diff --git a/.vscode/tasks.json b/.vscode/tasks.json index c800678..fc2ef3f 100644 --- a/.vscode/tasks.json +++ b/.vscode/tasks.json @@ -10,11 +10,6 @@ "isDefault": true }, "problemMatcher": ["$gcc"], - "presentation": { - "reveal": "always", - "panel": "shared", - "showReuseMessage": true - } } ] } diff --git a/src/Canvas.zig b/src/Canvas.zig index 6290175..e8559ee 100644 --- a/src/Canvas.zig +++ b/src/Canvas.zig @@ -1,19 +1,22 @@ const std = @import("std"); const dvui = @import("dvui"); +const Size = dvui.Size; const Color = dvui.Color; const Canvas = @This(); allocator: std.mem.Allocator, texture: ?dvui.Texture = null, -width: u32 = 400, -height: u32 = 300, +size: Size = .{ .w = 800, .h = 600 }, pos: dvui.Point = dvui.Point{ .x = 0, .y = 0 }, scroll: dvui.ScrollInfo = .{ - .vertical = .given, - .horizontal = .given, - .virtual_size = .{ .w = 2000, .h = 2000 }, + .vertical = .auto, + .horizontal = .auto, + // .virtual_size = .{ .w = 2000, .h = 2000 }, }, +zoom: f32 = 1, +gradient_start: Color.PMA = .{ .r = 0, .g = 0, .b = 0, .a = 255 }, +gradient_end: Color.PMA = .{ .r = 255, .g = 255, .b = 255, .a = 255 }, pub fn init(allocator: std.mem.Allocator) Canvas { return .{ .allocator = allocator }; @@ -27,26 +30,24 @@ pub fn deinit(self: *Canvas) void { } /// Заполнить canvas градиентом -pub fn fillRandomColor(self: *Canvas) !void { +pub fn redrawGradient(self: *Canvas) !void { + std.debug.print("Zoom: {any}\n", .{self.zoom}); + const width: u32 = @intFromFloat(self.size.w * self.zoom); + const height: u32 = @intFromFloat(self.size.h * self.zoom); + // Выделить буфер пиксельных данных - const pixels = try self.allocator.alloc(Color.PMA, @as(usize, self.width) * self.height); + const pixels = try self.allocator.alloc(Color.PMA, @as(usize, width) * height); defer self.allocator.free(pixels); - // Сгенерировать случайные цвета градиента - var prng = std.Random.DefaultPrng.init(@intCast(std.time.microTimestamp())); - const random = prng.random(); - const start_color = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 }; - const end_color = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 }; - var y: u32 = 0; - while (y < self.height) : (y += 1) { + while (y < height) : (y += 1) { var x: u32 = 0; - while (x < self.width) : (x += 1) { - const factor = @as(f32, @floatFromInt(x)) / @as(f32, @floatFromInt(self.width - 1)); - const r = @as(u8, @intFromFloat(@as(f32, @floatFromInt(start_color.r)) + factor * (@as(f32, @floatFromInt(end_color.r)) - @as(f32, @floatFromInt(start_color.r))))); - const g = @as(u8, @intFromFloat(@as(f32, @floatFromInt(start_color.g)) + factor * (@as(f32, @floatFromInt(end_color.g)) - @as(f32, @floatFromInt(start_color.g))))); - const b = @as(u8, @intFromFloat(@as(f32, @floatFromInt(start_color.b)) + factor * (@as(f32, @floatFromInt(end_color.b)) - @as(f32, @floatFromInt(start_color.b))))); - pixels[y * self.width + x] = .{ .r = r, .g = g, .b = b, .a = 255 }; + while (x < width) : (x += 1) { + const factor = (@as(f32, @floatFromInt(x)) / @as(f32, @floatFromInt(width - 1)) + @as(f32, @floatFromInt(y)) / @as(f32, @floatFromInt(height - 1))) / 2; + const r = @as(u8, @intFromFloat(@as(f32, @floatFromInt(self.gradient_start.r)) + factor * (@as(f32, @floatFromInt(self.gradient_end.r)) - @as(f32, @floatFromInt(self.gradient_start.r))))); + const g = @as(u8, @intFromFloat(@as(f32, @floatFromInt(self.gradient_start.g)) + factor * (@as(f32, @floatFromInt(self.gradient_end.g)) - @as(f32, @floatFromInt(self.gradient_start.g))))); + const b = @as(u8, @intFromFloat(@as(f32, @floatFromInt(self.gradient_start.b)) + factor * (@as(f32, @floatFromInt(self.gradient_end.b)) - @as(f32, @floatFromInt(self.gradient_start.b))))); + pixels[y * width + x] = .{ .r = r, .g = g, .b = b, .a = 255 }; } } @@ -56,13 +57,23 @@ pub fn fillRandomColor(self: *Canvas) !void { } // Создать новую текстуру из пиксельных данных - self.texture = try dvui.textureCreate(pixels, self.width, self.height, .linear); + self.texture = try dvui.textureCreate(pixels, width, height, .nearest); +} - // Дать скроллам ощутимый диапазон сразу (минимум 2000x2000) - self.scroll.virtual_size = .{ - .w = @max(2000, @as(f32, @floatFromInt(self.width))), - .h = @max(2000, @as(f32, @floatFromInt(self.height))), - }; +/// Заполнить canvas случайным градиентом +pub fn fillRandomGradient(self: *Canvas) !void { + // Сгенерировать случайные цвета градиента + var prng = std.Random.DefaultPrng.init(@intCast(std.time.microTimestamp())); + const random = prng.random(); + self.gradient_start = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 }; + self.gradient_end = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 }; + + try self.redrawGradient(); +} + +pub fn addZoom(self: *Canvas, value: f32) void { + self.zoom += value; + self.zoom = @max(self.zoom, 0.01); } /// Отобразить canvas в UI diff --git a/src/WindowContext.zig b/src/WindowContext.zig index 89c1cc5..af4757f 100644 --- a/src/WindowContext.zig +++ b/src/WindowContext.zig @@ -14,15 +14,6 @@ pub fn init(allocator: std.mem.Allocator) WindowContext { }; } -pub fn fillRandomColor(self: *WindowContext) !void { - try self.canvas.fillRandomColor(); -} - -/// Отобразить canvas в UI -pub fn render(self: WindowContext, rect: dvui.Rect.Physical) !void { - try self.canvas.render(rect); -} - pub fn deinit(self: *WindowContext) void { self.canvas.deinit(); } diff --git a/src/main.zig b/src/main.zig index a431f01..8054dd9 100644 --- a/src/main.zig +++ b/src/main.zig @@ -70,6 +70,9 @@ pub fn main() !void { } fn gui_frame(ctx: *WindowContext) bool { + const canvas = &ctx.canvas; + const ctrl: bool = dvui.currentWindow().modifiers.control(); + for (dvui.events()) |*e| { if (e.evt == .window and e.evt.window.action == .close) return false; if (e.evt == .app and e.evt.app.action == .quit) return false; @@ -87,10 +90,10 @@ fn gui_frame(ctx: *WindowContext) bool { { dvui.label(@src(), "Tools", .{}, .{}); if (dvui.button(@src(), "Fill Random Color", .{}, .{})) { - ctx.fillRandomColor() catch |err| { + canvas.fillRandomGradient() catch |err| { std.debug.print("Error filling canvas: {}\n", .{err}); }; - ctx.canvas.pos = .{ .x = 400, .y = 400 }; + canvas.pos = .{ .x = 400, .y = 400 }; } } left_panel.deinit(); @@ -128,27 +131,52 @@ fn gui_frame(ctx: *WindowContext) bool { var scroll = dvui.scrollArea( @src(), .{ - .scroll_info = &ctx.canvas.scroll, + .scroll_info = &canvas.scroll, .vertical_bar = .auto, .horizontal_bar = .auto, }, - .{ .expand = .both, .background = false }, + .{ + .expand = .both, + .background = false, + }, ); { // Отобразить canvas внутри scroll area. // ScrollArea сам двигает дочерние виджеты, поэтому margin не нужен. - if (ctx.canvas.texture) |texture| { + if (canvas.texture) |texture| { _ = dvui.image(@src(), .{ .source = .{ .texture = texture }, }, .{ - .margin = .{ .x = ctx.canvas.pos.x, .y = ctx.canvas.pos.y }, + .margin = .{ .x = canvas.pos.x, .y = canvas.pos.y }, .min_size_content = .{ - .w = @floatFromInt(ctx.canvas.width), - .h = @floatFromInt(ctx.canvas.height), + .w = @floatFromInt(texture.width), + .h = @floatFromInt(texture.height), }, }); } } + + if (ctrl) { + for (dvui.events()) |*e| { + switch (e.evt) { + .mouse => |mouse| { + const action = mouse.action; + if (dvui.eventMatchSimple(e, scroll.data()) and (action == .wheel_x or action == .wheel_y)) { + switch (action) { + .wheel_y => |y| { + canvas.addZoom(y / 1000); + canvas.redrawGradient() catch {}; + }, + else => {}, + } + e.handled = true; + } + }, + else => {}, + } + } + } + scroll.deinit(); } canvas_box.deinit();