1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
//! UI widget rendering methods.
//!
//! Provided [`PixState`] methods:
//!
//! - [`PixState::button`]
//! - [`PixState::checkbox`]
//! - [`PixState::radio`]
//!
//! # Example
//!
//! ```
//! # use pix_engine::prelude::*;
//! # struct App { checkbox: bool, radio: usize };
//! # impl PixEngine for App {
//! fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
//!     if s.button("Button")? {
//!         // was clicked
//!     }
//!     s.checkbox("Checkbox", &mut self.checkbox)?;
//!     s.radio("Radio 1", &mut self.radio, 0)?;
//!     s.radio("Radio 2", &mut self.radio, 1)?;
//!     s.radio("Radio 3", &mut self.radio, 2)?;
//!     Ok(())
//! }
//! # }
//! ```

use crate::{gui::Direction, ops::clamp_size, prelude::*};

pub mod field;
pub mod select;
pub mod slider;
pub mod text;
pub mod tooltip;

impl PixState {
    /// Draw a button to the current canvas that returns `true` when clicked.
    ///
    /// # Errors
    ///
    /// If the renderer fails to draw to the current render target, then an error is returned.
    ///
    /// # Example
    ///
    /// ```
    /// # use pix_engine::prelude::*;
    /// # struct App;
    /// # impl PixEngine for App {
    /// fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
    ///     if s.button("Button")? {
    ///         // was clicked
    ///     }
    ///     Ok(())
    /// }
    /// # }
    /// ```
    pub fn button<L>(&mut self, label: L) -> PixResult<bool>
    where
        L: AsRef<str>,
    {
        let label = label.as_ref();

        let s = self;
        let id = s.ui.get_id(&label);
        let label = s.ui.get_label(label);
        let pos = s.cursor_pos();
        let fpad = s.theme.spacing.frame_pad;

        // Calculate button size
        let (label_width, label_height) = s.text_size(label)?;
        let width = s.ui.next_width.take().unwrap_or(label_width);
        let button = rect![pos, width, label_height].offset_size(2 * fpad);

        // Check hover/active/keyboard focus
        let hovered = s.focused() && s.ui.try_hover(id, &button);
        if s.focused() {
            s.ui.try_focus(id);
        }
        let disabled = s.ui.disabled;
        let active = s.ui.is_active(id);

        s.push();
        s.ui.push_cursor();

        // Render
        s.rect_mode(RectMode::Corner);
        if hovered {
            s.frame_cursor(&Cursor::hand())?;
        }
        let [stroke, bg, fg] = s.widget_colors(id, ColorType::Primary);
        s.stroke(stroke);
        s.fill(bg);
        if active {
            s.rect(button.offset([1, 1]))?;
        } else {
            s.rect(button)?;
        }

        // Button text
        s.rect_mode(RectMode::Center);
        s.clip(button)?;
        s.set_cursor_pos(button.center());
        s.stroke(None);
        s.fill(fg);
        s.text(label)?;
        s.clip(None)?;

        s.ui.pop_cursor();
        s.pop();

        // Process input
        s.ui.handle_focus(id);
        s.advance_cursor(button.size());
        Ok(!disabled && s.ui.was_clicked(id))
    }

    /// Draw a text link to the current canvas that returns `true` when clicked.
    ///
    /// # Errors
    ///
    /// If the renderer fails to draw to the current render target, then an error is returned.
    ///
    /// # Example
    ///
    /// ```
    /// # use pix_engine::prelude::*;
    /// # struct App;
    /// # impl PixEngine for App {
    /// fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
    ///     if s.link("Link")? {
    ///         // was clicked
    ///     }
    ///     Ok(())
    /// }
    /// # }
    /// ```
    pub fn link<S>(&mut self, text: S) -> PixResult<bool>
    where
        S: AsRef<str>,
    {
        let text = text.as_ref();

        let s = self;
        let id = s.ui.get_id(&text);
        let text = s.ui.get_label(text);
        let pos = s.cursor_pos();
        let pad = s.theme.spacing.item_pad;

        // Calculate button size
        let (width, height) = s.text_size(text)?;
        let bounding_box = rect![pos, width, height].grow(pad / 2);

        // Check hover/active/keyboard focus
        let hovered = s.focused() && s.ui.try_hover(id, &bounding_box);
        let focused = s.focused() && s.ui.try_focus(id);
        let disabled = s.ui.disabled;
        let active = s.ui.is_active(id);

        s.push();

        // Render
        if hovered {
            s.frame_cursor(&Cursor::hand())?;
        }
        let [stroke, bg, fg] = s.widget_colors(id, ColorType::Primary);
        if focused {
            s.stroke(stroke);
            s.fill(None);
            s.rect(bounding_box)?;
        }

        // Button text
        s.stroke(None);
        if active {
            s.fill(fg.blended(bg, 0.04));
        } else {
            s.fill(bg);
        }
        s.text(text)?;

        s.pop();

        // Process input
        s.ui.handle_focus(id);
        Ok(!disabled && s.ui.was_clicked(id))
    }

    /// Draw a checkbox to the current canvas.
    ///
    /// # Errors
    ///
    /// If the renderer fails to draw to the current render target, then an error is returned.
    ///
    /// # Example
    ///
    /// ```
    /// # use pix_engine::prelude::*;
    /// # struct App { checkbox: bool };
    /// # impl PixEngine for App {
    /// fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
    ///     s.checkbox("Checkbox", &mut self.checkbox)?;
    ///     Ok(())
    /// }
    /// # }
    /// ```
    pub fn checkbox<S>(&mut self, label: S, checked: &mut bool) -> PixResult<bool>
    where
        S: AsRef<str>,
    {
        let label = label.as_ref();

        let s = self;
        let id = s.ui.get_id(&label);
        let label = s.ui.get_label(label);
        let pos = s.cursor_pos();
        let (_, checkbox_size) = s.text_size(label)?;

        // Calculate checkbox rect
        let checkbox = square![pos, checkbox_size];

        // Check hover/active/keyboard focus
        let hovered = s.focused() && s.ui.try_hover(id, &checkbox);
        if s.focused() {
            s.ui.try_focus(id);
        }
        let disabled = s.ui.disabled;

        s.push();

        // Checkbox
        s.rect_mode(RectMode::Corner);
        if hovered {
            s.frame_cursor(&Cursor::hand())?;
        }
        let [stroke, bg, fg] = if *checked {
            s.widget_colors(id, ColorType::Primary)
        } else {
            s.widget_colors(id, ColorType::Background)
        };
        s.stroke(stroke);
        s.fill(bg);
        s.rect(checkbox)?;

        if *checked {
            s.stroke(fg);
            s.stroke_weight(2);
            let half = checkbox_size / 2;
            let third = checkbox_size / 3;
            let x = checkbox.left() + half - 1;
            let y = checkbox.bottom() - third + 1;
            let start = point![x - third + 2, y - third + 2];
            let mid = point![x, y];
            let end = point![x + third + 1, y - half + 2];
            s.line([start, mid])?;
            s.line([mid, end])?;
        }
        s.advance_cursor(checkbox.size());
        s.pop();

        // Label
        s.same_line(None);
        s.text(label)?;

        // Process input
        s.ui.handle_focus(id);
        if disabled {
            Ok(false)
        } else {
            let clicked = s.ui.was_clicked(id);
            if clicked {
                *checked = !(*checked);
            }
            Ok(clicked)
        }
    }

    /// Draw a set of radio buttons to the current canvas.
    ///
    /// # Errors
    ///
    /// If the renderer fails to draw to the current render target, then an error is returned.
    ///
    /// # Example
    ///
    /// ```
    /// # use pix_engine::prelude::*;
    /// # struct App { radio: usize };
    /// # impl PixEngine for App {
    /// fn on_update(&mut self, s: &mut PixState) -> PixResult<()> {
    ///     s.radio("Radio 1", &mut self.radio, 0)?;
    ///     s.radio("Radio 2", &mut self.radio, 1)?;
    ///     s.radio("Radio 3", &mut self.radio, 2)?;
    ///     Ok(())
    /// }
    /// # }
    /// ```
    pub fn radio<S>(&mut self, label: S, selected: &mut usize, index: usize) -> PixResult<bool>
    where
        S: AsRef<str>,
    {
        let label = label.as_ref();

        let s = self;
        let id = s.ui.get_id(&label);
        let label = s.ui.get_label(label);
        let pos = s.cursor_pos();
        let (_, label_height) = s.text_size(label)?;
        let radio_size = label_height / 2;

        // Calculate radio rect
        let radio = circle![pos + radio_size, radio_size];

        // Check hover/active/keyboard focus
        let hovered = s.focused() && s.ui.try_hover(id, &radio);
        if s.focused() {
            s.ui.try_focus(id);
        }
        let disabled = s.ui.disabled;

        s.push();

        // Radio
        s.rect_mode(RectMode::Corner);
        s.ellipse_mode(EllipseMode::Center);
        if hovered {
            s.frame_cursor(&Cursor::hand())?;
        }
        let is_selected = *selected == index;
        let [stroke, bg, _] = if is_selected {
            s.widget_colors(id, ColorType::Primary)
        } else {
            s.widget_colors(id, ColorType::Background)
        };
        if is_selected {
            s.stroke(bg);
            s.fill(None);
        } else {
            s.stroke(stroke);
            s.fill(bg);
        }
        s.circle(radio)?;

        if is_selected {
            s.stroke(bg);
            s.fill(bg);
            s.circle([radio.x(), radio.y(), radio.radius() - 3])?;
        }
        s.advance_cursor(radio.bounding_rect().size());
        s.pop();

        // Label
        s.same_line(None);
        s.text(label)?;

        // Process input
        s.ui.handle_focus(id);
        if disabled {
            Ok(false)
        } else {
            let clicked = s.ui.was_clicked(id);
            if clicked {
                *selected = index;
            }
            Ok(clicked)
        }
    }

    /// Render an arrow aligned with the current font size.
    ///
    /// # Errors
    ///
    /// If the renderer fails to draw to the current render target, then an error is returned.
    pub fn arrow<P, S>(&mut self, pos: P, direction: Direction, scale: S) -> PixResult<()>
    where
        P: Into<Point<i32>>,
        S: Into<f64>,
    {
        let pos: Point<f64> = pos.into().as_();
        let scale = scale.into();

        let s = self;
        let font_size = clamp_size(s.theme.font_size);

        let height = f64::from(font_size);
        let mut ratio = height * 0.4 * scale;
        let center = pos + point![height * 0.5, height * 0.5 * scale];

        if let Direction::Up | Direction::Left = direction {
            ratio = -ratio;
        }
        let (p1, p2, p3) = match direction {
            Direction::Up | Direction::Down => (
                point![0.0, 0.75],
                point![-0.866, -0.75],
                point![0.866, -0.75],
            ),
            Direction::Left | Direction::Right => (
                point![0.75, 0.0],
                point![-0.75, 0.866],
                point![-0.75, -0.866],
            ),
        };

        s.triangle([
            (center + p1 * ratio).round().as_(),
            (center + p2 * ratio).round().as_(),
            (center + p3 * ratio).round().as_(),
        ])?;

        Ok(())
    }
}