mirror of
https://github.com/danbulant/cushy
synced 2026-05-24 20:32:28 +00:00
measure() now is layout(). LayoutContext can either persist layout information or be used temporarily for measurement. While this caching is constantly thrown out currently, this is a step towards being able to only re-layout widgets if they've been invalidated.
120 lines
3.4 KiB
Rust
120 lines
3.4 KiB
Rust
use std::fmt::Debug;
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use kludgine::figures::utils::lossy_f64_to_f32;
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use crate::context::{EventContext, GraphicsContext, LayoutContext};
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use crate::kludgine::app::winit::event::{DeviceId, KeyEvent, MouseScrollDelta, TouchPhase};
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use crate::kludgine::figures::units::UPx;
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use crate::kludgine::figures::Size;
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use crate::kludgine::tilemap;
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use crate::kludgine::tilemap::TileMapFocus;
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use crate::tick::Tick;
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use crate::value::{Dynamic, IntoValue, Value};
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use crate::widget::{EventHandling, Widget, HANDLED, IGNORED};
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use crate::ConstraintLimit;
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/// A layered tile-based 2d game surface.
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#[derive(Debug)]
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#[must_use]
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pub struct TileMap<Layers> {
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layers: Value<Layers>,
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focus: Value<TileMapFocus>,
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zoom: f32,
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tick: Option<Tick>,
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}
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impl<Layers> TileMap<Layers> {
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fn construct(layers: Value<Layers>) -> Self {
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Self {
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layers,
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focus: Value::default(),
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zoom: 1.,
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tick: None,
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}
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}
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/// Returns a new tilemap that contains dynamic layers.
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pub fn dynamic(layers: Dynamic<Layers>) -> Self {
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Self::construct(Value::Dynamic(layers))
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}
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/// Returns a new tilemap that renders `layers`.
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pub fn new(layers: Layers) -> Self {
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Self::construct(Value::Constant(layers))
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}
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/// Sets the camera's focus and returns self.
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///
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/// The tilemap will ensure that `focus` is centered.
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// TODO how do we allow the camera to "lag" for juice effects?
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pub fn focus_on(mut self, focus: impl IntoValue<TileMapFocus>) -> Self {
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self.focus = focus.into_value();
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self
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}
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/// Associates a [`Tick`] with this widget and returns self.
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pub fn tick(mut self, tick: Tick) -> Self {
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self.tick = Some(tick);
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self
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}
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}
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impl<Layers> Widget for TileMap<Layers>
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where
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Layers: tilemap::Layers,
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{
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fn redraw(&mut self, context: &mut GraphicsContext<'_, '_, '_, '_, '_>) {
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let focus = self.focus.get();
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// TODO this needs to be updated to support being placed in side of a scroll view.
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self.layers.map(|layers| {
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tilemap::draw(layers, focus, self.zoom, context.graphics.inner_graphics());
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});
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if let Some(tick) = &self.tick {
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tick.rendered(context);
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} else {
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self.focus.redraw_when_changed(context);
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self.layers.redraw_when_changed(context);
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}
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}
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fn layout(
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&mut self,
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available_space: Size<ConstraintLimit>,
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_context: &mut LayoutContext<'_, '_, '_, '_, '_>,
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) -> Size<UPx> {
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Size::new(available_space.width.max(), available_space.height.max())
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}
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fn mouse_wheel(
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&mut self,
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_device_id: DeviceId,
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delta: MouseScrollDelta,
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_phase: TouchPhase,
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context: &mut EventContext<'_, '_>,
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) -> EventHandling {
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let amount = match delta {
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MouseScrollDelta::LineDelta(_, lines) => lines,
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MouseScrollDelta::PixelDelta(px) => lossy_f64_to_f32(px.y) / 16.0,
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};
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self.zoom += self.zoom * 0.1 * amount;
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context.set_needs_redraw();
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HANDLED
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}
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fn keyboard_input(
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&mut self,
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_device_id: DeviceId,
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input: KeyEvent,
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_is_synthetic: bool,
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_context: &mut EventContext<'_, '_>,
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) -> EventHandling {
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if let Some(tick) = &self.tick {
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tick.key_input(&input)?;
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}
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IGNORED
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}
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}
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