use anyhow::Result;
use buffer_graphics_lib::prelude::*;
use winit::keyboard::KeyCode;
use pixels_graphics_lib::prelude::SceneUpdateResult::*;
use pixels_graphics_lib::prelude::*;
use pixels_graphics_lib::ui::prelude::relative::*;
use pixels_graphics_lib::ui::prelude::*;
use pixels_graphics_lib::{layout, px, render};
const WIDTH: usize = 280;
const HEIGHT: usize = 240;
fn main() -> Result<()> {
let switcher: SceneSwitcher<SceneResult, SceneName> = |_, _, _| {};
let options = Options::default();
let test = LayoutTest::new(&options.style);
run_scenes(
WIDTH,
HEIGHT,
"Relative Tester 2",
None,
switcher,
test,
options,
empty_pre_post(),
)?;
Ok(())
}
#[derive(Debug, Clone, PartialEq)]
enum SceneName {}
#[derive(Debug, Clone, PartialEq)]
enum SceneResult {}
pub struct LayoutTest {
center: Button,
p_cch: Button,
p_ccv: Button,
v_cch: Button,
v_ccv: Button,
v_ct: Button,
v_cb: Button,
v_tc: Button,
v_bc: Button,
v_cl: Button,
v_cr: Button,
v_lc: Button,
v_rc: Button,
}
impl LayoutTest {
pub fn new(style: &UiStyle) -> Box<Self> {
let mut center = Button::new((0, 0), "Center", Some(60), &style.button);
let mut p_cch = Button::new((50, 50), "P_CCH", Some(60), &style.button);
let mut p_ccv = Button::new((50, 50), "P_CCV", Some(60), &style.button);
let mut v_cch = Button::new((20, 20), "V_CCH", Some(60), &style.button);
let mut v_ccv = Button::new((20, 20), "V_CCV", Some(60), &style.button);
let mut v_ct = Button::new((0, 0), "V_CT", Some(60), &style.button);
let mut v_cb = Button::new((0, 0), "V_CB", Some(60), &style.button);
let mut v_tc = Button::new((160, 40), "V_TC", Some(60), &style.button);
let mut v_bc = Button::new((160, 40), "V_BC", Some(60), &style.button);
let mut v_cl = Button::new((160, 160), "V_CL", Some(60), &style.button);
let mut v_cr = Button::new((160, 160), "V_CR", Some(60), &style.button);
let mut v_lc = Button::new((200, 200), "V_LC", Some(60), &style.button);
let mut v_rc = Button::new((200, 200), "V_RC", Some(60), &style.button);
let context = LayoutContext::new(Rect::new_with_size((0, 0), WIDTH, HEIGHT));
layout!(context, center, align_centerv, px!(10));
layout!(context, center, align_centerh, px!(10));
layout!(context, v_ct, centerv_to_top_of center);
layout!(context, v_cb, centerv_to_bottom_of center);
layout!(context, v_tc, top_to_centerv_of center);
layout!(context, v_bc, bottom_to_centerv_of center);
layout!(context, v_cl, centerh_to_left_of center);
layout!(context, v_cr, centerh_to_right_of center);
layout!(context, v_lc, left_to_centerh_of center);
layout!(context, v_rc, right_to_centerh_of center);
layout!(context, p_ccv, align_centerv);
layout!(context, p_cch, align_centerh);
layout!(context, v_cch, centerh_to_centerh_of center);
layout!(context, v_ccv, centerv_to_centerv_of center);
Box::new(LayoutTest {
center,
p_cch,
p_ccv,
v_cch,
v_ccv,
v_ct,
v_cb,
v_tc,
v_bc,
v_cl,
v_cr,
v_lc,
v_rc,
})
}
}
impl Scene<SceneResult, SceneName> for LayoutTest {
fn render(&self, graphics: &mut Graphics, mouse: &MouseData, _: &FxHashSet<KeyCode>) {
graphics.clear(BLUE);
render!(
graphics,
mouse,
self.center,
self.p_cch,
self.p_ccv,
self.v_cch,
self.v_ccv,
self.v_ct,
self.v_cb,
self.v_tc,
self.v_bc,
self.v_cl,
self.v_cr,
self.v_lc,
self.v_rc,
);
}
fn on_key_up(&mut self, _: KeyCode, _: &MouseData, _: &FxHashSet<KeyCode>) {}
fn on_mouse_click(&mut self, _: Coord, _: &MouseData, _: MouseButton, _: &FxHashSet<KeyCode>) {}
fn update(
&mut self,
_: &Timing,
_: &MouseData,
_: &FxHashSet<KeyCode>,
_: &Window,
) -> SceneUpdateResult<SceneResult, SceneName> {
Nothing
}
fn resuming(&mut self, _: Option<SceneResult>) {}
}