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29 changed files with 670 additions and 407 deletions

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@ -10,7 +10,7 @@ use winit::{
use hui::{
element::{
container::Container, progress_bar::ProgressBar, fill_rect::FillRect, ElementList, UiElement
}, layout::{Alignment, Direction, Size}, rectangle::{Corners, Sides}, UiInstance
}, layout::{Alignment, Direction, Size}, rect::{Corners, Sides}, UiInstance
};
use hui_glium::GliumUiRenderer;

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@ -12,7 +12,7 @@ use hui::{
text::Text, ElementList
},
layout::{Alignment, Direction, Size},
rectangle::{Corners, Sides},
rect::{Corners, Sides},
UiInstance
};
use hui_glium::GliumUiRenderer;

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@ -3,7 +3,7 @@ use hui::{
color, size,
element::{container::Container, progress_bar::ProgressBar, text::Text, UiElementExt},
layout::Alignment,
rectangle::Corners,
rect::Corners,
text::FontHandle,
};

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@ -9,7 +9,7 @@ use hui::{
UiElementExt
},
layout::Alignment,
rectangle::Corners,
rect::Corners,
text::FontHandle,
size,
};

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@ -1,7 +1,7 @@
use hui::{
color, size,
draw::TextureFormat,
signal::UiSignal,
signal::Signal,
layout::{Alignment, Direction},
element::{
container::Container,
@ -17,7 +17,7 @@ enum CounterSignal {
Increment,
Decrement,
}
impl UiSignal for CounterSignal {}
impl Signal for CounterSignal {}
#[path = "../boilerplate.rs"]
#[macro_use]

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@ -1,23 +1,22 @@
use hui::{
color, size,
draw::TextureFormat,
signal::UiSignal,
signal::Signal,
layout::{Alignment, Direction},
element::{
container::Container,
text::Text,
image::Image,
br::Br,
interactable::ElementInteractableExt,
slider::Slider,
UiElementExt,
},
size,
};
enum CounterSignal {
ChangeValue(u32)
}
impl UiSignal for CounterSignal {}
impl Signal for CounterSignal {}
#[path = "../boilerplate.rs"]
#[macro_use]
@ -41,7 +40,7 @@ ui_main!(
.with_background((0.1, 0.1, 0.1))
.with_wrap(true)
.with_children(|ui| {
Text::new("Number of images:")
Text::new(format!("Number of images: {counter}"))
.with_text_size(24)
.add_child(ui);
Br.add_child(ui);

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@ -24,6 +24,7 @@ rect_packer = "0.2"
log = "0.4"
document-features = "0.2"
derive_setters = "0.1"
derive_more = "0.99"
tinyset = "0.4"
[features]

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@ -1,105 +0,0 @@
//! background color, gradient and texturing
use glam::{vec4, Vec3, Vec4};
use crate::rectangle::Corners;
//TODO: use this
// pub struct Background {
// pub color: BackgroundColor,
// pub texture: Option<TextureH>
// }
//TODO: move this into the color module?
#[derive(Clone, Copy, Default, Debug, PartialEq)]
pub enum BackgroundColor {
#[default]
Transparent,
Solid(Vec4),
Gradient(Corners<Vec4>),
}
impl From<(f32, f32, f32, f32)> for BackgroundColor {
fn from(color: (f32, f32, f32, f32)) -> Self {
Self::Solid(vec4(color.0, color.1, color.2, color.3))
}
}
impl From<Corners<Vec4>> for BackgroundColor {
fn from(corners: Corners<Vec4>) -> Self {
Self::Gradient(corners)
}
}
impl From<Option<Vec4>> for BackgroundColor {
fn from(color: Option<Vec4>) -> Self {
match color {
Some(color) => Self::Solid(color),
None => Self::Transparent,
}
}
}
impl From<Vec4> for BackgroundColor {
fn from(color: Vec4) -> Self {
Self::Solid(color)
}
}
impl From<(f32, f32, f32)> for BackgroundColor {
fn from(color: (f32, f32, f32)) -> Self {
Self::Solid(vec4(color.0, color.1, color.2, 1.))
}
}
impl From<Corners<Vec3>> for BackgroundColor {
fn from(corners: Corners<Vec3>) -> Self {
Self::Gradient(Corners {
top_left: corners.top_left.extend(1.),
top_right: corners.top_right.extend(1.),
bottom_left: corners.bottom_left.extend(1.),
bottom_right: corners.bottom_right.extend(1.),
})
}
}
impl From<Option<Vec3>> for BackgroundColor {
fn from(color: Option<Vec3>) -> Self {
match color {
Some(color) => Self::Solid(color.extend(1.)),
None => Self::Transparent,
}
}
}
impl From<Vec3> for BackgroundColor {
fn from(color: Vec3) -> Self {
Self::Solid(color.extend(1.))
}
}
impl BackgroundColor {
/// Returns the colors of individual corners
pub fn corners(&self) -> Corners<Vec4> {
match *self {
Self::Transparent => Corners::all(Vec4::ZERO),
Self::Solid(color) => Corners::all(color),
Self::Gradient(corners) => corners,
}
}
/// Returns `true` if the background is `Transparent` or all corners have an alpha value of `0`.
pub fn is_transparent(&self) -> bool {
match *self {
Self::Transparent => true,
Self::Solid(color) => color.w == 0.,
Self::Gradient(corners) => {
let max_alpha =
corners.top_left.w
.max(corners.top_right.w)
.max(corners.bottom_left.w)
.max(corners.bottom_right.w);
max_alpha == 0.
},
}
}
}

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@ -3,7 +3,7 @@
//TODO: 9-slice draw command
use crate::{
rectangle::Corners,
rect::Corners,
text::{FontHandle, TextRenderer}
};

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@ -2,7 +2,7 @@ use glam::{uvec2, vec2, UVec2, Vec2};
use hashbrown::HashMap;
use nohash_hasher::BuildNoHashHasher;
use rect_packer::DensePacker;
use crate::rectangle::Corners;
use crate::rect::Corners;
const RGBA_CHANNEL_COUNT: u32 = 4;
//TODO make this work

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@ -1,5 +1,5 @@
use std::num::NonZeroU16;
use crate::rectangle::Corners;
use crate::rect::Corners;
//TODO uneven corners (separate width/height for each corner)

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@ -3,12 +3,11 @@
use derive_setters::Setters;
use glam::{Vec2, vec2};
use crate::{
background::BackgroundColor,
draw::{ImageHandle, RoundedCorners, UiDrawCommand},
element::{ElementList, MeasureContext, ProcessContext, UiElement},
layout::{Alignment, Alignment2d, Direction, LayoutInfo, Size, Size2d},
measure::{Hints, Response},
rectangle::{Corners, Sides},
rect::{Corners, FillColor, Sides},
};
// pub struct Border {
@ -59,7 +58,7 @@ pub struct Container {
///
/// If the container has a background texture, it will be multiplied by this color
#[setters(into)]
pub background: BackgroundColor,
pub background: FillColor,
/// Background texture of the container
///
@ -104,7 +103,7 @@ impl Default for Container {
gap: 0.,
padding: Sides::all(0.),
align: Alignment2d::default(),
background: Default::default(),
background: FillColor::transparent(),
background_image: None,
children: ElementList(Vec::new()),
wrap: false,

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@ -3,12 +3,11 @@
use derive_setters::Setters;
use glam::{vec2, Vec4};
use crate::{
background::BackgroundColor,
draw::{UiDrawCommand, RoundedCorners},
element::{UiElement, MeasureContext, ProcessContext},
draw::{RoundedCorners, UiDrawCommand},
element::{MeasureContext, ProcessContext, UiElement},
layout::{Size, Size2d},
measure::Response,
rectangle::Corners,
rect::{Corners, FillColor},
size,
};
@ -22,7 +21,7 @@ pub struct FillRect {
/// Background color of the rectangle
#[setters(into)]
pub background: BackgroundColor,
pub background: FillColor,
/// Corner radius of the rectangle
#[setters(into)]

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@ -1,12 +1,11 @@
use derive_setters::Setters;
use glam::vec2;
use crate::{
background::BackgroundColor,
draw::{ImageHandle, RoundedCorners, UiDrawCommand},
element::{MeasureContext, ProcessContext, UiElement},
layout::{compute_size, Size, Size2d},
measure::Response,
rectangle::Corners,
rect::{Corners, FillColor},
};
#[derive(Setters)]
@ -29,7 +28,7 @@ pub struct Image {
///
/// Image will get multiplied/tinted by this color or gradient
#[setters(into)]
pub color: BackgroundColor,
pub color: FillColor,
/// Corner radius of the image
#[setters(into)]
@ -44,7 +43,7 @@ impl Image {
width: Size::Auto,
height: Size::Auto,
},
color: BackgroundColor::from((1., 1., 1., 1.)),
color: (1., 1., 1.).into(),
corner_radius: Corners::all(0.),
}
}

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@ -5,7 +5,7 @@
use crate::{
element::{MeasureContext, ProcessContext, UiElement},
signal::UiSignal,
signal::Signal,
};
use std::cell::RefCell;
@ -18,7 +18,7 @@ pub enum InteractableEvent {
}
/// Wrapper that allows adding click and hover events to any element
pub struct Interactable<C: UiSignal + 'static> {
pub struct Interactable<C: Signal + 'static> {
/// The wrapped element that will be interactable
pub element: Box<dyn UiElement>,
@ -29,7 +29,7 @@ pub struct Interactable<C: UiSignal + 'static> {
pub signal: RefCell<Option<C>>,
}
impl<C: UiSignal + 'static> Interactable<C> {
impl<C: Signal + 'static> Interactable<C> {
pub fn new(element: Box<dyn UiElement>, event: InteractableEvent, signal: C) -> Self {
Self {
element,
@ -39,7 +39,7 @@ impl<C: UiSignal + 'static> Interactable<C> {
}
}
impl<C: UiSignal + 'static> UiElement for Interactable<C> {
impl<C: Signal + 'static> UiElement for Interactable<C> {
fn name(&self) -> &'static str {
"Interactable"
}
@ -71,25 +71,25 @@ impl<C: UiSignal + 'static> UiElement for Interactable<C> {
/// Extension trait for [`UiElement`] that adds methods to wrap the element in an [`Interactable`]
pub trait ElementInteractableExt: UiElement {
/// Wrap the element in an [`Interactable`] that will call the given signal when the specified event occurs
fn into_interactable<C: UiSignal + 'static>(self, event: InteractableEvent, signal: C) -> Interactable<C>;
fn into_interactable<C: Signal + 'static>(self, event: InteractableEvent, signal: C) -> Interactable<C>;
/// Wrap the element in an [`Interactable`] that will call the given signal when clicked
fn on_click<C: UiSignal + 'static>(self, signal: C) -> Interactable<C>;
fn on_click<C: Signal + 'static>(self, signal: C) -> Interactable<C>;
/// Wrap the element in an [`Interactable`] that will call the given signal while hovered
fn on_hover<C: UiSignal + 'static>(self, signal: C) -> Interactable<C>;
fn on_hover<C: Signal + 'static>(self, signal: C) -> Interactable<C>;
}
impl<T: UiElement + 'static> ElementInteractableExt for T {
fn into_interactable<C: UiSignal + 'static>(self, event: InteractableEvent, signal: C) -> Interactable<C> {
fn into_interactable<C: Signal + 'static>(self, event: InteractableEvent, signal: C) -> Interactable<C> {
Interactable::new(Box::new(self), event, signal)
}
fn on_click<C: UiSignal + 'static>(self, signal: C) -> Interactable<C> {
fn on_click<C: Signal + 'static>(self, signal: C) -> Interactable<C> {
self.into_interactable(InteractableEvent::Click, signal)
}
fn on_hover<C: UiSignal + 'static>(self, signal: C) -> Interactable<C> {
fn on_hover<C: Signal + 'static>(self, signal: C) -> Interactable<C> {
self.into_interactable(InteractableEvent::Hover, signal)
}
}

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@ -1,12 +1,11 @@
use derive_setters::Setters;
use glam::{vec2, vec4};
use crate::{
background::BackgroundColor,
draw::{RoundedCorners, UiDrawCommand},
element::{MeasureContext, ProcessContext, UiElement},
layout::{compute_size, Size, Size2d},
measure::Response,
rectangle::Corners
rect::{Corners, FillColor}
};
#[derive(Debug, Clone, Copy, Setters)]
@ -21,11 +20,11 @@ pub struct ProgressBar {
/// Foreground (bar) color
#[setters(into)]
pub foreground: BackgroundColor,
pub foreground: FillColor,
/// Background color
#[setters(into)]
pub background: BackgroundColor,
pub background: FillColor,
/// Corner radius of the progress bar
#[setters(into)]

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@ -1,30 +1,80 @@
//! work in progress
//! a slider element that allows selecting a value in a range
use derive_setters::Setters;
use glam::{vec2, Vec2};
use glam::{Vec2, vec2};
use crate::{
draw::{RoundedCorners, UiDrawCommand},
draw::UiDrawCommand,
element::{MeasureContext, ProcessContext, UiElement},
layout::{compute_size, Size2d},
layout::{Size2d, compute_size},
measure::Response,
rectangle::Corners,
signal::{SignalStore, UiSignal},
rect::FillColor,
signal::{trigger::SignalTriggerArg, Signal},
};
/// work in progress
#[derive(Default, Setters)]
/// Follow mode for the slider
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Default)]
pub enum SliderFollowMode {
/// Slider will change based on the absolute mouse position in the slider
///
/// This is the default mode and is recommended for most use cases
#[default]
Absolute,
/// Slider will change based on the difference between the current and starting mouse position
///
/// This is an experimental option and does not currently work well for sliders with large step sizes
Relative,
}
/// A slider element that allows selecting a value in a range
#[derive(Setters)]
#[setters(prefix = "with_")]
pub struct Slider {
/// Value of the slider, should be in range 0..1
///
/// Out of range values will be clamped
pub value: f32,
/// Size of the element
#[setters(into)]
pub size: Size2d,
/// Color of the slider handle
#[setters(into)]
pub handle_color: FillColor,
/// Color of the slider track
#[setters(into)]
pub track_color: FillColor,
/// Color of the "active" part of the slider
#[setters(into)]
pub track_active_color: FillColor,
/// Follow mode
pub follow_mode: SliderFollowMode,
#[setters(skip)]
fire_on_shit: Option<Box<dyn Fn(&mut SignalStore, f32)>>,
pub on_change: Option<SignalTriggerArg<f32>>,
}
impl Default for Slider {
fn default() -> Self {
Self {
value: 0.0,
size: Size2d::default(),
handle_color: (0.0, 0.0, 1.0).into(),
track_color: (0.5, 0.5, 0.5).into(),
track_active_color: (0.0, 0.0, 0.75).into(),
follow_mode: SliderFollowMode::default(),
on_change: None
}
}
}
impl Slider {
pub const DEFAULT_HEIGHT: f32 = 20.0;
pub const DEFAULT_HEIGHT: f32 = 21.0;
pub fn new(value: f32) -> Self {
Self {
@ -33,11 +83,9 @@ impl Slider {
}
}
pub fn on_change<S: UiSignal + 'static, T: Fn(f32) -> S + 'static>(self, f: T) -> Self {
pub fn on_change<S: Signal, T: Fn(f32) -> S + 'static>(self, f: T) -> Self {
Self {
fire_on_shit: Some(Box::new(move |s: &mut SignalStore, x| {
s.add::<S>(f(x));
})),
on_change: Some(SignalTriggerArg::new(f)),
..self
}
}
@ -56,36 +104,69 @@ impl UiElement for Slider {
}
fn process(&self, ctx: ProcessContext) {
let bgrect_height_ratio = 0.25;
//TODO: unhardcode this
let bgrect_height_ratio = 0.33;
//XXX: some of these assumptions are wrong if the corners are rounded
//Draw the track
//If the active part is opaque and value >= 1., we don't need to draw the background as the active part will cover it
//Of corse, if it's fully transparent, we don't need to draw it either
if !(self.track_color.is_transparent() || (self.track_active_color.is_opaque() && self.value >= 1.)) {
ctx.draw.add(UiDrawCommand::Rectangle {
position: ctx.layout.position + ctx.measure.size * vec2(0., 0.5 - bgrect_height_ratio / 2.),
size: ctx.measure.size * vec2(1., bgrect_height_ratio),
color: Corners::all((1., 1., 1., 0.7).into()),
color: self.track_color.into(),
texture: None,
rounded_corners: None,
//Some(RoundedCorners::from_radius(Corners::all(bgrect_height_ratio * ctx.measure.size.y * 0.4))),
});
}
let value = self.value.clamp(0., 1.);
let handle_size = vec2(15., ctx.measure.size.y);
//"Active" part of the track
//We can skip drawing it if it's fully transparent or value <= 0.
if !(self.track_active_color.is_transparent() || self.value <= 0.) {
ctx.draw.add(UiDrawCommand::Rectangle {
position: ctx.layout.position + (ctx.measure.size.x * value - handle_size.x / 2.) * Vec2::X,
size: handle_size,
color: Corners::all((1., 1., 1., 1.).into()),
position: ctx.layout.position + ctx.measure.size * vec2(0., 0.5 - bgrect_height_ratio / 2.),
size: ctx.measure.size * vec2(self.value, bgrect_height_ratio),
color: self.track_active_color.into(),
texture: None,
rounded_corners: None,
//Some(RoundedCorners::from_radius(Corners::all(handle_size.x / 3.))),
});
}
//handle click etc
// The handle
// This is kinda counter-intuitive, but if the handle is transparent, we treat it as completely disabled
// To prevent confusing offset from the edge of the slider, we set the handle size to 0
let handle_size = if self.handle_color.is_transparent() {
Vec2::ZERO
} else {
vec2(15., ctx.measure.size.y)
};
if handle_size.x != 0. {
let value = self.value.clamp(0., 1.);
ctx.draw.add(UiDrawCommand::Rectangle {
position: ctx.layout.position + ((ctx.measure.size.x - handle_size.x) * value) * Vec2::X,
size: handle_size,
color: self.handle_color.into(),
texture: None,
rounded_corners: None,
});
}
//handle events
if let Some(res) = ctx.input.check_active(ctx.measure.rect(ctx.layout.position)) {
let new_value = (res.position_in_rect.x / ctx.measure.size.x).clamp(0., 1.);
if let Some(fire) = &self.fire_on_shit {
fire(ctx.signal, new_value);
let new_value = match self.follow_mode {
SliderFollowMode::Absolute => ((res.position_in_rect.x - handle_size.x / 2.) / (ctx.measure.size.x - handle_size.x)).clamp(0., 1.),
SliderFollowMode::Relative => {
let delta = res.position_in_rect.x - res.last_position_in_rect.x;
let delta_ratio = delta / (ctx.measure.size.x - handle_size.x);
(self.value + delta_ratio).clamp(0., 1.)
}
};
if let Some(signal) = &self.on_change {
signal.fire(ctx.signal, new_value);
}
//TODO call signal with new value
}
}
}
//TODO

View file

@ -3,9 +3,9 @@
use std::hash::{Hash, Hasher};
use glam::Vec2;
use hashbrown::HashMap;
use nohash_hasher::{BuildNoHashHasher, NoHashHasher};
use tinyset::{Fits64, Set64, SetU32};
use crate::{event::{EventQueue, UiEvent}, rectangle::Rect};
use nohash_hasher::BuildNoHashHasher;
use tinyset::{Fits64, Set64};
use crate::{event::{EventQueue, UiEvent}, rect::Rect};
/// Represents a mouse button.
///
@ -144,6 +144,9 @@ pub struct MouseState {
/// Current position of the mouse pointer
pub current_position: Vec2,
/// Position of the mouse pointer on the previous frame
pub prev_position: Vec2,
/// Current state of each mouse button (if down)
pub buttons: HashMap<MouseButton, MouseButtonMeta, BuildNoHashHasher<u16>>,
@ -184,6 +187,7 @@ impl UiInputState {
///
/// This function should be called exactly once per frame
pub fn update_state(&mut self, event_queue: &mut EventQueue) {
self.mouse_pointer.prev_position = self.mouse_pointer.current_position;
self.mouse_pointer.released_buttons.clear();
self.just_happened.clear();
self.just_happened.extend(event_queue.drain());
@ -234,9 +238,17 @@ impl UiInputState {
}
}
/// Response for checks that involve an active pointer
#[derive(Clone, Copy, Debug)]
pub struct ClickCheckResponse {
pub struct ActiveCheckResponse {
/// Current position of the pointer inside the target rectangle's coordinate space
pub position_in_rect: Vec2,
/// Position of the pointer at the time the start of the input inside the target rectangle's coordinate space
pub start_position_in_rect: Vec2,
/// Position of the pointer on the previous frame inside the target rectangle's coordinate space
pub last_position_in_rect: Vec2,
}
#[derive(Clone, Copy)]
@ -297,23 +309,27 @@ impl<'a> InputCtx<'a> {
/// By default, this function only checks for the primary mouse button\
/// This is a limitation of the current API and may change in the future\
/// (as the current implementation of this function checks for both mouse and touch input, and the touch input quite obviously only supports one "button")
pub fn check_click(&self, rect: Rect) -> Option<ClickCheckResponse> {
pub fn check_click(&self, rect: Rect) -> Option<ActiveCheckResponse> {
let pos = self.0.mouse_pointer.current_position;
self.0.mouse_pointer.released_buttons.get(&MouseButton::Primary).map_or(false, |meta| {
self.0.mouse_pointer.released_buttons.get(&MouseButton::Primary).filter(|meta| {
rect.contains_point(meta.start_position) && rect.contains_point(pos)
}).then_some(ClickCheckResponse {
}).map(|mi| ActiveCheckResponse {
position_in_rect: pos - rect.position,
start_position_in_rect: mi.start_position - rect.position,
last_position_in_rect: self.0.mouse_pointer.prev_position - rect.position,
})
}
// TODO: write better docs
/// Check if a rect is being actively being interacted with (e.g. dragged)
pub fn check_active(&self, rect: Rect) -> Option<ClickCheckResponse> {
pub fn check_active(&self, rect: Rect) -> Option<ActiveCheckResponse> {
self.0.mouse_pointer.buttons.get(&MouseButton::Primary).filter(|mi| {
rect.contains_point(mi.start_position)
}).map(|_| ClickCheckResponse {
}).map(|mi| ActiveCheckResponse {
position_in_rect: self.0.mouse_pointer.current_position - rect.position,
start_position_in_rect: mi.start_position - rect.position,
last_position_in_rect: self.0.mouse_pointer.prev_position - rect.position,
})
}
}

View file

@ -8,7 +8,7 @@ use crate::{
event::{EventQueue, UiEvent},
input::UiInputState,
layout::{Direction, LayoutInfo},
signal::{SignalStore, UiSignal},
signal::{SignalStore, Signal},
state::StateRepo,
text::{FontHandle, TextRenderer}
};
@ -244,7 +244,7 @@ impl UiInstance {
}
/// Push a "fake" signal to the UI signal queue
pub fn push_signal<T: UiSignal + 'static>(&mut self, signal: T) {
pub fn push_signal<T: Signal + 'static>(&mut self, signal: T) {
self.signal.add(signal);
}
@ -253,7 +253,7 @@ impl UiInstance {
/// Process all signals of a given type
///
/// This clears the signal queue for the given type and iterates over all signals
pub fn process_signals<T: UiSignal + 'static>(&mut self, f: impl FnMut(T)) {
pub fn process_signals<T: Signal + 'static>(&mut self, f: impl FnMut(T)) {
self.signal.drain::<T>().for_each(f);
}
}

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@ -12,8 +12,7 @@
mod instance;
mod macros;
pub mod layout;
pub mod rectangle;
pub mod background;
pub mod rect;
pub mod element;
pub mod event;
pub mod input;

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@ -1,7 +1,7 @@
//! element measurement, hints and responses
use glam::Vec2;
use crate::rectangle::Rect;
use crate::rect::Rect;
// #[non_exhaustive]
#[derive(Default)]

15
hui/src/rect.rs Normal file
View file

@ -0,0 +1,15 @@
//! contains types which represent the sides and corners of a rectangular shape.
//XXX: this is kinda a mess, either move the rect struct here or come up with a better name for this module
#[allow(clippy::module_inception)]
mod rect;
pub use rect::Rect;
mod sides;
pub use sides::Sides;
mod corners;
pub use corners::Corners;
mod color;
pub use color::FillColor;

187
hui/src/rect/color.rs Normal file
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@ -0,0 +1,187 @@
use super::Corners;
use glam::{Vec3, Vec4, vec4};
/// Represents the fill color of a rectangle
///
/// Can be a single color or a simple gradient with different colors for each corner
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct FillColor(Corners<Vec4>);
impl FillColor {
pub const fn new(corners: Corners<Vec4>) -> Self {
Self(corners)
}
/// Transparent background (alpha = 0)
pub const TRANSPARENT: Self = Self::rgba(0., 0., 0., 0.);
/// Transparent background (alpha = 0)
pub const fn transparent() -> Self {
Self::TRANSPARENT
}
/// Check if the fill color is completely transparent
///
/// (i.e. all corners have an alpha value of 0.0)
pub fn is_transparent(&self) -> bool {
self.0.top_left.w == 0. &&
self.0.top_right.w == 0. &&
self.0.bottom_left.w == 0. &&
self.0.bottom_right.w == 0.
}
/// Check if the fill color is completely opaque
///
/// (i.e. all corners have an alpha value of 1.0)
pub fn is_opaque(&self) -> bool {
self.0.top_left.w == 1. &&
self.0.top_right.w == 1. &&
self.0.bottom_left.w == 1. &&
self.0.bottom_right.w == 1.
}
/// Construct a solid color fill from values representing the red, green, blue and alpha channels
pub const fn rgba(r: f32, g: f32, b: f32, a: f32) -> Self {
Self(Corners {
top_left: vec4(r, g, b, a),
top_right: vec4(r, g, b, a),
bottom_left: vec4(r, g, b, a),
bottom_right: vec4(r, g, b, a),
})
}
/// Construct a solid color fill from three values representing the red, green and blue channels
pub const fn rgb(r: f32, g: f32, b: f32) -> Self {
Self(Corners {
top_left: vec4(r, g, b, 1.0),
top_right: vec4(r, g, b, 1.0),
bottom_left: vec4(r, g, b, 1.0),
bottom_right: vec4(r, g, b, 1.0),
})
}
/// Construct a solid color fill from colors for each corner
pub const fn from_corners(corners: Corners<Vec4>) -> Self {
Self(corners)
}
/// Get a list of the colors for each corner
pub const fn corners(&self) -> Corners<Vec4> {
self.0
}
}
impl Default for FillColor {
fn default() -> Self {
Self(Corners::all(vec4(0.0, 0.0, 0.0, 1.0)))
}
}
impl From<Corners<Vec4>> for FillColor {
fn from(corners: Corners<Vec4>) -> Self {
Self(corners)
}
}
impl From<FillColor> for Corners<Vec4> {
fn from(corners: FillColor) -> Self {
corners.0
}
}
impl From<Vec4> for FillColor {
fn from(value: Vec4) -> Self {
Self(Corners::all(value))
}
}
impl From<(f32, f32, f32, f32)> for FillColor {
fn from((r, g, b, a): (f32, f32, f32, f32)) -> Self {
Self(Corners::all(vec4(r, g, b, a)))
}
}
impl From<[f32; 4]> for FillColor {
fn from([r, g, b, a]: [f32; 4]) -> Self {
Self(Corners::all(vec4(r, g, b, a)))
}
}
impl From<Vec3> for FillColor {
fn from(value: Vec3) -> Self {
Self(Corners::all(vec4(value.x, value.y, value.z, 1.0)))
}
}
impl From<(f32, f32, f32)> for FillColor {
fn from((r, g, b): (f32, f32, f32)) -> Self {
Self(Corners::all(vec4(r, g, b, 1.0)))
}
}
impl From<[f32; 3]> for FillColor {
fn from([r, g, b]: [f32; 3]) -> Self {
Self(Corners::all(vec4(r, g, b, 1.0)))
}
}
impl From<(Vec4, Vec4, Vec4, Vec4)> for FillColor {
fn from((top_left, top_right, bottom_left, bottom_right): (Vec4, Vec4, Vec4, Vec4)) -> Self {
Self(Corners { top_left, top_right, bottom_left, bottom_right })
}
}
impl From<((f32, f32, f32, f32), (f32, f32, f32, f32), (f32, f32, f32, f32), (f32, f32, f32, f32))> for FillColor {
fn from(value: ((f32, f32, f32, f32), (f32, f32, f32, f32), (f32, f32, f32, f32), (f32, f32, f32, f32))) -> Self {
Self(Corners {
top_left: vec4(value.0.0, value.0.1, value.0.2, value.0.3),
top_right: vec4(value.1.0, value.1.1, value.1.2, value.1.3),
bottom_left: vec4(value.2.0, value.2.1, value.2.2, value.2.3),
bottom_right: vec4(value.3.0, value.3.1, value.3.2, value.3.3),
})
}
}
impl From<[[f32; 4]; 4]> for FillColor {
fn from(value: [[f32; 4]; 4]) -> Self {
Self(Corners {
top_left: vec4(value[0][0], value[0][1], value[0][2], value[0][3]),
top_right: vec4(value[1][0], value[1][1], value[1][2], value[1][3]),
bottom_left: vec4(value[2][0], value[2][1], value[2][2], value[2][3]),
bottom_right: vec4(value[3][0], value[3][1], value[3][2], value[3][3]),
})
}
}
impl From<(Vec3, Vec3, Vec3, Vec3)> for FillColor {
fn from((top_left, top_right, bottom_left, bottom_right): (Vec3, Vec3, Vec3, Vec3)) -> Self {
Self(Corners {
top_left: vec4(top_left.x, top_left.y, top_left.z, 1.0),
top_right: vec4(top_right.x, top_right.y, top_right.z, 1.0),
bottom_left: vec4(bottom_left.x, bottom_left.y, bottom_left.z, 1.0),
bottom_right: vec4(bottom_right.x, bottom_right.y, bottom_right.z, 1.0),
})
}
}
impl From<((f32, f32, f32), (f32, f32, f32), (f32, f32, f32), (f32, f32, f32))> for FillColor {
fn from(value: ((f32, f32, f32), (f32, f32, f32), (f32, f32, f32), (f32, f32, f32))) -> Self {
Self(Corners {
top_left: vec4(value.0.0, value.0.1, value.0.2, 1.0),
top_right: vec4(value.1.0, value.1.1, value.1.2, 1.0),
bottom_left: vec4(value.2.0, value.2.1, value.2.2, 1.0),
bottom_right: vec4(value.3.0, value.3.1, value.3.2, 1.0),
})
}
}
impl From<[[f32; 3]; 4]> for FillColor {
fn from(value: [[f32; 3]; 4]) -> Self {
Self(Corners {
top_left: vec4(value[0][0], value[0][1], value[0][2], 1.0),
top_right: vec4(value[1][0], value[1][1], value[1][2], 1.0),
bottom_left: vec4(value[2][0], value[2][1], value[2][2], 1.0),
bottom_right: vec4(value[3][0], value[3][1], value[3][2], 1.0),
})
}
}

85
hui/src/rect/corners.rs Normal file
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@ -0,0 +1,85 @@
/// Represents 4 corners of a rectangular shape.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub struct Corners<T> {
pub top_left: T,
pub top_right: T,
pub bottom_left: T,
pub bottom_right: T,
}
impl<T: Clone> Corners<T> {
#[inline]
pub fn all(value: T) -> Self {
Self {
top_left: value.clone(),
top_right: value.clone(),
bottom_left: value.clone(),
bottom_right: value,
}
}
#[inline]
pub fn top_bottom(top: T, bottom: T) -> Self {
Self {
top_left: top.clone(),
top_right: top,
bottom_left: bottom.clone(),
bottom_right: bottom,
}
}
#[inline]
pub fn left_right(left: T, right: T) -> Self {
Self {
top_left: left.clone(),
top_right: right.clone(),
bottom_left: left,
bottom_right: right,
}
}
}
impl <T: Ord + Clone> Corners<T> {
pub fn max(&self) -> T {
self.top_left.clone()
.max(self.top_right.clone())
.max(self.bottom_left.clone())
.max(self.bottom_right.clone())
.clone()
}
}
impl Corners<f32> {
pub fn max_f32(&self) -> f32 {
self.top_left
.max(self.top_right)
.max(self.bottom_left)
.max(self.bottom_right)
}
}
impl Corners<f64> {
pub fn max_f64(&self) -> f64 {
self.top_left
.max(self.top_right)
.max(self.bottom_left)
.max(self.bottom_right)
}
}
impl<T: Clone> From<T> for Corners<T> {
fn from(value: T) -> Self {
Self::all(value)
}
}
impl<T> From<(T, T, T, T)> for Corners<T> {
fn from((top_left, top_right, bottom_left, bottom_right): (T, T, T, T)) -> Self {
Self {
top_left,
top_right,
bottom_left,
bottom_right,
}
}
}

65
hui/src/rect/rect.rs Normal file
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@ -0,0 +1,65 @@
use glam::Vec2;
use super::Corners;
/// Represents a rectangle/AABB with specified position and size
#[derive(Clone, Copy, Debug, PartialEq, Default)]
pub struct Rect {
/// Position of the top-left corner of the rect.
pub position: Vec2,
/// Size of the rect, should not be negative.
pub size: Vec2,
}
impl Rect {
/// Check if the rect contains a point.
pub fn contains_point(&self, point: Vec2) -> bool {
point.cmpge(self.position).all() && point.cmple(self.position + self.size).all()
}
//TODO: return intersect rect
/// Check if the rect intersects with another rect.
pub fn intersects_rect(&self, other: Rect) -> bool {
self.position.x < other.position.x + other.size.x
&& self.position.x + self.size.x > other.position.x
&& self.position.y < other.position.y + other.size.y
&& self.position.y + self.size.y > other.position.y
}
/// Get width of the rectangle.
///
/// To get both width and height, use the `size` property instead.
pub fn width(&self) -> f32 {
self.size.x
}
/// Get height of the rectangle.
///
/// To get both width and height, use the `size` property instead.
pub fn height(&self) -> f32 {
self.size.y
}
/// Get position of the top-left corner of the rectangle on the x-axis.
///
/// To get both x and y, use the `position` property instead.
pub fn x(&self) -> f32 {
self.position.x
}
/// Get position of the top-left corner of the rectangle on the y-axis.
///
/// To get both x and y, use the `position` property instead.
pub fn y(&self) -> f32 {
self.position.y
}
/// Get positions of all 4 corners of the rectangle.
pub fn corners(&self) -> Corners<Vec2> {
Corners {
top_left: self.position,
top_right: self.position + Vec2::new(self.size.x, 0.0),
bottom_left: self.position + Vec2::new(0.0, self.size.y),
bottom_right: self.position + self.size,
}
}
}

49
hui/src/rect/sides.rs Normal file
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@ -0,0 +1,49 @@
/// Represents 4 sides of a rectangular shape.
#[derive(Default, Clone, Copy, PartialEq, Eq, Debug)]
pub struct Sides<T> {
pub top: T,
pub bottom: T,
pub left: T,
pub right: T,
}
impl<T: Clone> Sides<T> {
#[inline]
pub fn all(value: T) -> Self {
Self {
top: value.clone(),
bottom: value.clone(),
left: value.clone(),
right: value,
}
}
#[inline]
pub fn horizontal_vertical(horizontal: T, vertical: T) -> Self {
Self {
top: vertical.clone(),
bottom: vertical,
left: horizontal.clone(),
right: horizontal,
}
}
}
impl<T: Clone> From<T> for Sides<T> {
fn from(value: T) -> Self {
Self::all(value)
}
}
impl<T: Clone> From<(T, T)> for Sides<T> {
fn from((horizontal, vertical): (T, T)) -> Self {
Self::horizontal_vertical(horizontal, vertical)
}
}
impl<T> From<(T, T, T, T)> for Sides<T> {
fn from((top, bottom, left, right): (T, T, T, T)) -> Self {
Self { top, bottom, left, right }
}
}

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@ -1,201 +0,0 @@
//! Contains types which represent the sides and corners of a rectangular shape.
use glam::Vec2;
/// Represents a rectangle/AABB with specified position and size
#[derive(Clone, Copy, Debug, PartialEq, Default)]
pub struct Rect {
/// Position of the top-left corner of the rect.
pub position: Vec2,
/// Size of the rect, should not be negative.
pub size: Vec2,
}
impl Rect {
/// Check if the rect contains a point.
pub fn contains_point(&self, point: Vec2) -> bool {
point.cmpge(self.position).all() && point.cmple(self.position + self.size).all()
}
//TODO: return intersect rect
/// Check if the rect intersects with another rect.
pub fn intersects_rect(&self, other: Rect) -> bool {
self.position.x < other.position.x + other.size.x
&& self.position.x + self.size.x > other.position.x
&& self.position.y < other.position.y + other.size.y
&& self.position.y + self.size.y > other.position.y
}
/// Get width of the rectangle.
///
/// To get both width and height, use the `size` property instead.
pub fn width(&self) -> f32 {
self.size.x
}
/// Get height of the rectangle.
///
/// To get both width and height, use the `size` property instead.
pub fn height(&self) -> f32 {
self.size.y
}
/// Get position of the top-left corner of the rectangle on the x-axis.
///
/// To get both x and y, use the `position` property instead.
pub fn x(&self) -> f32 {
self.position.x
}
/// Get position of the top-left corner of the rectangle on the y-axis.
///
/// To get both x and y, use the `position` property instead.
pub fn y(&self) -> f32 {
self.position.y
}
/// Get positions of all 4 corners of the rectangle.
pub fn corners(&self) -> Corners<Vec2> {
Corners {
top_left: self.position,
top_right: self.position + Vec2::new(self.size.x, 0.0),
bottom_left: self.position + Vec2::new(0.0, self.size.y),
bottom_right: self.position + self.size,
}
}
}
/// Represents 4 sides of a rectangular shape.
#[derive(Default, Clone, Copy, PartialEq, Eq, Debug)]
pub struct Sides<T> {
pub top: T,
pub bottom: T,
pub left: T,
pub right: T,
}
impl<T: Clone> Sides<T> {
#[inline]
pub fn all(value: T) -> Self {
Self {
top: value.clone(),
bottom: value.clone(),
left: value.clone(),
right: value,
}
}
#[inline]
pub fn horizontal_vertical(horizontal: T, vertical: T) -> Self {
Self {
top: vertical.clone(),
bottom: vertical,
left: horizontal.clone(),
right: horizontal,
}
}
}
impl<T: Clone> From<T> for Sides<T> {
fn from(value: T) -> Self {
Self::all(value)
}
}
impl<T: Clone> From<(T, T)> for Sides<T> {
fn from((horizontal, vertical): (T, T)) -> Self {
Self::horizontal_vertical(horizontal, vertical)
}
}
impl<T> From<(T, T, T, T)> for Sides<T> {
fn from((top, bottom, left, right): (T, T, T, T)) -> Self {
Self { top, bottom, left, right }
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub struct Corners<T> {
pub top_left: T,
pub top_right: T,
pub bottom_left: T,
pub bottom_right: T,
}
impl<T: Clone> Corners<T> {
#[inline]
pub fn all(value: T) -> Self {
Self {
top_left: value.clone(),
top_right: value.clone(),
bottom_left: value.clone(),
bottom_right: value,
}
}
#[inline]
pub fn top_bottom(top: T, bottom: T) -> Self {
Self {
top_left: top.clone(),
top_right: top,
bottom_left: bottom.clone(),
bottom_right: bottom,
}
}
#[inline]
pub fn left_right(left: T, right: T) -> Self {
Self {
top_left: left.clone(),
top_right: right.clone(),
bottom_left: left,
bottom_right: right,
}
}
}
impl <T: Ord + Clone> Corners<T> {
pub fn max(&self) -> T {
self.top_left.clone()
.max(self.top_right.clone())
.max(self.bottom_left.clone())
.max(self.bottom_right.clone())
.clone()
}
}
/// Represents 4 corners of a rectangular shape.
impl Corners<f32> {
pub fn max_f32(&self) -> f32 {
self.top_left
.max(self.top_right)
.max(self.bottom_left)
.max(self.bottom_right)
}
}
impl Corners<f64> {
pub fn max_f64(&self) -> f64 {
self.top_left
.max(self.top_right)
.max(self.bottom_left)
.max(self.bottom_right)
}
}
impl<T: Clone> From<T> for Corners<T> {
fn from(value: T) -> Self {
Self::all(value)
}
}
impl<T> From<(T, T, T, T)> for Corners<T> {
fn from((top_left, top_right, bottom_left, bottom_right): (T, T, T, T)) -> Self {
Self {
top_left,
top_right,
bottom_left,
bottom_right,
}
}
}

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@ -1,15 +1,21 @@
//! signal handling for UI events
use std::any::{Any, TypeId};
use hashbrown::HashMap;
use nohash_hasher::BuildNoHashHasher;
/// A marker trait for signals
pub trait UiSignal: Any {}
pub mod trigger;
/// A marker trait for UI Signals
pub trait Signal: Any {}
// #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, PartialOrd, Ord, Default)]
// pub(crate) struct DummySignal;
// impl UiSignal for DummySignal {}
/// Internal storage for signals
pub struct SignalStore {
//TODO use a multithreaded queue instead, to allow easily offloading ui processing to a different thread
///XXX: is this truly the most efficient structure?
sig: HashMap<TypeId, Vec<Box<dyn Any>>, BuildNoHashHasher<u64>>
}
@ -23,7 +29,7 @@ impl SignalStore {
}
/// Ensure that store for given signal type exists and return a mutable reference to it
fn internal_store<T: UiSignal + 'static>(&mut self) -> &mut Vec<Box<dyn Any>> {
fn internal_store<T: Signal + 'static>(&mut self) -> &mut Vec<Box<dyn Any>> {
let type_id = TypeId::of::<T>();
self.sig.entry(type_id).or_default()
}
@ -31,7 +37,7 @@ impl SignalStore {
/// Add a signal to the store
///
/// Signals are stored in the order they are added
pub fn add<T: UiSignal + 'static>(&mut self, sig: T) {
pub fn add<T: Signal + 'static>(&mut self, sig: T) {
let type_id = TypeId::of::<T>();
if let Some(v) = self.sig.get_mut(&type_id) {
v.push(Box::new(sig));
@ -41,7 +47,7 @@ impl SignalStore {
}
/// Drain all signals of a given type
pub(crate) fn drain<T: UiSignal + 'static>(&mut self) -> impl Iterator<Item = T> + '_ {
pub(crate) fn drain<T: Signal + 'static>(&mut self) -> impl Iterator<Item = T> + '_ {
self.internal_store::<T>()
.drain(..)
.map(|x| *x.downcast::<T>().unwrap()) //unchecked?
@ -54,7 +60,6 @@ impl SignalStore {
}
}
//TODO this, simplifies handling signals
// pub trait Signal {
// type Arg;

71
hui/src/signal/trigger.rs Normal file
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@ -0,0 +1,71 @@
//! Contains the implementation of signal triggers, which simplify creation of custom elements
use super::{Signal, SignalStore};
//use crate::element::UiElement;
/// Signal trigger that does not take any arguments
#[allow(clippy::complexity)]
pub struct SignalTrigger(Box<dyn Fn(&mut SignalStore)>);
impl SignalTrigger {
/// Create a new signal trigger from a function or a constructor
pub fn new<S: Signal + 'static, F: Fn() -> S + 'static>(f: F) -> Self {
Self(Box::new(move |s: &mut SignalStore| {
s.add::<S>(f());
}))
}
/// Fire the signal
pub fn fire(&self, s: &mut SignalStore) {
(self.0)(s);
}
}
/// Signal trigger that takes a single argument and passes it to the signal
#[allow(clippy::complexity)]
pub struct SignalTriggerArg<T>(Box<dyn Fn(&mut SignalStore, T)>);
impl<T> SignalTriggerArg<T> {
/// Create a new signal trigger from a function or a constructor
pub fn new<S: Signal, F: Fn(T) -> S + 'static>(f: F) -> Self {
Self(Box::new(move |s: &mut SignalStore, x| {
s.add::<S>(f(x));
}))
}
/// Fire the signal with the given argument
pub fn fire(&self, s: &mut SignalStore, x: T) {
(self.0)(s, x);
}
}
// #[allow(clippy::complexity)]
// pub struct SignalTriggerElement<E: UiElement>(Box<dyn Fn(&mut SignalStore, &mut E)>);
// impl<E: UiElement> SignalTriggerElement<E> {
// pub fn new<S: Signal, F: Fn(&mut E) -> S + 'static>(f: F) -> Self {
// Self(Box::new(move |s: &mut SignalStore, e: &mut E| {
// s.add::<S>(f(e));
// }))
// }
// pub fn fire(&self, s: &mut SignalStore, e: &mut E) {
// (self.0)(s, e);
// }
// }
// #[allow(clippy::complexity)]
// pub struct SignalTriggerElementArg<E: UiElement, T>(Box<dyn Fn(&mut SignalStore, &mut E, T)>);
// impl<E: UiElement, T> SignalTriggerElementArg<E, T> {
// pub fn new<S: Signal, F: Fn(T, &mut E) -> S + 'static>(f: F) -> Self {
// Self(Box::new(move |s: &mut SignalStore, e: &mut E, x| {
// s.add::<S>(f(x, e));
// }))
// }
// pub fn fire(&self, s: &mut SignalStore, e: &mut E, x: T) {
// (self.0)(s, e, x);
// }
// }