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 5",
None,
switcher,
test,
options,
empty_pre_post(),
)?;
Ok(())
}
#[derive(Debug, Clone, PartialEq)]
enum SceneName {}
#[derive(Debug, Clone, PartialEq)]
enum SceneResult {}
pub struct LayoutTest {
bounds_tl: Button,
bounds_tr: Button,
bounds_bl: Button,
mid_h: Button,
mid_v: Button,
}
impl LayoutTest {
pub fn new(style: &UiStyle) -> Box<Self> {
let mut bounds_tl = Button::new((0, 0), "TL", Some(40), &style.button);
let mut bounds_tr = Button::new((0, 0), "TR", Some(40), &style.button);
let mut bounds_bl = Button::new((0, 0), "BR", Some(40), &style.button);
let mut mid_h = Button::new((0, 0), "H", Some(40), &style.button);
let mut mid_v = Button::new((0, 0), "V", Some(40), &style.button);
let context = LayoutContext::new(Rect::new_with_size((0, 0), WIDTH, HEIGHT));
layout!(context, bounds_tl, align_left, px!(30));
layout!(context, bounds_tl, align_top, px!(30));
layout!(context, bounds_tr, align_right, px!(30));
layout!(context, bounds_tr, align_top, px!(30));
layout!(context, bounds_bl, align_left, px!(30));
layout!(context, bounds_bl, align_bottom, px!(30));
layout!(context, mid_h, top_to_top_of bounds_tl);
layout!(context, centerh mid_h, between bounds_tl, bounds_tr);
layout!(context, mid_v, left_to_left_of bounds_tl);
layout!(context, centerv mid_v, between bounds_tl, bounds_bl);
Box::new(LayoutTest {
bounds_tl,
bounds_tr,
bounds_bl,
mid_h,
mid_v,
})
}
}
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_tr,
self.bounds_bl,
self.mid_h,
self.mid_v,
);
}
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>) {}
}