Add popovers
A popover is a special UI element which can be layered over the rest of the UI (i.e. it is painted last) and can fall anywhere on the screen, not just with the bounds of its parent's viewport/context. With these special abilities comes the restriction that only one popover may be visible on screen at once. Popovers are requested from the UI context passed to Draw calls and specify the anchor point and the desired dimensions. The popover is then fit to the available space and placed relative to the anchor point.
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parent
ef4c2f61d8
commit
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3 changed files with 102 additions and 9 deletions
lib/ui
26
lib/ui/ui.go
26
lib/ui/ui.go
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@ -11,6 +11,7 @@ type UI struct {
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exit atomic.Value // bool
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ctx *Context
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screen tcell.Screen
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popover *Popover
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tcEvents chan tcell.Event
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invalid int32 // access via atomic
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@ -34,11 +35,11 @@ func Initialize(content DrawableInteractiveBeeper) (*UI, error) {
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state := UI{
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Content: content,
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ctx: NewContext(width, height, screen),
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screen: screen,
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tcEvents: make(chan tcell.Event, 10),
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}
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state.ctx = NewContext(width, height, screen, state.onPopover)
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state.exit.Store(false)
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go func() {
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@ -57,6 +58,10 @@ func Initialize(content DrawableInteractiveBeeper) (*UI, error) {
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return &state, nil
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}
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func (state *UI) onPopover(p *Popover) {
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state.popover = p
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}
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func (state *UI) ShouldExit() bool {
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return state.exit.Load().(bool)
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}
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@ -78,17 +83,32 @@ func (state *UI) Tick() bool {
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case *tcell.EventResize:
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state.screen.Clear()
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width, height := event.Size()
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state.ctx = NewContext(width, height, state.screen)
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state.ctx = NewContext(width, height, state.screen, state.onPopover)
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state.Content.Invalidate()
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}
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state.Content.Event(event)
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// if we have a popover, and it can handle the event, it does so
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if state.popover == nil || !state.popover.Event(event) {
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// otherwise, we send the event to the main content
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state.Content.Event(event)
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}
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more = true
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default:
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}
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wasInvalid := atomic.SwapInt32(&state.invalid, 0)
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if wasInvalid != 0 {
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if state.popover != nil {
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// if the previous frame had a popover, rerender the entire display
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state.Content.Invalidate()
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atomic.StoreInt32(&state.invalid, 0)
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}
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// reset popover for the next Draw
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state.popover = nil
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state.Content.Draw(state.ctx)
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if state.popover != nil {
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// if the Draw resulted in a popover, draw it
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state.popover.Draw(state.ctx)
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}
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state.screen.Show()
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more = true
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}
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