ui: port game UI framework into library/modules/ui
20 files (~3,830 lines): view protocol, layout, renderer, glyph cache, fonts, gestures, animation, scroll, stacks, modifiers, etc. Internal imports rewritten from "ui/..." to "modules/ui/...". Consumers now `#import "modules/ui"` from any project; no symlink hacks needed. Verified by compiling game/main.sx without its local ui/ — resolves via the Phase 6 stdlib fallback.
This commit is contained in:
149
library/modules/ui/scroll_view.sx
Executable file
149
library/modules/ui/scroll_view.sx
Executable file
@@ -0,0 +1,149 @@
|
||||
#import "modules/std.sx";
|
||||
#import "modules/math";
|
||||
#import "modules/ui/types.sx";
|
||||
#import "modules/ui/render.sx";
|
||||
#import "modules/ui/events.sx";
|
||||
#import "modules/ui/view.sx";
|
||||
|
||||
ScrollAxes :: enum { vertical; horizontal; both; }
|
||||
|
||||
// Persistent scroll state — lives outside the frame arena
|
||||
ScrollState :: struct {
|
||||
offset: Point;
|
||||
content_size: Size;
|
||||
viewport_size: Size;
|
||||
dragging: bool;
|
||||
drag_pending: bool;
|
||||
drag_start: Point;
|
||||
drag_offset: Point;
|
||||
}
|
||||
|
||||
ScrollView :: struct {
|
||||
child: ViewChild;
|
||||
state: *ScrollState;
|
||||
axes: ScrollAxes;
|
||||
|
||||
SCROLL_SPEED :f32: 20.0;
|
||||
DRAG_THRESHOLD :f32: 4.0;
|
||||
|
||||
clamp_offset :: (self: *ScrollView) {
|
||||
s := self.state;
|
||||
max_x := max(0.0, s.content_size.width - s.viewport_size.width);
|
||||
max_y := max(0.0, s.content_size.height - s.viewport_size.height);
|
||||
|
||||
if self.axes == .vertical or self.axes == .both {
|
||||
s.offset.y = clamp(s.offset.y, 0.0, max_y);
|
||||
} else {
|
||||
s.offset.y = 0.0;
|
||||
}
|
||||
|
||||
if self.axes == .horizontal or self.axes == .both {
|
||||
s.offset.x = clamp(s.offset.x, 0.0, max_x);
|
||||
} else {
|
||||
s.offset.x = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl View for ScrollView {
|
||||
size_that_fits :: (self: *ScrollView, proposal: ProposedSize) -> Size {
|
||||
// ScrollView takes all proposed space (default 200 if unspecified)
|
||||
Size.{
|
||||
width = proposal.width ?? 200.0,
|
||||
height = proposal.height ?? 200.0
|
||||
};
|
||||
}
|
||||
|
||||
layout :: (self: *ScrollView, bounds: Frame) {
|
||||
s := self.state;
|
||||
s.viewport_size = bounds.size;
|
||||
|
||||
// Measure child with infinite space on scroll axes
|
||||
child_proposal := ProposedSize.{
|
||||
width = if self.axes == .horizontal or self.axes == .both then null else bounds.size.width,
|
||||
height = if self.axes == .vertical or self.axes == .both then null else bounds.size.height
|
||||
};
|
||||
s.content_size = self.child.view.size_that_fits(child_proposal);
|
||||
self.clamp_offset();
|
||||
|
||||
// Layout child offset by scroll position
|
||||
self.child.computed_frame = Frame.make(
|
||||
bounds.origin.x - s.offset.x,
|
||||
bounds.origin.y - s.offset.y,
|
||||
s.content_size.width,
|
||||
s.content_size.height
|
||||
);
|
||||
self.child.view.layout(self.child.computed_frame);
|
||||
}
|
||||
|
||||
render :: (self: *ScrollView, ctx: *RenderContext, frame: Frame) {
|
||||
ctx.push_clip(frame);
|
||||
self.child.view.render(ctx, self.child.computed_frame);
|
||||
ctx.pop_clip();
|
||||
}
|
||||
|
||||
handle_event :: (self: *ScrollView, event: *Event, frame: Frame) -> bool {
|
||||
s := self.state;
|
||||
|
||||
if pos := event_position(event) {
|
||||
if !frame.contains(pos) { return false; }
|
||||
}
|
||||
|
||||
if event.* == {
|
||||
case .mouse_wheel: (d) {
|
||||
if self.axes == .vertical or self.axes == .both {
|
||||
s.offset.y -= d.delta.y * ScrollView.SCROLL_SPEED;
|
||||
}
|
||||
if self.axes == .horizontal or self.axes == .both {
|
||||
s.offset.x -= d.delta.x * ScrollView.SCROLL_SPEED;
|
||||
}
|
||||
self.clamp_offset();
|
||||
return true;
|
||||
}
|
||||
case .mouse_down: (d) {
|
||||
s.drag_pending = true;
|
||||
s.drag_start = d.position;
|
||||
s.drag_offset = s.offset;
|
||||
self.child.view.handle_event(event, self.child.computed_frame);
|
||||
return true;
|
||||
}
|
||||
case .mouse_moved: (d) {
|
||||
if s.drag_pending and !s.dragging {
|
||||
dx := d.position.x - s.drag_start.x;
|
||||
dy := d.position.y - s.drag_start.y;
|
||||
dist := sqrt(dx * dx + dy * dy);
|
||||
if dist >= ScrollView.DRAG_THRESHOLD {
|
||||
s.dragging = true;
|
||||
s.drag_pending = false;
|
||||
cancel :Event = .mouse_up(.{
|
||||
position = .{ x = 0.0 - 10000.0, y = 0.0 - 10000.0 },
|
||||
button = .none
|
||||
});
|
||||
self.child.view.handle_event(@cancel, self.child.computed_frame);
|
||||
}
|
||||
}
|
||||
if s.dragging {
|
||||
if self.axes == .vertical or self.axes == .both {
|
||||
s.offset.y = s.drag_offset.y - (d.position.y - s.drag_start.y);
|
||||
}
|
||||
if self.axes == .horizontal or self.axes == .both {
|
||||
s.offset.x = s.drag_offset.x - (d.position.x - s.drag_start.x);
|
||||
}
|
||||
self.clamp_offset();
|
||||
return true;
|
||||
}
|
||||
return self.child.view.handle_event(event, self.child.computed_frame);
|
||||
}
|
||||
case .mouse_up: {
|
||||
was_dragging := s.dragging;
|
||||
s.dragging = false;
|
||||
s.drag_pending = false;
|
||||
if was_dragging {
|
||||
return true;
|
||||
}
|
||||
return self.child.view.handle_event(event, self.child.computed_frame);
|
||||
}
|
||||
}
|
||||
self.child.view.handle_event(event, self.child.computed_frame);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user