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