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12 Commits
sdl-multiw
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
| 8f462cc93b | |||
| 643aaee926 | |||
| b49ee3e46c | |||
| b5d60d67dd | |||
| e22051c1c1 | |||
| 183726aed4 | |||
| 4f0fb09185 | |||
| bb825d0225 | |||
| b852384322 | |||
| d4a2f41a51 | |||
| bca66e3815 | |||
| 7a5f9d62a8 |
7
.vscode/launch.json
vendored
7
.vscode/launch.json
vendored
@@ -10,5 +10,12 @@
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"cwd": "${workspaceFolder}",
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"preLaunchTask": "zig: build"
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},
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{
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"name": "Zig: Debug (gdb)",
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"type": "gdb",
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"request": "launch",
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"program": "${workspaceFolder}/zig-out/bin/Zivro",
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"preLaunchTask": "zig: build"
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},
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]
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}
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5
.vscode/tasks.json
vendored
5
.vscode/tasks.json
vendored
@@ -10,11 +10,6 @@
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"isDefault": true
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},
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"problemMatcher": ["$gcc"],
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"presentation": {
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"reveal": "always",
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"panel": "shared",
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"showReuseMessage": true
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}
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}
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]
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}
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202
src/Canvas.zig
Normal file
202
src/Canvas.zig
Normal file
@@ -0,0 +1,202 @@
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const std = @import("std");
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const builtin = @import("builtin");
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const dvui = @import("dvui");
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const Size = dvui.Size;
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const Color = dvui.Color;
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const Canvas = @This();
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pub const ImageRect = struct {
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x: u32,
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y: u32,
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w: u32,
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h: u32,
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};
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allocator: std.mem.Allocator,
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texture: ?dvui.Texture = null,
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visible_rect: ?ImageRect = null,
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size: Size = .{ .w = 800, .h = 600 },
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pos: dvui.Point = dvui.Point{ .x = 0, .y = 0 },
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scroll: dvui.ScrollInfo = .{
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.vertical = .auto,
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.horizontal = .auto,
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},
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zoom: f32 = 1,
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native_scaling: bool = false,
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gradient_start: Color.PMA = .{ .r = 0, .g = 0, .b = 0, .a = 255 },
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gradient_end: Color.PMA = .{ .r = 255, .g = 255, .b = 255, .a = 255 },
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pub fn init(allocator: std.mem.Allocator) Canvas {
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return .{ .allocator = allocator };
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}
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pub fn deinit(self: *Canvas) void {
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if (self.texture) |texture| {
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dvui.Texture.destroyLater(texture);
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self.texture = null;
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}
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}
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/// Заполнить canvas градиентом
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pub fn redrawGradient(self: *Canvas) !void {
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const full = self.getScaledImageSize();
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const full_w: u32 = full.w;
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const full_h: u32 = full.h;
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const vis: ImageRect = self.visible_rect orelse ImageRect{ .x = 0, .y = 0, .w = 0, .h = 0 };
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if (vis.w == 0 or vis.h == 0) {
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if (self.texture) |tex| {
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dvui.Texture.destroyLater(tex);
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self.texture = null;
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}
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return;
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}
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const width: u32 = vis.w;
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const height: u32 = vis.h;
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// Выделить буфер пиксельных данных
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const pixels = try self.allocator.alloc(Color.PMA, @as(usize, width) * height);
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defer self.allocator.free(pixels);
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var y: u32 = 0;
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while (y < height) : (y += 1) {
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var x: u32 = 0;
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while (x < width) : (x += 1) {
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const gx: u32 = vis.x + x;
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const gy: u32 = vis.y + y;
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const denom_x: f32 = if (full_w > 1) @as(f32, @floatFromInt(full_w - 1)) else 1;
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const denom_y: f32 = if (full_h > 1) @as(f32, @floatFromInt(full_h - 1)) else 1;
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const fx: f32 = @as(f32, @floatFromInt(gx)) / denom_x;
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const fy: f32 = @as(f32, @floatFromInt(gy)) / denom_y;
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const factor: f32 = std.math.clamp((fx + fy) / 2, 0, 1);
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const r_f: f32 = @as(f32, @floatFromInt(self.gradient_start.r)) + factor * (@as(f32, @floatFromInt(self.gradient_end.r)) - @as(f32, @floatFromInt(self.gradient_start.r)));
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const g_f: f32 = @as(f32, @floatFromInt(self.gradient_start.g)) + factor * (@as(f32, @floatFromInt(self.gradient_end.g)) - @as(f32, @floatFromInt(self.gradient_start.g)));
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const b_f: f32 = @as(f32, @floatFromInt(self.gradient_start.b)) + factor * (@as(f32, @floatFromInt(self.gradient_end.b)) - @as(f32, @floatFromInt(self.gradient_start.b)));
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const r: u8 = @intFromFloat(std.math.clamp(r_f, 0, 255));
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const g: u8 = @intFromFloat(std.math.clamp(g_f, 0, 255));
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const b: u8 = @intFromFloat(std.math.clamp(b_f, 0, 255));
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pixels[y * width + x] = .{ .r = r, .g = g, .b = b, .a = 255 };
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}
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}
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// Удалить старую текстуру
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if (self.texture) |tex| {
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dvui.Texture.destroyLater(tex);
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}
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// Создать новую текстуру из пиксельных данных
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self.texture = try dvui.textureCreate(pixels, width, height, .nearest);
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}
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/// Заполнить canvas случайным градиентом
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pub fn fillRandomGradient(self: *Canvas) !void {
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// Сгенерировать случайные цвета градиента
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var prng = std.Random.DefaultPrng.init(@intCast(std.time.microTimestamp()));
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const random = prng.random();
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self.gradient_start = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 };
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self.gradient_end = Color.PMA{ .r = random.int(u8), .g = random.int(u8), .b = random.int(u8), .a = 255 };
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try self.redrawGradient();
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}
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pub fn addZoom(self: *Canvas, value: f32) void {
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self.zoom += value;
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self.zoom = @max(self.zoom, 0.01);
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}
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pub fn getScaledImageSize(self: Canvas) ImageRect {
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return .{
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.x = @intFromFloat(self.pos.x),
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.y = @intFromFloat(self.pos.y),
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.w = @intFromFloat(self.size.w * self.zoom),
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.h = @intFromFloat(self.size.h * self.zoom),
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};
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}
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/// Обновить видимую часть изображения (в пикселях холста) и сохранить в `visible_rect`.
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///
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/// `viewport` и `scroll_offset` ожидаются в *physical* пикселях (т.е. уже умноженные на windowNaturalScale).
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///
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/// После обновления (или если текстуры ещё нет) перерисовывает текстуру, чтобы она содержала только видимую часть.
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pub fn updateVisibleImageRect(self: *Canvas, viewport: dvui.Rect, scroll_offset: dvui.Point) !void {
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const next = computeVisibleImageRect(self.*, viewport, scroll_offset);
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var changed = false;
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if (self.visible_rect) |vis| {
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changed |= next.x != vis.x or next.y != vis.y or next.w != vis.w or next.h != vis.h;
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}
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self.visible_rect = next;
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if (changed or self.texture == null) {
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try self.redrawGradient();
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}
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}
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fn computeVisibleImageRect(self: Canvas, viewport: dvui.Rect, scroll_offset: dvui.Point) ImageRect {
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const image_rect = self.getScaledImageSize();
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const img_w_f: f32 = @floatFromInt(image_rect.w);
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const img_h_f: f32 = @floatFromInt(image_rect.h);
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const view_left: f32 = scroll_offset.x;
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const view_top: f32 = scroll_offset.y;
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const view_right: f32 = scroll_offset.x + viewport.w;
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const view_bottom: f32 = scroll_offset.y + viewport.h;
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const img_left: f32 = @floatFromInt(image_rect.x);
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const img_top: f32 = @floatFromInt(image_rect.y);
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const img_right: f32 = img_left + img_w_f;
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const img_bottom: f32 = img_top + img_h_f;
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const inter_left: f32 = @max(view_left, img_left);
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const inter_top: f32 = @max(view_top, img_top);
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const inter_right: f32 = @min(view_right, img_right);
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const inter_bottom: f32 = @min(view_bottom, img_bottom);
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if (inter_right <= inter_left or inter_bottom <= inter_top) {
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if (builtin.mode == .Debug) {
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std.debug.print(" -> no intersection, return empty\n", .{});
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}
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return .{ .x = 0, .y = 0, .w = 0, .h = 0 };
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}
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// Переводим из координат контента в локальные координаты картинки
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const local_x0: f32 = inter_left - img_left;
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const local_y0: f32 = inter_top - img_top;
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const local_x1: f32 = inter_right - img_left;
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const local_y1: f32 = inter_bottom - img_top;
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// Консервативно округляем до пикселей: начало вниз (floor), конец вверх (ceil)
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const x0_u32: u32 = floatToClampedU32(@floor(local_x0), image_rect.w);
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const y0_u32: u32 = floatToClampedU32(@floor(local_y0), image_rect.h);
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const x1_u32: u32 = floatToClampedU32(@ceil(local_x1), image_rect.w);
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const y1_u32: u32 = floatToClampedU32(@ceil(local_y1), image_rect.h);
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const out: ImageRect = .{
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.x = x0_u32,
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.y = y0_u32,
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.w = if (x1_u32 > x0_u32) x1_u32 - x0_u32 else 0,
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.h = if (y1_u32 > y0_u32) y1_u32 - y0_u32 else 0,
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};
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return out;
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}
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fn floatToClampedU32(value: f32, max_inclusive: u32) u32 {
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if (max_inclusive == 0) return 0;
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if (value <= 0) return 0;
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const max_f: f32 = @floatFromInt(max_inclusive);
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if (value >= max_f) return max_inclusive;
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return @intFromFloat(value);
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}
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/// Отобразить canvas в UI
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pub fn render(self: Canvas, rect: dvui.RectScale) !void {
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if (self.texture) |texture| {
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try dvui.renderTexture(texture, rect, .{});
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}
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}
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1
src/Document.zig
Normal file
1
src/Document.zig
Normal file
@@ -0,0 +1 @@
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// Файл векторного документа
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19
src/WindowContext.zig
Normal file
19
src/WindowContext.zig
Normal file
@@ -0,0 +1,19 @@
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const std = @import("std");
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const dvui = @import("dvui");
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const Canvas = @import("Canvas.zig");
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const WindowContext = @This();
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allocator: std.mem.Allocator,
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canvas: Canvas,
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pub fn init(allocator: std.mem.Allocator) WindowContext {
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return .{
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.allocator = allocator,
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.canvas = Canvas.init(allocator),
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};
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}
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pub fn deinit(self: *WindowContext) void {
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self.canvas.deinit();
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}
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@@ -1,11 +0,0 @@
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const std = @import("std");
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const WindowData = @This();
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frame: u64,
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pub fn init() WindowData {
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return WindowData{
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.frame = 0,
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};
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}
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385
src/main.zig
385
src/main.zig
@@ -1,227 +1,226 @@
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const std = @import("std");
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const builtin = @import("builtin");
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const dvui = @import("dvui");
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const dvui_ext = @import("./ui/dvui_ext.zig");
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const SDLBackend = @import("sdl-backend");
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const Document = @import("Document.zig");
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const WindowContext = @import("WindowContext.zig");
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const sdl_c = SDLBackend.c;
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const WindowData = @import("WindowData.zig");
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const dbprint = std.debug.print;
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const WindowContext = struct {
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backend: SDLBackend,
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backend_id: u32,
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window: dvui.Window,
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title: [:0]u8,
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id: usize,
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data: WindowData,
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fn init(allocator: std.mem.Allocator, id: usize) !*WindowContext {
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var ctx = try allocator.create(WindowContext);
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errdefer allocator.destroy(ctx);
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ctx.id = id;
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const title_bytes = try std.fmt.allocPrint(allocator, "My DVUI App #{d}", .{id});
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defer allocator.free(title_bytes);
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ctx.title = try allocator.allocSentinel(u8, title_bytes.len, 0);
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@memcpy(ctx.title[0..title_bytes.len], title_bytes);
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ctx.backend = try SDLBackend.initWindow(.{
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.allocator = allocator,
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.size = .{ .w = 800.0, .h = 600.0 },
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.title = ctx.title,
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.vsync = true,
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});
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errdefer destroyBackendKeepingSDL(&ctx.backend);
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ctx.backend_id = @intCast(sdl_c.SDL_GetWindowID(ctx.backend.window));
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const theme = switch (ctx.backend.preferredColorScheme() orelse .light) {
|
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.light => dvui.Theme.builtin.adwaita_light,
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.dark => dvui.Theme.builtin.adwaita_dark,
|
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};
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|
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ctx.window = try dvui.Window.init(@src(), allocator, ctx.backend.backend(), .{ .theme = theme });
|
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errdefer ctx.window.deinit();
|
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|
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ctx.data = WindowData.init();
|
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|
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return ctx;
|
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}
|
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|
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fn deinit(self: *WindowContext, allocator: std.mem.Allocator, last_backend: bool) void {
|
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self.window.deinit();
|
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|
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if (last_backend) {
|
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self.backend.deinit();
|
||||
} else {
|
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destroyBackendKeepingSDL(&self.backend);
|
||||
}
|
||||
|
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allocator.free(self.title);
|
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self.* = undefined;
|
||||
}
|
||||
|
||||
fn destroyBackendKeepingSDL(backend: *SDLBackend) void {
|
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sdl_c.SDL_DestroyRenderer(backend.renderer);
|
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sdl_c.SDL_DestroyWindow(backend.window);
|
||||
backend.we_own_window = false;
|
||||
backend.deinit();
|
||||
}
|
||||
};
|
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const Allocator = std.mem.Allocator;
|
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const Color = dvui.Color;
|
||||
|
||||
pub fn main() !void {
|
||||
if (@import("builtin").os.tag == .windows) {
|
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// on windows graphical apps have no console, so output goes to nowhere - attach it manually. related: https://github.com/ziglang/zig/issues/4196
|
||||
dvui.Backend.Common.windowsAttachConsole() catch {};
|
||||
}
|
||||
SDLBackend.enableSDLLogging();
|
||||
std.log.info("SDL version: {f}", .{SDLBackend.getSDLVersion()});
|
||||
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
var windows = try std.ArrayList(*WindowContext).initCapacity(allocator, 0);
|
||||
defer {
|
||||
for (windows.items, 0..) |ctx, i| {
|
||||
const last = i + 1 == windows.items.len;
|
||||
ctx.deinit(allocator, last);
|
||||
allocator.destroy(ctx);
|
||||
}
|
||||
windows.deinit(allocator);
|
||||
}
|
||||
var backend = try SDLBackend.initWindow(.{
|
||||
.allocator = allocator,
|
||||
.size = .{ .w = 800.0, .h = 600.0 },
|
||||
.title = "My DVUI App",
|
||||
.vsync = true,
|
||||
});
|
||||
defer backend.deinit();
|
||||
|
||||
var next_window_id: usize = 1;
|
||||
const first_ctx = try WindowContext.init(allocator, next_window_id);
|
||||
next_window_id += 1;
|
||||
try windows.append(allocator, first_ctx);
|
||||
var win = try dvui.Window.init(@src(), allocator, backend.backend(), .{
|
||||
.theme = switch (backend.preferredColorScheme() orelse .light) {
|
||||
.light => dvui.Theme.builtin.adwaita_light,
|
||||
.dark => dvui.Theme.builtin.adwaita_dark,
|
||||
},
|
||||
});
|
||||
defer win.deinit();
|
||||
|
||||
var ctx = WindowContext.init(allocator);
|
||||
defer ctx.deinit();
|
||||
|
||||
var interrupted = false;
|
||||
|
||||
main_loop: while (true) {
|
||||
if (windows.items.len == 0) break :main_loop;
|
||||
// beginWait coordinates with waitTime below to run frames only when needed
|
||||
const nstime = win.beginWait(interrupted);
|
||||
|
||||
const saw_events = try pumpEvents(&windows);
|
||||
// marks the beginning of a frame for dvui, can call dvui functions after this
|
||||
try win.begin(nstime);
|
||||
|
||||
var min_wait_event_micros: u32 = std.math.maxInt(u32);
|
||||
var idx: usize = 0;
|
||||
while (saw_events and idx < windows.items.len) {
|
||||
const ctx = windows.items[idx];
|
||||
// send all SDL events to dvui for processing
|
||||
try backend.addAllEvents(&win);
|
||||
|
||||
const flags = sdl_c.SDL_GetWindowFlags(ctx.backend.window);
|
||||
const occluded = (flags & (sdl_c.SDL_WINDOW_HIDDEN | sdl_c.SDL_WINDOW_MINIMIZED | sdl_c.SDL_WINDOW_OCCLUDED)) != 0;
|
||||
if (occluded) {
|
||||
idx += 1;
|
||||
continue;
|
||||
}
|
||||
// if dvui widgets might not cover the whole window, then need to clear
|
||||
// the previous frame's render
|
||||
_ = SDLBackend.c.SDL_SetRenderDrawColor(backend.renderer, 0, 0, 0, 255);
|
||||
_ = SDLBackend.c.SDL_RenderClear(backend.renderer);
|
||||
|
||||
const nstime = @max(ctx.window.frame_time_ns, ctx.backend.nanoTime());
|
||||
const keep_running = gui_frame(&ctx);
|
||||
if (!keep_running) break :main_loop;
|
||||
|
||||
try ctx.window.begin(nstime);
|
||||
// marks end of dvui frame, don't call dvui functions after this
|
||||
// - sends all dvui stuff to backend for rendering, must be called before renderPresent()
|
||||
const end_micros = try win.end(.{});
|
||||
|
||||
_ = sdl_c.SDL_SetRenderDrawColor(ctx.backend.renderer, 0, 0, 0, 255);
|
||||
_ = sdl_c.SDL_RenderClear(ctx.backend.renderer);
|
||||
// cursor management
|
||||
try backend.setCursor(win.cursorRequested());
|
||||
try backend.textInputRect(win.textInputRequested());
|
||||
|
||||
const keep_open = try gui_frame(ctx, allocator, &windows, &next_window_id);
|
||||
if (!keep_open) {
|
||||
closeWindow(&windows, allocator, idx);
|
||||
continue;
|
||||
}
|
||||
// render frame to OS
|
||||
try backend.renderPresent();
|
||||
|
||||
const end = try ctx.window.end(.{});
|
||||
|
||||
// cursor management
|
||||
try ctx.backend.setCursor(ctx.window.cursorRequested());
|
||||
try ctx.backend.textInputRect(ctx.window.textInputRequested());
|
||||
|
||||
// render frame to OS
|
||||
try ctx.backend.renderPresent();
|
||||
|
||||
const sleep_time = ctx.window.waitTime(end);
|
||||
min_wait_event_micros = @min(min_wait_event_micros, sleep_time);
|
||||
|
||||
idx += 1;
|
||||
}
|
||||
|
||||
if (min_wait_event_micros != std.math.maxInt(u32)) {
|
||||
min_wait_event_micros = @max(min_wait_event_micros, 1 / 120 * std.time.us_per_s);
|
||||
std.Thread.sleep(min_wait_event_micros * std.time.ns_per_us);
|
||||
} else {
|
||||
std.Thread.sleep(1 / 60 * std.time.ns_per_s);
|
||||
}
|
||||
|
||||
if (windows.items.len == 0) break :main_loop;
|
||||
// waitTime and beginWait combine to achieve variable framerates
|
||||
const wait_event_micros = win.waitTime(end_micros);
|
||||
interrupted = try backend.waitEventTimeout(wait_event_micros);
|
||||
}
|
||||
}
|
||||
|
||||
fn closeWindow(windows: *std.ArrayList(*WindowContext), allocator: std.mem.Allocator, idx: usize) void {
|
||||
const last = windows.items.len == 1;
|
||||
const ctx = windows.swapRemove(idx);
|
||||
ctx.deinit(allocator, last);
|
||||
allocator.destroy(ctx);
|
||||
}
|
||||
fn gui_frame(ctx: *WindowContext) bool {
|
||||
const canvas = &ctx.canvas;
|
||||
const ctrl: bool = dvui.currentWindow().modifiers.control();
|
||||
|
||||
fn eventWindowId(event: sdl_c.SDL_Event) ?u32 {
|
||||
return switch (event.type) {
|
||||
sdl_c.SDL_EVENT_KEY_DOWN => @intCast(event.key.windowID),
|
||||
sdl_c.SDL_EVENT_KEY_UP => @intCast(event.key.windowID),
|
||||
sdl_c.SDL_EVENT_TEXT_INPUT => @intCast(event.text.windowID),
|
||||
sdl_c.SDL_EVENT_TEXT_EDITING => @intCast(event.edit.windowID),
|
||||
sdl_c.SDL_EVENT_MOUSE_MOTION => @intCast(event.motion.windowID),
|
||||
sdl_c.SDL_EVENT_MOUSE_BUTTON_DOWN => @intCast(event.button.windowID),
|
||||
sdl_c.SDL_EVENT_MOUSE_BUTTON_UP => @intCast(event.button.windowID),
|
||||
sdl_c.SDL_EVENT_MOUSE_WHEEL => @intCast(event.wheel.windowID),
|
||||
sdl_c.SDL_EVENT_WINDOW_FIRST...sdl_c.SDL_EVENT_WINDOW_LAST => @intCast(event.window.windowID),
|
||||
else => null,
|
||||
};
|
||||
}
|
||||
|
||||
fn pumpEvents(windows: *std.ArrayList(*WindowContext)) !bool {
|
||||
var event: sdl_c.SDL_Event = undefined;
|
||||
const poll_got_event = if (SDLBackend.sdl3) true else 1;
|
||||
var saw_event = false;
|
||||
|
||||
while (sdl_c.SDL_PollEvent(&event) == poll_got_event) {
|
||||
saw_event = true;
|
||||
|
||||
if (eventWindowId(event)) |wid| {
|
||||
for (windows.items) |ctx| {
|
||||
if (ctx.backend_id == wid) {
|
||||
_ = try ctx.backend.addEvent(&ctx.window, event);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//std.debug.print("null with: {any}\n", .{event.type});
|
||||
// broadcast events without a window target (like SDL_QUIT)
|
||||
for (windows.items) |ctx| {
|
||||
_ = try ctx.backend.addEvent(&ctx.window, event);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return saw_event;
|
||||
}
|
||||
|
||||
fn gui_frame(ctx: *WindowContext, allocator: std.mem.Allocator, windows: *std.ArrayList(*WindowContext), next_window_id: *usize) !bool {
|
||||
for (ctx.window.events.items) |*e| {
|
||||
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;
|
||||
}
|
||||
|
||||
var root = dvui.box(@src(), .{ .dir = .vertical }, .{ .expand = .both, .padding = dvui.Rect.all(12), .background = true, .style = .window });
|
||||
const root = dvui.box(
|
||||
@src(),
|
||||
.{ .dir = .horizontal },
|
||||
.{ .expand = .both, .background = true, .style = .window },
|
||||
);
|
||||
defer root.deinit();
|
||||
|
||||
dvui.label(@src(), "Window #{d}", .{ctx.id}, .{ .font_style = .title_2 });
|
||||
dvui.label(@src(), "Open windows: {d}", .{windows.items.len}, .{});
|
||||
dvui.label(@src(), "Frame {d}, fps: {d}", .{ ctx.data.frame, dvui.FPS() }, .{});
|
||||
|
||||
ctx.data.frame += 1;
|
||||
|
||||
if (dvui.button(@src(), "New window", .{}, .{})) {
|
||||
const id = next_window_id.*;
|
||||
next_window_id.* += 1;
|
||||
const new_ctx = try WindowContext.init(allocator, id);
|
||||
try windows.append(allocator, new_ctx);
|
||||
// Левая панель с фиксированной шириной
|
||||
var left_panel = dvui.box(@src(), .{ .dir = .vertical }, .{ .expand = .vertical, .min_size_content = .{ .w = 200 }, .background = true });
|
||||
{
|
||||
dvui.label(@src(), "Tools", .{}, .{});
|
||||
if (dvui.button(@src(), "Fill Random Color", .{}, .{})) {
|
||||
canvas.fillRandomGradient() catch |err| {
|
||||
std.debug.print("Error filling canvas: {}\n", .{err});
|
||||
};
|
||||
canvas.pos = .{ .x = 400, .y = 400 };
|
||||
canvas.zoom = dvui.windowNaturalScale();
|
||||
}
|
||||
if (dvui.checkbox(@src(), &canvas.native_scaling, "Scaling", .{})) {}
|
||||
}
|
||||
left_panel.deinit();
|
||||
|
||||
// Правая панель - занимает оставшееся пространство
|
||||
const back = dvui.box(
|
||||
@src(),
|
||||
.{ .dir = .horizontal },
|
||||
.{ .expand = .both, .padding = dvui.Rect.all(12), .background = true },
|
||||
);
|
||||
{
|
||||
const fill_color = Color.black.opacity(0.25);
|
||||
var right_panel = dvui.box(
|
||||
@src(),
|
||||
.{ .dir = .vertical },
|
||||
.{
|
||||
.expand = .both,
|
||||
.background = true,
|
||||
.padding = dvui.Rect.all(5),
|
||||
.corner_radius = dvui.Rect.all(24),
|
||||
.color_fill = fill_color,
|
||||
},
|
||||
);
|
||||
{
|
||||
var textured = dvui_ext.texturedBox(right_panel.data().contentRectScale(), dvui.Rect.all(20));
|
||||
{
|
||||
var overlay = dvui.overlay(
|
||||
@src(),
|
||||
.{ .expand = .both },
|
||||
);
|
||||
{
|
||||
var scroll = dvui.scrollArea(
|
||||
@src(),
|
||||
.{
|
||||
.scroll_info = &canvas.scroll,
|
||||
.vertical_bar = .auto,
|
||||
.horizontal_bar = .auto,
|
||||
},
|
||||
.{
|
||||
.expand = .both,
|
||||
.background = false,
|
||||
},
|
||||
);
|
||||
{
|
||||
const natural_scale = if (canvas.native_scaling) 1 else dvui.windowNaturalScale();
|
||||
const img_size = canvas.getScaledImageSize();
|
||||
|
||||
// Получить viewport и scroll offset
|
||||
const viewport_rect = scroll.data().contentRect();
|
||||
const scroll_current = dvui.Point{ .x = canvas.scroll.viewport.x, .y = canvas.scroll.viewport.y };
|
||||
|
||||
// viewport_rect/scroll_current — в natural единицах.
|
||||
// Для расчёта видимой области в пикселях изображения переводим в physical.
|
||||
const viewport_px = dvui.Rect{
|
||||
.x = viewport_rect.x * natural_scale,
|
||||
.y = viewport_rect.y * natural_scale,
|
||||
.w = viewport_rect.w * natural_scale,
|
||||
.h = viewport_rect.h * natural_scale,
|
||||
};
|
||||
const scroll_px = dvui.Point{
|
||||
.x = scroll_current.x * natural_scale,
|
||||
.y = scroll_current.y * natural_scale,
|
||||
};
|
||||
|
||||
canvas.updateVisibleImageRect(viewport_px, scroll_px) catch |err| {
|
||||
std.debug.print("updateVisibleImageRect error: {}\n", .{err});
|
||||
};
|
||||
|
||||
if (canvas.texture) |tex| {
|
||||
_ = dvui.image(
|
||||
@src(),
|
||||
.{ .source = .{ .texture = tex } },
|
||||
.{
|
||||
.background = false,
|
||||
.margin = .{
|
||||
.x = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
|
||||
.y = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
|
||||
.w = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
|
||||
},
|
||||
.min_size_content = .{
|
||||
.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
|
||||
},
|
||||
.max_size_content = .{
|
||||
.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
|
||||
.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
|
||||
},
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
// Заблокировать события скролла, если нажат ctrl
|
||||
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();
|
||||
|
||||
dvui.label(@src(), "Canvas", .{}, .{ .gravity_x = 0.5, .gravity_y = 0.0 });
|
||||
}
|
||||
overlay.deinit();
|
||||
}
|
||||
textured.deinit();
|
||||
}
|
||||
right_panel.deinit();
|
||||
}
|
||||
back.deinit();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
1
src/render/IRenderEngine.zig
Normal file
1
src/render/IRenderEngine.zig
Normal file
@@ -0,0 +1 @@
|
||||
// Интерфейс для рендеринга документа
|
||||
8
src/ui/dvui_ext.zig
Normal file
8
src/ui/dvui_ext.zig
Normal file
@@ -0,0 +1,8 @@
|
||||
// Расширения для dvui
|
||||
const std = @import("std");
|
||||
const dvui = @import("dvui");
|
||||
const TexturedBox = @import("./types/TexturedBox.zig");
|
||||
|
||||
pub fn texturedBox(rs: dvui.RectScale, corner_radius: dvui.Rect) TexturedBox {
|
||||
return TexturedBox.init(rs, corner_radius);
|
||||
}
|
||||
38
src/ui/types/TexturedBox.zig
Normal file
38
src/ui/types/TexturedBox.zig
Normal file
@@ -0,0 +1,38 @@
|
||||
// Отрисовка дочернего контента как текстуры с параметрами скругления
|
||||
const std = @import("std");
|
||||
const dvui = @import("dvui");
|
||||
const TexturedBox = @This();
|
||||
|
||||
parent: dvui.Widget,
|
||||
rs: dvui.RectScale,
|
||||
pic: ?dvui.Picture,
|
||||
corner_radius: dvui.Rect,
|
||||
|
||||
pub fn init(rs: dvui.RectScale, corner_radius: dvui.Rect) TexturedBox {
|
||||
const parent = dvui.parentGet();
|
||||
const pic = dvui.Picture.start(rs.r);
|
||||
return .{
|
||||
.parent = parent,
|
||||
.corner_radius = corner_radius,
|
||||
.rs = rs,
|
||||
.pic = pic,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn deinit(self: *TexturedBox) void {
|
||||
if (self.pic) |*picture| {
|
||||
picture.stop();
|
||||
|
||||
const tex = dvui.textureFromTarget(picture.texture) catch null;
|
||||
if (tex) |t| {
|
||||
dvui.Texture.destroyLater(t);
|
||||
// self.rs.r.y -= 2;
|
||||
// self.rs.r.x -= 2;
|
||||
// self.rs.r.h += 2;
|
||||
// self.rs.r.w += 2;
|
||||
dvui.renderTexture(t, self.rs, .{
|
||||
.corner_radius = self.corner_radius,
|
||||
}) catch {};
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user