fyrox_ui/
screen.rs

1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
2//
3// Permission is hereby granted, free of charge, to any person obtaining a copy
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20
21//! Screen is a widget that always has the size of the screen of the UI in which it is used. See
22//! docs for [`Screen`] for more info and usage examples.
23
24#![warn(missing_docs)]
25
26use crate::{
27    core::{
28        algebra::Vector2, math::Rect, pool::Handle, reflect::prelude::*, type_traits::prelude::*,
29        uuid_provider, visitor::prelude::*,
30    },
31    message::UiMessage,
32    widget::{Widget, WidgetBuilder},
33    BuildContext, Control, UiNode, UserInterface,
34};
35
36use fyrox_core::algebra::Matrix3;
37use fyrox_graph::constructor::{ConstructorProvider, GraphNodeConstructor};
38use std::{
39    cell::Cell,
40    ops::{Deref, DerefMut},
41};
42
43/// Screen is a widget that always has the size of the screen of the UI in which it is used. It is
44/// main use case is to provide automatic layout functionality, that will always provide screen size
45/// to its children widgets. This is needed, because the root node of any UI is [`crate::canvas::Canvas`]
46/// which provides infinite bounds as a layout constraint, thus making it impossible for automatic
47/// fitting to the current screen size. For example, Screen widget could be used as a root node for
48/// [`crate::grid::Grid`] widget - in this case the grid instance will always have the size of the
49/// screen and will automatically shrink or expand when the screen size changes. It is ideal choice if
50/// you want to have some widgets always centered on screen (for example - crosshair, main menu of
51/// your game, etc.).
52///
53/// ## Example
54///
55/// The following examples creates a simple main menu of a game with just two buttons. The buttons
56/// will always be centered in the current screen bounds.
57///
58/// ```rust
59/// use fyrox_ui::{
60///     core::pool::Handle,
61///     button::ButtonBuilder,
62///     grid::{Column, GridBuilder, Row},
63///     screen::ScreenBuilder,
64///     stack_panel::StackPanelBuilder,
65///     widget::WidgetBuilder,
66///     BuildContext, UiNode,
67/// };
68///
69/// fn create_always_centered_game_menu(ctx: &mut BuildContext) -> Handle<UiNode> {
70///     // Screen widget will provide current screen size to its Grid widget as a layout constraint,
71///     // thus making it fit to the current screen bounds.
72///     ScreenBuilder::new(
73///         WidgetBuilder::new().with_child(
74///             GridBuilder::new(
75///                 WidgetBuilder::new()
76///                     .with_width(300.0)
77///                     .with_height(400.0)
78///                     .with_child(
79///                         // Buttons will be stacked one on top of another.
80///                         StackPanelBuilder::new(
81///                             WidgetBuilder::new()
82///                                 .on_row(1)
83///                                 .on_column(1)
84///                                 .with_child(
85///                                     ButtonBuilder::new(WidgetBuilder::new())
86///                                         .with_text("New Game")
87///                                         .build(ctx),
88///                                 )
89///                                 .with_child(
90///                                     ButtonBuilder::new(WidgetBuilder::new())
91///                                         .with_text("Exit")
92///                                         .build(ctx),
93///                                 ),
94///                         )
95///                         .build(ctx),
96///                     ),
97///             )
98///             // Split the grid into 3 rows and 3 columns. The center cell contain the stack panel
99///             // instance, that basically stacks main menu buttons one on top of another. The center
100///             // cell will also be always centered in screen bounds.
101///             .add_row(Row::stretch())
102///             .add_row(Row::auto())
103///             .add_row(Row::stretch())
104///             .add_column(Column::stretch())
105///             .add_column(Column::auto())
106///             .add_column(Column::stretch())
107///             .build(ctx),
108///         ),
109///     )
110///     .build(ctx)
111/// }
112/// ```
113#[derive(Default, Clone, Visit, Reflect, Debug, ComponentProvider)]
114#[reflect(derived_type = "UiNode")]
115pub struct Screen {
116    /// Base widget of the screen.
117    pub widget: Widget,
118
119    /// Last screen size.
120    #[visit(skip)]
121    #[reflect(hidden)]
122    pub last_screen_size: Cell<Vector2<f32>>,
123
124    /// Last UI scale factor.
125    #[visit(skip)]
126    #[reflect(hidden)]
127    pub last_visual_transform: Matrix3<f32>,
128}
129
130impl ConstructorProvider<UiNode, UserInterface> for Screen {
131    fn constructor() -> GraphNodeConstructor<UiNode, UserInterface> {
132        GraphNodeConstructor::new::<Self>()
133            .with_variant("Screen", |ui| {
134                ScreenBuilder::new(WidgetBuilder::new().with_name("Screen"))
135                    .build(&mut ui.build_ctx())
136                    .into()
137            })
138            .with_group("Layout")
139    }
140}
141
142crate::define_widget_deref!(Screen);
143
144uuid_provider!(Screen = "3bc7649f-a1ba-49be-bc4e-e0624654e40c");
145
146impl Control for Screen {
147    fn measure_override(&self, ui: &UserInterface, _available_size: Vector2<f32>) -> Vector2<f32> {
148        let logical_size = self
149            .visual_transform()
150            .try_inverse()
151            .unwrap_or_default()
152            .transform_vector(&ui.screen_size());
153
154        for &child in self.children.iter() {
155            ui.measure_node(child, logical_size);
156        }
157
158        logical_size
159    }
160
161    fn arrange_override(&self, ui: &UserInterface, final_size: Vector2<f32>) -> Vector2<f32> {
162        let final_rect = Rect::new(0.0, 0.0, final_size.x, final_size.y);
163
164        for &child in self.children.iter() {
165            ui.arrange_node(child, &final_rect);
166        }
167
168        final_size
169    }
170
171    fn update(&mut self, _dt: f32, ui: &mut UserInterface) {
172        if self.last_screen_size.get() != ui.screen_size
173            || self.last_visual_transform != self.visual_transform
174        {
175            self.invalidate_layout();
176            self.last_screen_size.set(ui.screen_size);
177            self.last_visual_transform = self.visual_transform;
178        }
179    }
180
181    fn handle_routed_message(&mut self, ui: &mut UserInterface, message: &mut UiMessage) {
182        self.widget.handle_routed_message(ui, message);
183    }
184}
185
186/// Screen builder creates instances of [`Screen`] widgets and adds them to the user interface.
187pub struct ScreenBuilder {
188    widget_builder: WidgetBuilder,
189}
190
191impl ScreenBuilder {
192    /// Creates a new instance of the screen builder.
193    pub fn new(widget_builder: WidgetBuilder) -> Self {
194        Self { widget_builder }
195    }
196
197    /// Finishes building a [`Screen`] widget instance and adds it to the user interface, returning a
198    /// handle to the instance.
199    pub fn build(self, ctx: &mut BuildContext) -> Handle<UiNode> {
200        let screen = Screen {
201            last_visual_transform: Matrix3::default(),
202            widget: self.widget_builder.with_need_update(true).build(ctx),
203            last_screen_size: Cell::new(Default::default()),
204        };
205        ctx.add_node(UiNode::new(screen))
206    }
207}
208
209#[cfg(test)]
210mod test {
211    use crate::screen::ScreenBuilder;
212    use crate::{test::test_widget_deletion, widget::WidgetBuilder};
213
214    #[test]
215    fn test_deletion() {
216        test_widget_deletion(|ctx| ScreenBuilder::new(WidgetBuilder::new()).build(ctx));
217    }
218}