From bcd03c4c4a94e73b2545bf5dfc404082a674c76e Mon Sep 17 00:00:00 2001 From: Ben Burwell Date: Fri, 20 Dec 2019 13:21:32 -0500 Subject: 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. --- lib/ui/ui.go | 26 +++++++++++++++++++++++--- 1 file changed, 23 insertions(+), 3 deletions(-) (limited to 'lib/ui/ui.go') diff --git a/lib/ui/ui.go b/lib/ui/ui.go index 01d12dc4..16b176d5 100644 --- a/lib/ui/ui.go +++ b/lib/ui/ui.go @@ -11,6 +11,7 @@ type UI struct { exit atomic.Value // bool ctx *Context screen tcell.Screen + popover *Popover tcEvents chan tcell.Event invalid int32 // access via atomic @@ -34,11 +35,11 @@ func Initialize(content DrawableInteractiveBeeper) (*UI, error) { state := UI{ Content: content, - ctx: NewContext(width, height, screen), screen: screen, tcEvents: make(chan tcell.Event, 10), } + state.ctx = NewContext(width, height, screen, state.onPopover) state.exit.Store(false) go func() { @@ -57,6 +58,10 @@ func Initialize(content DrawableInteractiveBeeper) (*UI, error) { return &state, nil } +func (state *UI) onPopover(p *Popover) { + state.popover = p +} + func (state *UI) ShouldExit() bool { return state.exit.Load().(bool) } @@ -78,17 +83,32 @@ func (state *UI) Tick() bool { case *tcell.EventResize: state.screen.Clear() width, height := event.Size() - state.ctx = NewContext(width, height, state.screen) + state.ctx = NewContext(width, height, state.screen, state.onPopover) state.Content.Invalidate() } - state.Content.Event(event) + // if we have a popover, and it can handle the event, it does so + if state.popover == nil || !state.popover.Event(event) { + // otherwise, we send the event to the main content + state.Content.Event(event) + } more = true default: } wasInvalid := atomic.SwapInt32(&state.invalid, 0) if wasInvalid != 0 { + if state.popover != nil { + // if the previous frame had a popover, rerender the entire display + state.Content.Invalidate() + atomic.StoreInt32(&state.invalid, 0) + } + // reset popover for the next Draw + state.popover = nil state.Content.Draw(state.ctx) + if state.popover != nil { + // if the Draw resulted in a popover, draw it + state.popover.Draw(state.ctx) + } state.screen.Show() more = true } -- cgit