libvaxis/examples/counter.zig
2025-01-17 13:54:35 -06:00

140 lines
6.4 KiB
Zig

const std = @import("std");
const vaxis = @import("vaxis");
const vxfw = vaxis.vxfw;
/// Our main application state
const Model = struct {
/// State of the counter
count: u32 = 0,
/// The button. This widget is stateful and must live between frames
button: vxfw.Button,
/// Helper function to return a vxfw.Widget struct
pub fn widget(self: *Model) vxfw.Widget {
return .{
.userdata = self,
.eventHandler = Model.typeErasedEventHandler,
.drawFn = Model.typeErasedDrawFn,
};
}
/// This function will be called from the vxfw runtime.
fn typeErasedEventHandler(ptr: *anyopaque, ctx: *vxfw.EventContext, event: vxfw.Event) anyerror!void {
const self: *Model = @ptrCast(@alignCast(ptr));
switch (event) {
// The root widget is always sent an init event as the first event. Users of the
// library can also send this event to other widgets they create if they need to do
// some initialization.
.init => return ctx.requestFocus(self.button.widget()),
.key_press => |key| {
if (key.matches('c', .{ .ctrl = true })) {
ctx.quit = true;
return;
}
},
// We can request a specific widget gets focus. In this case, we always want to focus
// our button. Having focus means that key events will be sent up the widget tree to
// the focused widget, and then bubble back down the tree to the root. Users can tell
// the runtime the event was handled and the capture or bubble phase will stop
.focus_in => return ctx.requestFocus(self.button.widget()),
else => {},
}
}
/// This function is called from the vxfw runtime. It will be called on a regular interval, and
/// only when any event handler has marked the redraw flag in EventContext as true. By
/// explicitly requiring setting the redraw flag, vxfw can prevent excessive redraws for events
/// which don't change state (ie mouse motion, unhandled key events, etc)
fn typeErasedDrawFn(ptr: *anyopaque, ctx: vxfw.DrawContext) std.mem.Allocator.Error!vxfw.Surface {
const self: *Model = @ptrCast(@alignCast(ptr));
// The DrawContext is inspired from Flutter. Each widget will receive a minimum and maximum
// constraint. The minimum constraint will always be set, even if it is set to 0x0. The
// maximum constraint can have null width and/or height - meaning there is no constraint in
// that direction and the widget should take up as much space as it needs. By calling size()
// on the max, we assert that it has some constrained size. This is *always* the case for
// the root widget - the maximum size will always be the size of the terminal screen.
const max_size = ctx.max.size();
// The DrawContext also contains an arena allocator that can be used for each frame. The
// lifetime of this allocation is until the next time we draw a frame. This is useful for
// temporary allocations such as the one below: we have an integer we want to print as text.
// We can safely allocate this with the ctx arena since we only need it for this frame.
if (self.count > 0) {
self.button.label = try std.fmt.allocPrint(ctx.arena, "Clicks: {d}", .{self.count});
} else {
self.button.label = "Click me!";
}
// Each widget returns a Surface from it's draw function. A Surface contains the rectangular
// area of the widget, as well as some information about the surface or widget: can we focus
// it? does it handle the mouse?
//
// It DOES NOT contain the location it should be within it's parent. Only the parent can set
// this via a SubSurface. Here, we will return a Surface for the root widget (Model), which
// has two SubSurfaces: one for the text and one for the button. A SubSurface is a Surface
// with an offset and a z-index - the offset can be negative. This lets a parent draw a
// child and place it within itself
const button_child: vxfw.SubSurface = .{
.origin = .{ .row = 0, .col = 0 },
.surface = try self.button.draw(ctx.withConstraints(
ctx.min,
// Here we explicitly set a new maximum size constraint for the Button. A Button will
// expand to fill it's area and must have some hard limit in the maximum constraint
.{ .width = 16, .height = 3 },
)),
};
// We also can use our arena to allocate the slice for our SubSurfaces. This slice only
// needs to live until the next frame, making this safe.
const children = try ctx.arena.alloc(vxfw.SubSurface, 1);
children[0] = button_child;
return .{
// A Surface must have a size. Our root widget is the size of the screen
.size = max_size,
.widget = self.widget(),
.focusable = false,
// We didn't actually need to draw anything for the root. In this case, we can set
// buffer to a zero length slice. If this slice is *not zero length*, the runtime will
// assert that it's length is equal to the size.width * size.height.
.buffer = &.{},
.children = children,
};
}
/// The onClick callback for our button. This is also called if we press enter while the button
/// has focus
fn onClick(maybe_ptr: ?*anyopaque, ctx: *vxfw.EventContext) anyerror!void {
const ptr = maybe_ptr orelse return;
const self: *Model = @ptrCast(@alignCast(ptr));
self.count +|= 1;
return ctx.consumeAndRedraw();
}
};
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
defer _ = gpa.deinit();
const allocator = gpa.allocator();
var app = try vxfw.App.init(allocator);
defer app.deinit();
// We heap allocate our model because we will require a stable pointer to it in our Button
// widget
const model = try allocator.create(Model);
defer allocator.destroy(model);
// Set the initial state of our button
model.* = .{
.count = 0,
.button = .{
.label = "Click me!",
.onClick = Model.onClick,
.userdata = model,
},
};
try app.run(model.widget(), .{});
}