ui/main_window.go
Noah Petherbridge 36db160533 Window Manager Buttons and Bugfixes
* Fix Supervisor event issues wrt. the window manager feature: if a
  focused window exists and Supervisor is running events for the "other"
  widgets not in managed windows, and the mouse cursor is over the
  rectangle of THE focused window, no widget under the cursor receives
  active (hover, click) events. Prevents being able to click "through"
  the window and interact with widgets and other windows below.
* Adds Close, Maximize and Minimize buttons to windows. Maximize is
  still buggy and Minimize is implementation-defined behavior with no
  default event handler configured.
* eg/windows has an example of the Window Manager for SDL2 and
  WebAssembly targets.
2020-04-08 17:29:04 -07:00

211 lines
5.2 KiB
Go

// +build !js
package ui
import (
"fmt"
"time"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/render/sdl"
)
// Target frames per second for the MainWindow to render at.
var (
FPS = 60
)
// Default width and height for MainWindow.
var (
DefaultWidth = 640
DefaultHeight = 480
)
// MainWindow is the parent window of a UI application.
type MainWindow struct {
Engine render.Engine
supervisor *Supervisor
frame *Frame
loopCallbacks []func(*event.State)
w int
h int
}
// NewMainWindow initializes the MainWindow. You should probably only have one
// of these per application. Dimensions are the width and height of the window.
//
// Example: NewMainWindow("Title Bar") // default 640x480 window
// NewMainWindow("Title", 800, 600) // both required
func NewMainWindow(title string, dimensions ...int) (*MainWindow, error) {
var (
width = DefaultWidth
height = DefaultHeight
)
if len(dimensions) > 0 {
if len(dimensions) != 2 {
return nil, fmt.Errorf("provide width and height dimensions, like NewMainWindow(title, 800, 600)")
}
width, height = dimensions[0], dimensions[1]
}
mw := &MainWindow{
w: width,
h: height,
supervisor: NewSupervisor(),
loopCallbacks: []func(*event.State){},
}
mw.Engine = sdl.New(
title,
mw.w,
mw.h,
)
if err := mw.Engine.Setup(); err != nil {
return nil, err
}
// Add a default frame to the window.
mw.frame = NewFrame("MainWindow Body")
mw.frame.SetBackground(render.RGBA(0, 153, 255, 100))
// Compute initial window size.
mw.resized()
return mw, nil
}
// SetTitle changes the title of the window.
func (mw *MainWindow) SetTitle(title string) {
mw.Engine.SetTitle(title)
}
// Add a child widget to the window's supervisor. This alone does not make the
// child widget render each frame; use Pack, Place or Attach for that.
func (mw *MainWindow) Add(w Widget) {
mw.supervisor.Add(w)
}
// Pack a child widget into the window's default frame.
func (mw *MainWindow) Pack(w Widget, pack Pack) {
mw.Add(w)
mw.frame.Pack(w, pack)
}
// Place a child widget into the window's default frame.
func (mw *MainWindow) Place(w Widget, config Place) {
mw.Add(w)
mw.frame.Place(w, config)
}
// Attach a child widget to the window without its position managed. The
// widget's Present() method will be called each time the window Presents, but
// the positioning of the child widget must be handled manually by the caller.
//
// Pack and Place are usually the methods you want to use to put a child widget
// into the window. One example use case for Attach is when you want to create
// child Window widgets which can be dragged by their title bars; their dynamic
// drag-drop positioning is best managed manually, and Pack or Place would
// interfere with their positioning otherwise.
//
// This also calls .Add() to add the widget to the MainWindow's Supervisor.
//
// Implementation details:
// - Adds the widget to the MainWindow's Supervisor.
// - Calls Frame.Add(w) so it will Present each time the main frame Presents.
// - Calls w.Compute() on your widget so it can calculate its initial size.
func (mw *MainWindow) Attach(w Widget) {
mw.Add(w)
mw.frame.Add(w)
w.Compute(mw.Engine)
}
// Frame returns the window's main frame, if needed.
func (mw *MainWindow) Frame() *Frame {
return mw.frame
}
// Supervisor returns the window's Supervisor instance.
func (mw *MainWindow) Supervisor() *Supervisor {
return mw.supervisor
}
// resized handles the window being resized.
func (mw *MainWindow) resized() {
mw.frame.Resize(render.Rect{
W: mw.w,
H: mw.h,
})
}
// SetBackground changes the window's frame's background color.
func (mw *MainWindow) SetBackground(color render.Color) {
mw.frame.SetBackground(color)
}
// OnLoop registers a function to be called on every loop of the main window.
// This enables your application to register global event handlers or whatnot.
// The function is called between the event polling and the updating of any UI
// elements.
func (mw *MainWindow) OnLoop(callback func(*event.State)) {
mw.loopCallbacks = append(mw.loopCallbacks, callback)
}
// MainLoop starts the main event loop and blocks until there's an error.
func (mw *MainWindow) MainLoop() error {
for true {
if err := mw.Loop(); err != nil {
return err
}
}
return nil
}
// Loop does one loop of the UI.
func (mw *MainWindow) Loop() error {
mw.Engine.Clear(render.White)
// Record how long this loop took.
start := time.Now()
// Poll for events.
ev, err := mw.Engine.Poll()
if err != nil {
return fmt.Errorf("event poll error: %s", err)
}
if ev.WindowResized {
w, h := mw.Engine.WindowSize()
if w != mw.w || h != mw.h {
mw.w = w
mw.h = h
mw.resized()
}
}
// Ping any loop callbacks.
for _, cb := range mw.loopCallbacks {
cb(ev)
}
mw.frame.Compute(mw.Engine)
// Render the child widgets.
mw.supervisor.Loop(ev)
mw.frame.Present(mw.Engine, mw.frame.Point())
mw.supervisor.Present(mw.Engine)
mw.Engine.Present()
// Delay to maintain target frames per second.
var delay uint32
var targetFPS = 1000 / FPS
elapsed := time.Now().Sub(start) / time.Millisecond
if targetFPS-int(elapsed) > 0 {
delay = uint32(targetFPS - int(elapsed))
}
mw.Engine.Delay(delay)
return nil
}