706 lines
19 KiB
Rust
706 lines
19 KiB
Rust
// Copyright 2016 Matthew Collins
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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pub mod logo;
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use std::collections::HashMap;
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use std::marker::PhantomData;
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use std::rc::Rc;
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use rand;
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use render;
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use format;
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use sdl2::keyboard::Keycode;
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const SCALED_WIDTH: f64 = 854.0;
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const SCALED_HEIGHT: f64 = 480.0;
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pub enum Element {
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Image(Image),
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Batch(Batch),
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Text(Text),
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Formatted(Formatted),
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TextBox(TextBox),
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Button(Button),
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None,
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}
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pub type ClickFunc = Fn(&mut ::Game, &mut Container);
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pub type HoverFunc = Fn(bool, &mut ::Game, &mut Container);
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macro_rules! element_impl {
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($($name:ident),+) => (
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impl Element {
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fn can_focus(&self) -> bool {
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match *self {
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$(
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Element::$name(ref val) => val.can_focus,
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)+
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_ => unimplemented!(),
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}
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}
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fn is_focused(&self) -> bool {
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match *self {
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$(
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Element::$name(ref val) => val.focused,
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)+
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_ => unimplemented!(),
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}
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}
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fn set_focused(&mut self, f: bool) {
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match *self {
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$(
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Element::$name(ref mut val) => val.focused = f,
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)+
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_ => unimplemented!(),
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}
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}
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fn key_press(&mut self, game: &mut ::Game, key: Keycode, down: bool) -> Vec<Rc<ClickFunc>> {
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match *self {
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$(
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Element::$name(ref mut val) => val.key_press(game, key, down),
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)+
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_ => unimplemented!(),
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}
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}
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fn key_type(&mut self, game: &mut ::Game, c: char) -> Vec<Rc<ClickFunc>> {
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match *self {
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$(
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Element::$name(ref mut val) => val.key_type(game, c),
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)+
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_ => unimplemented!(),
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}
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}
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fn get_click_funcs(&self) -> Vec<Rc<ClickFunc>> {
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match *self {
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$(
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Element::$name(ref val) => val.click_funcs.clone(),
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)+
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_ => unimplemented!(),
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}
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}
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fn get_hover_funcs(&self) -> Vec<Rc<HoverFunc>> {
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match *self {
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$(
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Element::$name(ref val) => val.hover_funcs.clone(),
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)+
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_ => unimplemented!(),
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}
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}
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fn should_call_hover(&mut self, new: bool) -> bool {
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match *self {
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$(
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Element::$name(ref mut val) => {
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let ret = val.hovered != new;
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val.dirty = val.dirty || ret;
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val.hovered = new;
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ret
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},
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)+
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_ => unimplemented!(),
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}
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}
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fn should_draw(&self) -> bool {
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match *self {
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$(
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Element::$name(ref val) => val.should_draw,
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)+
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_ => unimplemented!(),
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}
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}
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fn get_parent(&self) -> Option<ElementRefInner> {
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match *self {
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$(
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Element::$name(ref val) => val.parent,
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)+
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_ => unimplemented!(),
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}
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}
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fn is_dirty(&self) -> bool {
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match *self {
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$(
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Element::$name(ref val) => val.dirty,
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)+
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_ => unimplemented!(),
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}
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}
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fn set_dirty(&mut self, dirty: bool) {
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match *self {
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$(
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Element::$name(ref mut val) => val.dirty = dirty,
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)+
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_ => unimplemented!(),
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}
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}
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fn update(&mut self, renderer: &mut render::Renderer) {
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match *self {
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$(
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Element::$name(ref mut val) => val.update(renderer),
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)+
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_ => unimplemented!(),
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}
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}
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fn draw(&mut self, renderer: &mut render::Renderer, r: &Region, width: f64, height: f64, delta: f64) -> &Vec<u8> {
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match *self {
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$(
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Element::$name(ref mut val) => val.draw(renderer, r, width, height, delta),
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)+
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_ => unimplemented!(),
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}
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}
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fn get_draw_region(&self, sw: f64, sh: f64, super_region: &Region) -> Region {
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match *self {
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$(
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Element::$name(ref val) => Container::get_draw_region_raw(val, sw, sh, super_region),
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)+
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_ => unimplemented!(),
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}
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}
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}
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)
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}
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element_impl!(
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Image,
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Batch,
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Text,
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Formatted,
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TextBox,
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Button
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);
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pub enum Mode {
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Scaled,
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Unscaled(f64),
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}
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#[derive(Clone, Copy, PartialEq, Eq)]
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pub enum VAttach {
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Top,
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Middle,
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Bottom,
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}
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#[derive(Clone, Copy, PartialEq, Eq)]
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pub enum HAttach {
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Left,
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Center,
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Right,
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}
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#[derive(Clone)]
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struct Region {
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x: f64,
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y: f64,
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w: f64,
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h: f64,
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}
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impl Region {
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fn intersects(&self, o: &Region) -> bool {
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!(self.x + self.w < o.x || self.x > o.x + o.w || self.y + self.h < o.y ||
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self.y > o.y + o.h)
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}
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}
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/// Reference to an element currently attached to a
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/// container.
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#[derive(Copy)]
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pub struct ElementRef<T> {
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inner: ElementRefInner,
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ty: PhantomData<T>,
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}
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impl <T> Clone for ElementRef<T> {
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fn clone(&self) -> Self {
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ElementRef {
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inner: self.inner,
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ty: PhantomData,
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}
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}
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}
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#[derive(Hash, PartialEq, Eq, Clone, Copy)]
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struct ElementRefInner {
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index: usize,
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}
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impl <T> Default for ElementRef<T> {
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fn default() -> Self {
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ElementRef {
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inner: ElementRefInner { index: 0 },
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ty: PhantomData,
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}
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}
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}
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/// Allows for easy cleanup
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pub struct Collection {
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elements: Vec<ElementRefInner>,
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}
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impl Collection {
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pub fn new() -> Collection {
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Collection { elements: Vec::new() }
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}
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pub fn add<T: UIElement>(&mut self, element: ElementRef<T>) -> ElementRef<T> {
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self.elements.push(element.inner);
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element
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}
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pub fn remove_all(&mut self, container: &mut Container) {
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for e in &self.elements {
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container.remove_raw(e);
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}
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self.elements.clear();
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}
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}
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const SCREEN: Region = Region {
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x: 0.0,
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y: 0.0,
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w: SCALED_WIDTH,
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h: SCALED_HEIGHT,
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};
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pub struct Container {
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pub mode: Mode,
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elements: HashMap<ElementRefInner, Element>,
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// We need the order
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elements_list: Vec<ElementRefInner>,
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version: usize,
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last_sw: f64,
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last_sh: f64,
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last_width: f64,
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last_height: f64,
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}
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impl Container {
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pub fn new() -> Container {
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Container {
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mode: Mode::Scaled,
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elements: HashMap::new(),
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elements_list: Vec::new(),
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version: 0xFFFF,
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last_sw: 0.0,
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last_sh: 0.0,
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last_width: 0.0,
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last_height: 0.0,
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}
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}
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pub fn add<T: UIElement>(&mut self, e: T) -> ElementRef<T> {
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let mut r = ElementRefInner { index: rand::random() };
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while self.elements.contains_key(&r) {
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r = ElementRefInner { index: rand::random() };
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}
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self.elements.insert(r, e.wrap());
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self.elements_list.push(r);
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ElementRef {
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inner: r,
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ty: PhantomData,
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}
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}
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pub fn get<T: UIElement>(&self, r: &ElementRef<T>) -> &T {
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T::unwrap_ref(self.elements.get(&r.inner).unwrap())
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}
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pub fn get_mut<T: UIElement>(&mut self, r: &ElementRef<T>) -> &mut T {
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T::unwrap_ref_mut(self.elements.get_mut(&r.inner).unwrap())
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}
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pub fn remove<T: UIElement>(&mut self, r: &ElementRef<T>) {
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self.remove_raw(&r.inner);
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}
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fn remove_raw(&mut self, r: &ElementRefInner) {
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self.elements.remove(&r);
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self.elements_list
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.iter()
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.position(|&e| e.index == r.index)
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.map(|e| self.elements_list.remove(e))
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.unwrap();
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}
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pub fn tick(&mut self, renderer: &mut render::Renderer, delta: f64, width: f64, height: f64) {
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let (sw, sh) = match self.mode {
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Mode::Scaled => (SCALED_WIDTH / width, SCALED_HEIGHT / height),
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Mode::Unscaled(scale) => (scale, scale),
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};
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if self.last_sw != sw || self.last_sh != sh || self.last_width != width ||
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self.last_height != height || self.version != renderer.ui.version {
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self.last_sw = sw;
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self.last_sh = sh;
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self.last_width = width;
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self.last_height = height;
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for (_, e) in &mut self.elements {
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e.set_dirty(true);
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if self.version != renderer.ui.version {
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e.update(renderer);
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}
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}
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self.version = renderer.ui.version;
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}
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// Try to make sure we have a focus
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if !self.elements.iter().any(|(_, ref e)| e.is_focused()) {
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self.cycle_focus();
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}
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// Borrow rules seem to prevent us from doing this in the first pass
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// so we split it.
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let regions = self.collect_elements(sw, sh);
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for re in &self.elements_list {
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let mut e = self.elements.get_mut(re).unwrap();
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if !e.should_draw() {
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continue;
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}
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if let Some(&(ref r, ref dirty)) = regions.get(re) {
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e.set_dirty(*dirty);
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let data = e.draw(renderer, r, width, height, delta);
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renderer.ui.add_bytes(data);
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}
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}
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}
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fn collect_elements(&self, sw: f64, sh: f64) -> HashMap<ElementRefInner, (Region, bool)> {
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let mut map = HashMap::new();
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for (re, e) in &self.elements {
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if !e.should_draw() {
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continue;
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}
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let r = self.get_draw_region(e, sw, sh);
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if r.intersects(&SCREEN) {
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// Mark this as dirty if any of its
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// parents are dirty too.
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let mut dirty = e.is_dirty();
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let mut parent = e.get_parent();
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while !dirty && parent.is_some() {
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let p = self.elements.get(&parent.unwrap()).unwrap();
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dirty = p.is_dirty();
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parent = p.get_parent();
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}
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map.insert(*re, (r, dirty));
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}
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}
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map
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}
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pub fn click_at(&mut self, game: &mut ::Game, x: f64, y: f64, width: f64, height: f64) {
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let (sw, sh) = match self.mode {
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Mode::Scaled => (SCALED_WIDTH / width, SCALED_HEIGHT / height),
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Mode::Unscaled(scale) => (scale, scale),
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};
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let mx = (x / width) * SCALED_WIDTH;
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let my = (y / height) * SCALED_HEIGHT;
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let mut click = None;
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for re in self.elements_list.iter().rev() {
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let e = self.elements.get(re).unwrap();
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let funcs = e.get_click_funcs();
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if !funcs.is_empty() {
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let r = self.get_draw_region(e, sw, sh);
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if mx >= r.x && mx <= r.x + r.w && my >= r.y && my <= r.y + r.h {
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click = Some(funcs);
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break;
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}
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}
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}
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if let Some(click) = click {
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for c in &click {
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c(game, self);
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}
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}
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}
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pub fn hover_at(&mut self, game: &mut ::Game, x: f64, y: f64, width: f64, height: f64) {
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let (sw, sh) = match self.mode {
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Mode::Scaled => (SCALED_WIDTH / width, SCALED_HEIGHT / height),
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Mode::Unscaled(scale) => (scale, scale),
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};
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let mx = (x / width) * SCALED_WIDTH;
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let my = (y / height) * SCALED_HEIGHT;
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let mut hovers = Vec::new();
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for re in self.elements_list.iter().rev() {
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let e = self.elements.get(re).unwrap();
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let funcs = e.get_hover_funcs();
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if !funcs.is_empty() {
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let r = self.get_draw_region(e, sw, sh);
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hovers.push((*re,
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funcs,
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mx >= r.x && mx <= r.x + r.w && my >= r.y && my <= r.y + r.h));
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}
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}
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for hover in &hovers {
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let call = {
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let e = self.elements.get_mut(&hover.0).unwrap();
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e.should_call_hover(hover.2)
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};
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if call {
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for f in &hover.1 {
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f(hover.2, game, self);
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}
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}
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}
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}
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pub fn key_press(&mut self, game: &mut ::Game, key: Keycode, down: bool) {
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if key == Keycode::Tab {
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if !down {
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self.cycle_focus();
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}
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return;
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}
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let mut callbacks = None;
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for (_, e) in &mut self.elements {
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if e.is_focused() {
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callbacks = Some(e.key_press(game, key, down));
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break;
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}
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}
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if let Some(callbacks) = callbacks {
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for cb in callbacks {
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cb(game, self);
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}
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}
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}
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pub fn key_type(&mut self, game: &mut ::Game, c: char) {
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if c < ' ' {
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return;
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}
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let mut callbacks = None;
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for (_, e) in &mut self.elements {
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if e.is_focused() {
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callbacks = Some(e.key_type(game, c));
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break;
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}
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}
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if let Some(callbacks) = callbacks {
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for cb in callbacks {
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cb(game, self);
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}
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}
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}
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pub fn set_focused<T: UIElement>(&mut self, r: &ElementRef<T>) {
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for (_, e) in &mut self.elements {
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e.set_focused(false);
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}
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self.elements.get_mut(&r.inner).unwrap().set_focused(true);
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}
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pub fn cycle_focus(&mut self) {
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if self.elements_list.is_empty() {
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return;
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}
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// Find the last focused element
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let i = self.elements_list.iter()
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.map(|v| self.elements.get(v).unwrap())
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.position(|v| v.is_focused());
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let mut current = i.map_or(0, |v| v + 1) % self.elements_list.len();
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// Clear the old focus
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if let Some(pos) = i {
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let r = self.elements_list[pos];
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self.elements.get_mut(&r).unwrap().set_focused(false);
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}
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let mut limit = 0;
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while limit < self.elements_list.len() {
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let r = self.elements_list[current];
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let e = self.elements.get_mut(&r).unwrap();
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if e.can_focus() {
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e.set_focused(true);
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return;
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}
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limit += 1;
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current += 1;
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current %= self.elements_list.len();
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}
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}
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fn get_draw_region(&self, e: &Element, sw: f64, sh: f64) -> Region {
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let super_region = match e.get_parent() {
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Some(ref p) => self.get_draw_region(self.elements.get(p).unwrap(), sw, sh),
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None => SCREEN,
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};
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e.get_draw_region(sw, sh, &super_region)
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}
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fn get_draw_region_raw<T: UIElement>(e: &T, sw: f64, sh: f64, super_region: &Region) -> Region {
|
|
let mut r = Region {
|
|
x: 0.0,
|
|
y: 0.0,
|
|
w: 0.0,
|
|
h: 0.0,
|
|
};
|
|
let (w, h) = e.get_size();
|
|
let (ox, oy) = e.get_offset();
|
|
r.w = w * sw;
|
|
r.h = h * sh;
|
|
let (v_attach, h_attach) = e.get_attachment();
|
|
match h_attach {
|
|
HAttach::Left => r.x = ox * sw,
|
|
HAttach::Center => r.x = (super_region.w / 2.0) - (r.w / 2.0) + ox * sw,
|
|
HAttach::Right => r.x = super_region.w - ox * sw - r.w,
|
|
}
|
|
match v_attach {
|
|
VAttach::Top => r.y = oy * sh,
|
|
VAttach::Middle => r.y = (super_region.h / 2.0) - (r.h / 2.0) + oy * sh,
|
|
VAttach::Bottom => r.y = super_region.h - oy * sh - r.h,
|
|
}
|
|
r.x += super_region.x;
|
|
r.y += super_region.y;
|
|
r
|
|
}
|
|
}
|
|
|
|
pub trait UIElement {
|
|
fn wrap(self) -> Element;
|
|
fn unwrap_ref(&Element) -> &Self;
|
|
fn unwrap_ref_mut(&mut Element) -> &mut Self;
|
|
|
|
fn key_press(&mut self, _game: &mut ::Game, _key: Keycode, _down: bool) -> Vec<Rc<ClickFunc>> {
|
|
vec![]
|
|
}
|
|
|
|
fn key_type(&mut self, _game: &mut ::Game, _c: char) -> Vec<Rc<ClickFunc>> {
|
|
vec![]
|
|
}
|
|
|
|
fn get_attachment(&self) -> (VAttach, HAttach);
|
|
fn get_offset(&self) -> (f64, f64);
|
|
fn get_size(&self) -> (f64, f64);
|
|
}
|
|
|
|
macro_rules! lazy_field {
|
|
($name:ident, $t:ty, $get:ident, $set:ident) => (
|
|
pub fn $get(&self) -> $t {
|
|
self.$name
|
|
}
|
|
|
|
pub fn $set(&mut self, val: $t) {
|
|
if self.$name != val {
|
|
self.$name = val;
|
|
self.dirty = true;
|
|
}
|
|
}
|
|
)
|
|
}
|
|
|
|
macro_rules! ui_element {
|
|
(
|
|
$name:ident {
|
|
$(
|
|
$field:ident : $field_ty:ty,
|
|
)*
|
|
}
|
|
) => (
|
|
pub struct $name {
|
|
dirty: bool,
|
|
data: Vec<u8>,
|
|
parent: Option<ElementRefInner>,
|
|
should_draw: bool,
|
|
layer: isize,
|
|
x: f64,
|
|
y: f64,
|
|
v_attach: VAttach,
|
|
h_attach: HAttach,
|
|
click_funcs: Vec<Rc<ClickFunc>>,
|
|
hover_funcs: Vec<Rc<HoverFunc>>,
|
|
hovered: bool,
|
|
can_focus: bool,
|
|
focused: bool,
|
|
$(
|
|
$field: $field_ty,
|
|
)*
|
|
}
|
|
)
|
|
}
|
|
|
|
macro_rules! base_impl {
|
|
() => (
|
|
pub fn set_parent<T: UIElement>(&mut self, other: &ElementRef<T>) {
|
|
self.parent = Some(other.inner);
|
|
self.dirty = true;
|
|
}
|
|
|
|
pub fn add_click_func<F: Fn(&mut ::Game, &mut Container) + 'static>(&mut self, f: F) {
|
|
self.click_funcs.push(Rc::new(f));
|
|
}
|
|
|
|
pub fn add_hover_func<F: Fn(bool, &mut ::Game, &mut Container) + 'static>(&mut self, f: F) {
|
|
self.hover_funcs.push(Rc::new(f));
|
|
}
|
|
|
|
lazy_field!(layer, isize, get_layer, set_layer);
|
|
lazy_field!(x, f64, get_x, set_x);
|
|
lazy_field!(y, f64, get_y, set_y);
|
|
lazy_field!(v_attach, VAttach, get_v_attach, set_v_attach);
|
|
lazy_field!(h_attach, HAttach, get_h_attach, set_h_attach);
|
|
)
|
|
}
|
|
|
|
macro_rules! ui_create {
|
|
($name:ident {
|
|
$($field:ident: $e:expr,)*
|
|
}) => (
|
|
$name {
|
|
dirty: true,
|
|
data: Vec::new(),
|
|
|
|
parent: None,
|
|
should_draw: true,
|
|
layer: 0,
|
|
v_attach: VAttach::Top,
|
|
h_attach: HAttach::Left,
|
|
click_funcs: Vec::new(),
|
|
hover_funcs: Vec::new(),
|
|
hovered: false,
|
|
can_focus: false,
|
|
focused: false,
|
|
$($field: $e,)*
|
|
}
|
|
)
|
|
}
|
|
|
|
// Include instead of mod so we can access private parts.
|
|
// Its a bit ew doing it this way but it saves us making
|
|
// fields public that should be private or having a huge
|
|
// file.
|
|
include!("image.rs");
|
|
include!("batch.rs");
|
|
include!("text.rs");
|
|
include!("formatted.rs");
|
|
include!("textbox.rs");
|
|
include!("button.rs");
|