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extern crate gl;
use self::gl::types::*;
use crate::actor::Actor;
use crate::actor::EventHandler;
use crate::actor::Layout;
use crate::actor::LayoutMode;
use stretch::{style::*, node::{Stretch}, geometry::Size};
pub struct Stage<'a> {
pub name: String,
viewport_width: u32,
viewport_height: u32,
visible: bool,
stage_actor: Actor<'a>,
pub stretch: Option<Stretch>
}
impl<'a> Stage<'a> {
pub fn new(name: String, vw: u32, vh: u32, layout_mode: LayoutMode,
event_handler: Option<Box<dyn EventHandler + 'a>>) -> Self {
let mut stretch = None;
let actor;
match layout_mode {
LayoutMode::Flex => {
stretch = Some(Stretch::new());
actor = Actor::new("stage_actor".to_string(), vw, vh, event_handler);
}
LayoutMode::UserDefine => {
actor = Actor::new("stage_actor".to_string(), vw, vh, event_handler);
}
}
Self {
name: name,
viewport_width: vw,
viewport_height: vh,
visible: false,
stage_actor: actor,
stretch: stretch,
}
}
pub fn set_image(&mut self, path: String) {
self.stage_actor.set_image(path);
}
pub fn set_style(&mut self, style: Style) {
self.stage_actor.set_style(style);
}
pub fn set_visible(&mut self, visible: bool) {
self.visible = visible;
}
pub fn set_needs_layout(&mut self) {
self.stage_actor.init_gl(self.viewport_width, self.viewport_height);
self.stage_actor.set_needs_layout(&mut self.stretch);
if let Some(stretch_obj) = &mut self.stretch {
stretch_obj.compute_layout(self.stage_actor.node.unwrap(),
Size::undefined()).unwrap();
}
}
pub fn set_layout(&mut self, layout: Option<Box<dyn Layout + 'a>>) {
self.stage_actor.set_layout(layout);
}
pub fn handle_input(&mut self, key: usize) {
self.stage_actor.handle_input(key);
}
pub fn render(&mut self, shader_program: GLuint) {
if !self.visible {
return
}
self.stage_actor.animate();
self.stage_actor.update_layout(&mut self.stretch);
self.stage_actor.render(shader_program, &mut self.stretch, None);
}
pub fn add_actor(&mut self, actor: Actor<'a>) -> usize {
self.stage_actor.add_sub_actor(actor);
self.stage_actor.sub_actor_list.len() - 1
}
pub fn add_sub_actor(&mut self, actor: &mut Actor<'a>, sub_actor: Actor<'a>) {
actor.add_sub_actor(sub_actor);
}
}