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// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//! Screen is a widget that always has the size of the screen of the UI in which it is used. See
//! docs for [`Screen`] for more info and usage examples.
use crate::;
use ;
use ;
/// Screen is a widget that always has the size of the screen of the UI in which it is used. It is
/// main use case is to provide automatic layout functionality, that will always provide screen size
/// to its children widgets. This is needed, because the root node of any UI is [`crate::canvas::Canvas`]
/// which provides infinite bounds as a layout constraint, thus making it impossible for automatic
/// fitting to the current screen size. For example, Screen widget could be used as a root node for
/// [`crate::grid::Grid`] widget - in this case the grid instance will always have the size of the
/// screen and will automatically shrink or expand when the screen size changes. It is ideal choice if
/// you want to have some widgets always centered on screen (for example - crosshair, main menu of
/// your game, etc.).
///
/// ## Example
///
/// The following examples creates a simple main menu of a game with just two buttons. The buttons
/// will always be centered in the current screen bounds.
///
/// ```rust
/// use fyrox_ui::{
/// core::pool::Handle,
/// button::ButtonBuilder,
/// grid::{Column, GridBuilder, Row},
/// screen::ScreenBuilder,
/// stack_panel::StackPanelBuilder,
/// widget::WidgetBuilder,
/// BuildContext, UiNode,
/// };
///
/// fn create_always_centered_game_menu(ctx: &mut BuildContext) -> Handle<UiNode> {
/// // Screen widget will provide current screen size to its Grid widget as a layout constraint,
/// // thus making it fit to the current screen bounds.
/// ScreenBuilder::new(
/// WidgetBuilder::new().with_child(
/// GridBuilder::new(
/// WidgetBuilder::new()
/// .with_width(300.0)
/// .with_height(400.0)
/// .with_child(
/// // Buttons will be stacked one on top of another.
/// StackPanelBuilder::new(
/// WidgetBuilder::new()
/// .on_row(1)
/// .on_column(1)
/// .with_child(
/// ButtonBuilder::new(WidgetBuilder::new())
/// .with_text("New Game")
/// .build(ctx),
/// )
/// .with_child(
/// ButtonBuilder::new(WidgetBuilder::new())
/// .with_text("Exit")
/// .build(ctx),
/// ),
/// )
/// .build(ctx),
/// ),
/// )
/// // Split the grid into 3 rows and 3 columns. The center cell contain the stack panel
/// // instance, that basically stacks main menu buttons one on top of another. The center
/// // cell will also be always centered in screen bounds.
/// .add_row(Row::stretch())
/// .add_row(Row::auto())
/// .add_row(Row::stretch())
/// .add_column(Column::stretch())
/// .add_column(Column::auto())
/// .add_column(Column::stretch())
/// .build(ctx),
/// ),
/// )
/// .build(ctx)
/// }
/// ```
cratedefine_widget_deref!;
uuid_provider!;
/// Screen builder creates instances of [`Screen`] widgets and adds them to the user interface.