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 4",
None,
switcher,
test,
options,
empty_pre_post(),
)?;
Ok(())
}
#[derive(Debug, Clone, PartialEq)]
enum SceneName {}
#[derive(Debug, Clone, PartialEq)]
enum SceneResult {}
pub struct LayoutTest {
vc: Button,
bounds_tl: Button,
bounds_br: Button,
g_c_v_ct: Button,
g_c_v_cb: Button,
g_c_v_cl: Button,
g_c_v_cr: Button,
}
impl LayoutTest {
pub fn new(style: &UiStyle) -> Box<Self> {
let mut vc = Button::new((0, 0), "VC", Some(60), &style.button);
let mut bounds_tl = Button::new((0, 0), "TL", Some(40), &style.button);
let mut bounds_br = Button::new((0, 0), "TR", Some(40), &style.button);
let mut g_c_v_ct = Button::new((0, 0), "G_C_V_CT", Some(40), &style.button);
let mut g_c_v_cb = Button::new((0, 0), "G_C_V_CB", Some(40), &style.button);
let mut g_c_v_cl = Button::new((0, 0), "G_C_V_CL", Some(40), &style.button);
let mut g_c_v_cr = Button::new((0, 0), "G_C_V_CR", Some(40), &style.button);
let context = LayoutContext::new(Rect::new_with_size((0, 0), WIDTH, HEIGHT));
layout!(context, vc, align_centerh);
layout!(context, vc, align_centerv);
layout!(context, bounds_tl, align_left, px!(30));
layout!(context, bounds_tl, align_top, px!(30));
layout!(context, bounds_br, align_right, px!(30));
layout!(context, bounds_br, align_bottom, px!(30));
layout!(context, g_c_v_ct, centerh_to_centerh_of vc);
layout!(context, g_c_v_ct, bottom_to_top_of vc);
layout!(context, grow g_c_v_ct, top_to_top_of bounds_tl);
layout!(context, g_c_v_cb, centerh_to_centerh_of vc);
layout!(context, g_c_v_cb, top_to_bottom_of vc);
layout!(context, grow g_c_v_cb, bottom_to_bottom_of bounds_br);
layout!(context, g_c_v_cl, centerv_to_centerv_of vc);
layout!(context, g_c_v_cl, right_to_left_of vc);
layout!(context, grow g_c_v_cl, left_to_left_of bounds_tl);
layout!(context, g_c_v_cr, centerv_to_centerv_of vc);
layout!(context, g_c_v_cr, left_to_right_of vc);
layout!(context, grow g_c_v_cr, left_to_right_of bounds_br);
Box::new(LayoutTest {
vc,
bounds_tl,
bounds_br,
g_c_v_ct,
g_c_v_cb,
g_c_v_cl,
g_c_v_cr,
})
}
}
impl Scene<SceneResult, SceneName> for LayoutTest {
fn render(&self, graphics: &mut Graphics, mouse: &MouseData, _: &FxHashSet<KeyCode>) {
graphics.clear(BLUE);
render!(
graphics,
mouse,
self.bounds_tl,
self.bounds_br,
self.vc,
self.g_c_v_ct,
self.g_c_v_cb,
self.g_c_v_cl,
self.g_c_v_cr,
);
}
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>) {}
}