolute,
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||||
relative,
|
||||
}
|
||||
}
|
||||
|
||||
/// Resolve the `FramePoint` into an absolute coordinate
|
||||
pub(crate) fn resolve(&self, parent_size: f32) -> f32 {
|
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self.absolute + self.relative * parent_size
|
||||
}
|
||||
}
|
||||
|
||||
/// A 2-dimensional [`FramePoint`]
|
||||
#[derive(Clone, Copy, Debug, Default, Add, AddAssign, Sub, SubAssign)]
|
||||
pub struct FramePoint2d {
|
||||
pub x: FramePoint,
|
||||
pub y: FramePoint,
|
||||
}
|
||||
|
||||
impl From<(FramePoint, FramePoint)> for FramePoint2d {
|
||||
fn from((x, y): (FramePoint, FramePoint)) -> Self {
|
||||
Self { x, y }
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Size> for FramePoint2d {
|
||||
fn from(size: Size) -> Self {
|
||||
Self {
|
||||
x: size.into(),
|
||||
y: size.into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Size2d> for FramePoint2d {
|
||||
fn from(size: Size2d) -> Self {
|
||||
Self {
|
||||
x: size.width.into(),
|
||||
y: size.height.into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<(f32, f32)> for FramePoint2d {
|
||||
fn from((x, y): (f32, f32)) -> Self {
|
||||
Self {
|
||||
x: FramePoint::absolute(x),
|
||||
y: FramePoint::absolute(y),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<Vec2> for FramePoint2d {
|
||||
fn from(vec: Vec2) -> Self {
|
||||
Self {
|
||||
x: FramePoint::absolute(vec.x),
|
||||
y: FramePoint::absolute(vec.y),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl FramePoint2d {
|
||||
/// Top left corner of the frame
|
||||
pub const TOP_LEFT: Self = Self {
|
||||
x: FramePoint::BEGIN,
|
||||
y: FramePoint::BEGIN,
|
||||
};
|
||||
|
||||
/// Top center of the frame
|
||||
pub const TOP_CENTER: Self = Self {
|
||||
x: FramePoint::CENTER,
|
||||
y: FramePoint::BEGIN,
|
||||
};
|
||||
|
||||
/// Top right corner of the frame
|
||||
pub const TOP_RIGHT: Self = Self {
|
||||
x: FramePoint::END,
|
||||
y: FramePoint::BEGIN,
|
||||
};
|
||||
|
||||
/// Center left of the frame
|
||||
pub const CENTER_LEFT: Self = Self {
|
||||
x: FramePoint::BEGIN,
|
||||
y: FramePoint::CENTER,
|
||||
};
|
||||
|
||||
/// Center of the frame
|
||||
pub const CENTER: Self = Self {
|
||||
x: FramePoint::CENTER,
|
||||
y: FramePoint::CENTER,
|
||||
};
|
||||
|
||||
/// Center right of the frame
|
||||
pub const CENTER_RIGHT: Self = Self {
|
||||
x: FramePoint::END,
|
||||
y: FramePoint::CENTER,
|
||||
};
|
||||
|
||||
/// Bottom left corner of the frame
|
||||
pub const BOTTOM_LEFT: Self = Self {
|
||||
x: FramePoint::BEGIN,
|
||||
y: FramePoint::END,
|
||||
};
|
||||
|
||||
/// Bottom center of the frame
|
||||
pub const BOTTOM_CENTER: Self = Self {
|
||||
x: FramePoint::CENTER,
|
||||
y: FramePoint::END,
|
||||
};
|
||||
|
||||
/// Bottom right corner of the frame
|
||||
pub const BOTTOM_RIGHT: Self = Self {
|
||||
x: FramePoint::END,
|
||||
y: FramePoint::END,
|
||||
};
|
||||
|
||||
/// Resolve the `FramePoint2d` into an absolute coordinate within the frame's coordinate system\
|
||||
///
|
||||
/// (point with absolute cordinates, relative to the frame's top-left corner)
|
||||
pub(crate) fn resolve(&self, parent_size: Vec2) -> Vec2 {
|
||||
let x = self.x.resolve(parent_size.x);
|
||||
let y = self.y.resolve(parent_size.y);
|
||||
vec2(x, y)
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue