fyrox_ui/
screen.rs

1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
2//
3// Permission is hereby granted, free of charge, to any person obtaining a copy
4// of this software and associated documentation files (the "Software"), to deal
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7// copies of the Software, and to permit persons to whom the Software is
8// furnished to do so, subject to the following conditions:
9//
10// The above copyright notice and this permission notice shall be included in all
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14// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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20
21//! Screen is a widget that always has the size of the screen of the UI in which it is used. See
22//! docs for [`Screen`] for more info and usage examples.
23
24#![warn(missing_docs)]
25
26use crate::{
27    core::{
28        algebra::Vector2, math::Rect, pool::Handle, reflect::prelude::*, type_traits::prelude::*,
29        uuid_provider, visitor::prelude::*,
30    },
31    message::UiMessage,
32    widget::{Widget, WidgetBuilder},
33    BuildContext, Control, UiNode, UserInterface,
34};
35use fyrox_graph::constructor::{ConstructorProvider, GraphNodeConstructor};
36use std::{
37    cell::Cell,
38    ops::{Deref, DerefMut},
39};
40
41/// Screen is a widget that always has the size of the screen of the UI in which it is used. It is
42/// main use case is to provide automatic layout functionality, that will always provide screen size
43/// to its children widgets. This is needed, because the root node of any UI is [`crate::canvas::Canvas`]
44/// which provides infinite bounds as a layout constraint, thus making it impossible for automatic
45/// fitting to the current screen size. For example, Screen widget could be used as a root node for
46/// [`crate::grid::Grid`] widget - in this case the grid instance will always have the size of the
47/// screen and will automatically shrink or expand when the screen size changes. It is ideal choice if
48/// you want to have some widgets always centered on screen (for example - crosshair, main menu of
49/// your game, etc.).
50///
51/// ## Example
52///
53/// The following examples creates a simple main menu of a game with just two buttons. The buttons
54/// will always be centered in the current screen bounds.
55///
56/// ```rust
57/// use fyrox_ui::{
58///     core::pool::Handle,
59///     button::ButtonBuilder,
60///     grid::{Column, GridBuilder, Row},
61///     screen::ScreenBuilder,
62///     stack_panel::StackPanelBuilder,
63///     widget::WidgetBuilder,
64///     BuildContext, UiNode,
65/// };
66///
67/// fn create_always_centered_game_menu(ctx: &mut BuildContext) -> Handle<UiNode> {
68///     // Screen widget will provide current screen size to its Grid widget as a layout constraint,
69///     // thus making it fit to the current screen bounds.
70///     ScreenBuilder::new(
71///         WidgetBuilder::new().with_child(
72///             GridBuilder::new(
73///                 WidgetBuilder::new()
74///                     .with_width(300.0)
75///                     .with_height(400.0)
76///                     .with_child(
77///                         // Buttons will be stacked one on top of another.
78///                         StackPanelBuilder::new(
79///                             WidgetBuilder::new()
80///                                 .on_row(1)
81///                                 .on_column(1)
82///                                 .with_child(
83///                                     ButtonBuilder::new(WidgetBuilder::new())
84///                                         .with_text("New Game")
85///                                         .build(ctx),
86///                                 )
87///                                 .with_child(
88///                                     ButtonBuilder::new(WidgetBuilder::new())
89///                                         .with_text("Exit")
90///                                         .build(ctx),
91///                                 ),
92///                         )
93///                         .build(ctx),
94///                     ),
95///             )
96///             // Split the grid into 3 rows and 3 columns. The center cell contain the stack panel
97///             // instance, that basically stacks main menu buttons one on top of another. The center
98///             // cell will also be always centered in screen bounds.
99///             .add_row(Row::stretch())
100///             .add_row(Row::auto())
101///             .add_row(Row::stretch())
102///             .add_column(Column::stretch())
103///             .add_column(Column::auto())
104///             .add_column(Column::stretch())
105///             .build(ctx),
106///         ),
107///     )
108///     .build(ctx)
109/// }
110/// ```
111#[derive(Default, Clone, Visit, Reflect, Debug, ComponentProvider)]
112pub struct Screen {
113    /// Base widget of the screen.
114    pub widget: Widget,
115    /// Last screen size.
116    #[visit(skip)]
117    #[reflect(hidden)]
118    pub last_screen_size: Cell<Vector2<f32>>,
119}
120
121impl ConstructorProvider<UiNode, UserInterface> for Screen {
122    fn constructor() -> GraphNodeConstructor<UiNode, UserInterface> {
123        GraphNodeConstructor::new::<Self>()
124            .with_variant("Screen", |ui| {
125                ScreenBuilder::new(WidgetBuilder::new().with_name("Screen"))
126                    .build(&mut ui.build_ctx())
127                    .into()
128            })
129            .with_group("Layout")
130    }
131}
132
133crate::define_widget_deref!(Screen);
134
135uuid_provider!(Screen = "3bc7649f-a1ba-49be-bc4e-e0624654e40c");
136
137impl Control for Screen {
138    fn measure_override(&self, ui: &UserInterface, _available_size: Vector2<f32>) -> Vector2<f32> {
139        for &child in self.children.iter() {
140            ui.measure_node(child, ui.screen_size());
141        }
142
143        ui.screen_size()
144    }
145
146    fn arrange_override(&self, ui: &UserInterface, _final_size: Vector2<f32>) -> Vector2<f32> {
147        let final_rect = Rect::new(0.0, 0.0, ui.screen_size().x, ui.screen_size().y);
148
149        for &child in self.children.iter() {
150            ui.arrange_node(child, &final_rect);
151        }
152
153        ui.screen_size()
154    }
155
156    fn update(&mut self, _dt: f32, ui: &mut UserInterface) {
157        if self.last_screen_size.get() != ui.screen_size {
158            self.invalidate_layout();
159            self.last_screen_size.set(ui.screen_size);
160        }
161    }
162
163    fn handle_routed_message(&mut self, ui: &mut UserInterface, message: &mut UiMessage) {
164        self.widget.handle_routed_message(ui, message);
165    }
166}
167
168/// Screen builder creates instances of [`Screen`] widgets and adds them to the user interface.
169pub struct ScreenBuilder {
170    widget_builder: WidgetBuilder,
171}
172
173impl ScreenBuilder {
174    /// Creates a new instance of the screen builder.
175    pub fn new(widget_builder: WidgetBuilder) -> Self {
176        Self { widget_builder }
177    }
178
179    /// Finishes building a [`Screen`] widget instance and adds it to the user interface, returning a
180    /// handle to the instance.
181    pub fn build(self, ctx: &mut BuildContext) -> Handle<UiNode> {
182        let screen = Screen {
183            widget: self.widget_builder.with_need_update(true).build(ctx),
184            last_screen_size: Cell::new(Default::default()),
185        };
186        ctx.add_node(UiNode::new(screen))
187    }
188}
189
190#[cfg(test)]
191mod test {
192    use crate::screen::ScreenBuilder;
193    use crate::{test::test_widget_deletion, widget::WidgetBuilder};
194
195    #[test]
196    fn test_deletion() {
197        test_widget_deletion(|ctx| ScreenBuilder::new(WidgetBuilder::new()).build(ctx));
198    }
199}