187 lines
4.3 KiB
Go
187 lines
4.3 KiB
Go
package x
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import "image"
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import "git.tebibyte.media/sashakoshka/tomo"
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import "git.tebibyte.media/sashakoshka/tomo/canvas"
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import "git.tebibyte.media/sashakoshka/tomo/default/theme"
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import "git.tebibyte.media/sashakoshka/tomo/default/config"
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type entitySet map[*entity] struct { }
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func (set entitySet) Empty () bool {
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return len(set) == 0
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}
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func (set entitySet) Has (entity *entity) bool {
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_, ok := set[entity]
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return ok
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}
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func (set entitySet) Add (entity *entity) {
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set[entity] = struct { } { }
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}
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type system struct {
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child *entity
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focused *entity
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canvas canvas.BasicCanvas
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theme theme.Wrapped
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config config.Wrapped
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invalidateIgnore bool
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drawingInvalid entitySet
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anyLayoutInvalid bool
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drags [10]*entity
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pushFunc func (image.Rectangle)
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}
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func (system *system) initialize () {
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system.drawingInvalid = make(entitySet)
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}
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func (system *system) SetTheme (theme tomo.Theme) {
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system.theme.Theme = theme
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system.propagate (func (entity *entity) bool {
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if child, ok := system.child.element.(tomo.Themeable); ok {
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child.SetTheme(theme)
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}
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return true
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})
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}
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func (system *system) SetConfig (config tomo.Config) {
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system.config.Config = config
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system.propagate (func (entity *entity) bool {
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if child, ok := system.child.element.(tomo.Configurable); ok {
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child.SetConfig(config)
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}
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return true
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})
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}
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func (system *system) focus (entity *entity) {
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previous := system.focused
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system.focused = entity
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if previous != nil {
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previous.element.(tomo.Focusable).HandleFocusChange()
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}
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if entity != nil {
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entity.element.(tomo.Focusable).HandleFocusChange()
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}
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}
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func (system *system) focusNext () {
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found := system.focused == nil
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focused := false
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system.propagate (func (entity *entity) bool {
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if found {
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// looking for the next element to select
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child, ok := entity.element.(tomo.Focusable)
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if ok && child.Enabled() {
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// found it
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entity.Focus()
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focused = true
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return false
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}
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} else {
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// looking for the current focused element
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if entity == system.focused {
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// found it
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found = true
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}
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}
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return true
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})
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if !focused { system.focus(nil) }
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}
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func (system *system) focusPrevious () {
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var behind *entity
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system.propagate (func (entity *entity) bool {
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if entity == system.focused {
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return false
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}
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child, ok := entity.element.(tomo.Focusable)
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if ok && child.Enabled() { behind = entity }
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return true
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})
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system.focus(behind)
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}
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func (system *system) propagate (callback func (*entity) bool) {
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if system.child == nil { return }
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system.child.propagate(callback)
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}
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func (system *system) childAt (point image.Point) *entity {
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if system.child == nil { return nil }
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return system.child.childAt(point)
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}
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func (system *system) scrollTargetChildAt (point image.Point) *entity {
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if system.child == nil { return nil }
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return system.child.scrollTargetChildAt(point)
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}
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func (system *system) resizeChildToFit () {
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system.child.bounds = system.canvas.Bounds()
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system.child.clippedBounds = system.child.bounds
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system.child.Invalidate()
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if system.child.isContainer {
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system.child.InvalidateLayout()
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}
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}
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func (system *system) afterEvent () {
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if system.anyLayoutInvalid {
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system.layout(system.child, false)
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system.anyLayoutInvalid = false
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}
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system.draw()
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}
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func (system *system) layout (entity *entity, force bool) {
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if entity == nil { return }
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if entity.layoutInvalid == true || force {
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if element, ok := entity.element.(tomo.Layoutable); ok {
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element.Layout()
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entity.layoutInvalid = false
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force = true
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}
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}
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for _, child := range entity.children {
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system.layout(child, force)
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}
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}
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func (system *system) draw () {
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finalBounds := image.Rectangle { }
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// ignore invalidations that result from drawing elements, because if an
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// element decides to do that it really needs to rethink its life
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// choices.
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system.invalidateIgnore = true
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defer func () { system.invalidateIgnore = false } ()
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for entity := range system.drawingInvalid {
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if entity.clippedBounds.Empty() { continue }
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entity.element.Draw (canvas.Cut (
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system.canvas,
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entity.clippedBounds))
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finalBounds = finalBounds.Union(entity.clippedBounds)
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}
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system.drawingInvalid = make(entitySet)
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// TODO: don't just union all the bounds together, we can definetly
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// consolidateupdated regions more efficiently than this.
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if !finalBounds.Empty() {
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system.pushFunc(finalBounds)
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}
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}
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