feat(gui): base project

This commit is contained in:
2025-05-08 10:13:59 +02:00
parent 537e42ef5b
commit 277f87b8bb
7 changed files with 314 additions and 82 deletions

194
src/gui/main.zig Normal file
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const std = @import("std");
const CoreModel = @import("../app_common/Model.zig");
const models = @import("../core/models.zig");
const provider = @import("../core/provider/provider.zig");
const local_provider = @import("../core/provider/local.zig");
const Tab = @import("../core/tab/tab.zig").Tab;
const core = @import("../app_common/root.zig");
const dvui = @import("dvui");
const RaylibBackend = dvui.backend;
comptime {
std.debug.assert(@hasDecl(RaylibBackend, "RaylibBackend"));
}
const vsync = true;
var scale_val: f32 = 1.0;
var show_dialog_outside_frame: bool = false;
pub const c = RaylibBackend.c;
const Model = struct {
allocator: std.mem.Allocator,
core_model: CoreModel,
selected_item: u32 = 0,
};
/// This example shows how to use the dvui for a normal application:
/// - dvui renders the whole application
/// - render frames only when needed
pub fn main() !void {
var gpa_instance = std.heap.GeneralPurposeAllocator(.{}){};
const gpa = gpa_instance.allocator();
defer {
_ = gpa_instance.detectLeaks();
_ = gpa_instance.deinit();
}
var tsa = std.heap.ThreadSafeAllocator{ .child_allocator = gpa };
const allocator = tsa.allocator();
var pool: std.Thread.Pool = undefined;
try pool.init(.{
.allocator = allocator,
});
defer pool.deinit();
var localContentProvider = local_provider.LocalContentProvider{ .threadPool = &pool };
const homeFullName: models.FullName = .{ .path = "/home/adam" };
const homeItem = try localContentProvider.getItemByFullName(homeFullName, &.{}, allocator);
const startLocation = switch (homeItem.item) {
.container => |c1| c1,
.element => unreachable,
};
var tab1 = try allocator.create(Tab);
defer allocator.destroy(tab1);
tab1.init(&pool, allocator);
defer tab1.deinit();
tab1.setCurrentLocation(startLocation);
const model = try allocator.create(Model);
defer allocator.destroy(model);
model.* = .{
.allocator = allocator,
.core_model = .{
.current_items_allocator = std.heap.ArenaAllocator.init(allocator),
.tab = tab1,
},
};
defer model.core_model.deinit();
try pool.spawn(core.data_loop, .{&model.core_model});
// init Raylib backend (creates OS window)
// initWindow() means the backend calls CloseWindow for you in deinit()
var backend = try RaylibBackend.initWindow(.{
.gpa = gpa,
.size = .{ .w = 800.0, .h = 600.0 },
.vsync = vsync,
.title = "DVUI Raylib Standalone Example",
// .icon = window_icon_png, // can also call setIconFromFileContent()
});
defer backend.deinit();
backend.log_events = true;
// init dvui Window (maps onto a single OS window)
var win = try dvui.Window.init(@src(), gpa, backend.backend(), .{});
defer win.deinit();
main_loop: while (true) {
c.BeginDrawing();
// Raylib does not support waiting with event interruption, so dvui
// can't do variable framerate. So can't call win.beginWait() or
// win.waitTime().
try win.begin(std.time.nanoTimestamp());
// send all events to dvui for processing
const quit = try backend.addAllEvents(&win);
if (quit) break :main_loop;
// if dvui widgets might not cover the whole window, then need to clear
// the previous frame's render
backend.clear();
for (dvui.events()) |*e| {
switch (e.evt) {
.key => |ke| {
if (ke.action == .down or ke.action == .repeat) {
switch (ke.code) {
.down => model.selected_item +|= 1,
.up => model.selected_item -|= 1,
else => {},
}
}
},
else => {},
}
}
try dvui_frame(model);
// marks end of dvui frame, don't call dvui functions after this
// - sends all dvui stuff to backend for rendering, must be called before renderPresent()
_ = try win.end(.{});
// cursor management
backend.setCursor(win.cursorRequested());
// render frame to OS
c.EndDrawing();
}
}
fn dvui_frame(model: *Model) !void {
{
model.core_model.current_items.mutex.lock();
defer model.core_model.current_items.mutex.unlock();
if (model.core_model.current_items.data) |current_items| {
for (0.., current_items) |i, item| {
const is_active = i == model.selected_item;
const fg, const bg = colors: {
var fg: dvui.Color = .{ .r = 100, .g = 100, .b = 100 };
var bg: dvui.Color = .{ .r = 100, .g = 100, .b = 100 };
if (is_active) {
fg = switch (item.item) {
.container => .{ .r = 100, .g = 100, .b = 100 },
.element => .{ .r = 100, .g = 100, .b = 100 },
};
bg = switch (item.item) {
.container => .{ .r = 200, .g = 200, .b = 200 },
.element => .{ .r = 200, .g = 200, .b = 200 },
};
} else {
fg = switch (item.item) {
.container => .{ .r = 100, .g = 100, .b = 100 },
.element => .{ .r = 100, .g = 100, .b = 100 },
};
bg = .{ .r = 100, .g = 100, .b = 100 };
}
break :colors .{ fg, bg };
};
_ = fg;
var tl = try dvui.textLayout(@src(), .{}, .{
.id_extra = i,
.expand = .horizontal,
.font_style = .title_4,
.color_fill = .{ .color = bg },
});
const text = try dvui.currentWindow().arena().dupe(u8, item.displayName);
try tl.addText(text, .{});
tl.deinit();
}
} else {
var tl = try dvui.textLayout(@src(), .{}, .{
.expand = .horizontal,
.font_style = .title_4,
.color_fill = .{ .color = .{ .r = 100, .g = 100, .b = 100 } },
});
const lorem = "This example shows how to use dvui in a normal application.";
try tl.addText(lorem, .{});
tl.deinit();
}
}
}