module Layout:sig
..end
The main, all-purpose graphics container.
A layout is a "box" (a rectangle) whose purpose is to place onscreen the
various elements composing the GUI. It can contain a single widget, or a list
of sub-layouts. In Bogue, we use the housing metaphor: a layout is a house that contains either a single resident, or several rooms. Each
room can be seen as a sub-house, and can contain a resident or
sub-rooms. Houses and rooms have the type Layout.t
, while a resident has the type
Widget.t
.
Technically, the usual metaphor in computer science is a Tree. A layout is a tree, each vertex (or node) has any number of branches (or children). A leaf (terminal node: without any child) is either empty or contains a widget. However, the tree is upside-down (as often): we think of the trunk (or top-layout) to be a the top, and the leaves at the bottom.
type
t
exception Fatal_error of (t * string)
type
room_content =
| |
Rooms of |
| |
Resident of |
type
adjust =
| |
Fit |
| |
Width |
| |
Height |
| |
Nothing |
Not implemented.
type
background
Warning, the background
type corresponds actually to the Style.t
type, which means it includes color backgrounds, image patterns, corner and
shadow styles.
val color_bg : Draw.color -> background
Construct a background from an RGBA color.
val opaque_bg : Draw.rgb -> background
Construct a background from an RGB (ie non-transparent) color.
val style_bg : Style.t -> background
Construct a background from the given Style
.
val theme_bg : background
This is the background constructed from the current theme's BG_COLOR.
val set_background : t -> background option -> unit
val unload_background : t -> unit
Free the texture associated with the background (if any). This can be used to force recreating it.
Remark: all layouts have an optional name
property, which is used only
for debugging.
val empty : ?name:string ->
?background:background ->
w:int -> h:int -> unit -> t
An empty layout can reserve some space without stealing focus.
val resident : ?name:string ->
?x:int ->
?y:int ->
?w:int ->
?h:int ->
?background:background ->
?draggable:bool ->
?canvas:Draw.canvas ->
?keyboard_focus:bool -> Widget.t -> t
Create a layout (=room) from a single Widget (=resident). The content of such a layout cannot be modified.
val flat_of_w : ?name:string ->
?sep:int ->
?h:int ->
?align:Draw.align ->
?background:background ->
?widget_bg:background ->
?canvas:Draw.canvas ->
?scale_content:bool -> Widget.t list -> t
Horizontal arrangement of widgets. See Layout.flat
.
val tower_of_w : ?name:string ->
?sep:int ->
?w:int ->
?align:Draw.align ->
?background:background ->
?widget_bg:background ->
?canvas:Draw.canvas ->
?scale_content:bool -> Widget.t list -> t
Vertical arrangement of widgets. See Layout.tower
.
val flat : ?name:string ->
?sep:int ->
?adjust:adjust ->
?hmargin:int ->
?vmargin:int ->
?margins:int ->
?align:Draw.align ->
?background:background ->
?shadow:Style.shadow ->
?canvas:Draw.canvas ->
?scale_content:bool ->
?keep_resize:bool -> t list -> t
Create a horizontal arrangement from a list of rooms.
sep
= horizontal space between two rooms.hmargin
= horizontal margin (left and right).vmargin
= vertical margin (top and bottom).margins
is set, then sep, hmargin and vmargin are all set to this value.val tower : ?name:string ->
?sep:int ->
?margins:int ->
?hmargin:int ->
?vmargin:int ->
?align:Draw.align ->
?adjust:adjust ->
?background:background ->
?shadow:Style.shadow ->
?canvas:Draw.canvas ->
?clip:bool ->
?scale_content:bool ->
?keep_resize:bool -> t list -> t
Create a vertical arrangement from a list of rooms. See Layout.flat
.
val superpose : ?w:int ->
?h:int ->
?name:string ->
?background:background ->
?canvas:Draw.canvas ->
?center:bool -> ?scale_content:bool -> t list -> t
Create a new layout by superposing a list of layouts without changing their (x,y) position.
Remark: when creating a house (a layout) with flat*
, tower*
, or
superpose
, the size of the inner rooms will be automatically updated
whenever the size of the house is modified. However, as soon as one
manually sets the size or the position of a room inside this house with
Layout.set_width
, Layout.setx
and likes, then the room will stop reacting to
changes of the house size.
val make_clip : ?w:int ->
?scrollbar:bool ->
?scrollbar_inside:bool ->
?scrollbar_width:int ->
?on_scroll:(int -> unit) -> h:int -> t -> t
Clip a layout inside a smaller container and make it scrollable, and
optionally add a scrollbar widget. The on_scroll
function is called
anytime the scroll is modified, with the vertical offset as
parameter.
Currently, only vertical scrolling is implemented. The ?w
variable is
not used.
val xpos : t -> int
get current absolute x position of the layout (relative to the top-left corner of the window). Not necessarily up-to-date.
val ypos : t -> int
see Layout.xpos
val width : t -> int
val height : t -> int
val get_size : t -> int * int
get_size l
is equivalent to (width l, height l)
val get_physical_size : t -> int * int
multiplies get_size
by the Theme scaling factor. This gives in principle
the correct size in physical pixels, up to an error of +/- 1pixel, due to
rounding error.
val getx : t -> int
Compute the relative x position of the room with respect to its house,
using animations if any. Because of this, this function should not be
called by the animation itself! Use Layout.get_oldx
instead.
val get_oldx : t -> int
Return the last computed value for the relative x position of the layout.
val gety : t -> int
val get_oldy : t -> int
val is_shown : t -> bool
val widget : t -> Widget.t
Return the resident widget, or
Not_found
if the layout is not a leaf.val top_house : t -> t
Return the top of the layout tree (the "house" that contains the given layout and that is not contained in another layout). It is the only layout that is directly attached to a "physical" (SDL) window.
val get_content : t -> room_content
val get_rooms : t -> t list
val has_resident : t -> bool
Layouts should be modified only by the main Thread. If you want to modify
a Layout within a Widget.connection
without Main
priority,
you should use Sync.push
, or properly lock it using
Layout.lock
/Layout.unlock
.
val auto_scale : t -> unit
Set the layout to automatically scale its inner rooms when the layout size is modified.
val disable_resize : t -> unit
This makes sure that nothing is executed when someone tries to resize the
layout (that is, when the size of the layout's house changes). Warning;
working with resize functions is tricky. disable_resize
should in
general be called after the layout has been installed in a house, see
comments for Layout.on_resize
.
val on_resize : t -> (unit -> unit) -> unit
on_resize room f
will execute f ()
upon resizing the room's house (or
the room's window, in case the room is the top house, see Layout.top_house
),
in addition to the already registered resized functions. Warning: placing
the room in another layout will likely reset the resize function (unless
you set the scale_content
flag to false
, see eg. Layout.flat
and the
remark below that). Hence on_resize
should be called after the room is
hosted in its house.
val set_width : ?keep_resize:bool ->
?check_window:bool -> ?update_bg:bool -> t -> int -> unit
set_width
and similar functions will not work if there is an animation
running acting of the variable we want to set (here, the width). Most of
these functions will stop the automatic resizing mechanism of the
room. Use Layout.auto_scale
to reactivate it.
val set_height : ?keep_resize:bool ->
?check_window:bool -> ?update_bg:bool -> t -> int -> unit
val set_size : ?keep_resize:bool ->
?check_window:bool -> ?update_bg:bool -> t -> int * int -> unit
val setx : ?keep_resize:bool -> t -> int -> unit
val sety : ?keep_resize:bool -> t -> int -> unit
val set_show : t -> bool -> unit
val set_shadow : t -> Style.shadow option -> unit
val fix_content : t -> unit
Disable automatic resizing of the rooms inside this layout.
val fit_content : ?sep:int -> t -> unit
Adapt the size of the layout (and their houses) to the disposition of the contained rooms.
val set_rooms : t -> ?sync:bool -> t list -> unit
Modify the layout content by replacing the former content by a new list of
rooms. Use sync=true
(the default) as much as possible in order to avoid
multi-threading problems. Then the changes will be applied by the main
thread at next frame (see Sync
).
val replace_room : by:t -> t -> bool
Replace room
by by
inside its "house" in lieu and place of the initial
room. No size adjustments are made. Of course this is dangerous, because
it modifies both the house and by
. Beware of circular
dependencies... Cannot be used for the top_house
(the window layout)
because that layout has no house. Will not accept to proceed if by
already belongs to a house. Returns true
if successful.
val set_enabled : t -> bool -> unit
Disable or enable a layout and all its rooms recursively. A disabled layout will not accept any mouse or keyboard focus.
val iter_unload_textures : t -> unit
Use this to free the textures stored by the layout (and its children) for reducing memory. The layout can still be used without any impact, the textures will be recreated on the fly.
val lock : t -> unit
val unlock : t -> unit
In general, modifying a layout should by done by the main Thread or by
using a Sync.push
. However, in case you need a layout to be modified by
different threads, you should lock it with Layout.lock
. Once a layout is
locked, another lock
statement from another thread will wait for the
previous lock to be removed by Layout.unlock
. Locking twice by the same thread
is allowed, and will not block, which allows recursive locking, but this
practice should be avoided because it is difficult to debug. If you need a
higher level locking API, wrap the layout in a Var.t
variable.
Position, size, alpha channel, and rotation of Layouts use Avar
variables and hence can be easily animated. Most predefined animations have
a default duration of 300ms.
These functions assign an animated variable if type Avar.t
to one
of the properties of the layout (position, width, etc.)
val animate_x : t -> int Avar.t -> unit
Assign an Avar to the layout x position.
val animate_y : t -> int Avar.t -> unit
val stop_pos : t -> unit
Stop animations of the variables x and y.
val animate_w : t -> int Avar.t -> unit
val animate_h : t -> int Avar.t -> unit
val animate_alpha : t -> float Avar.t -> unit
val animate_angle : t -> float Avar.t -> unit
val hide : ?duration:int -> ?towards:Avar.direction -> t -> unit
See Layout.show
.
val show : ?duration:int -> ?from:Avar.direction -> t -> unit
Does nothing if the layout is already fully displayed. Only the
Avar.Top
and Avar.Bottom
directions are currently implemented. For
these directions, hide
and show
do not modify the position
variables (x,y) of the layout, they use a special variable called
voffset
.
val fade_in : ?duration:int ->
?from_alpha:float -> ?to_alpha:float -> t -> unit
Animate the alpha channel of the layout. Can be combined with animations
involving the other animated variables. Does not modify the show
status of the layout. By default, from_alpha=0.
(transparent) and
to_alpha=1.
(opaque).
val fade_out : ?duration:int ->
?from_alpha:float -> ?to_alpha:float -> ?hide:bool -> t -> unit
See Layout.fade_in
. WARNING: fading out to alpha=0 results in a completely
transparent layout, but the layout is still there (it's not
"hidden"). Which means it can still get mouse focus. If you want to hide
it, then use hide=true
. By default, hide=false
, from_alpha
is the
current alpha of the layout, and to_alpha=0.
val rotate : ?duration:int -> ?from_angle:float -> angle:float -> t -> unit
Rotate all widgets inside the layout around their respective centers. For
a global rotation, use a Snapshot
.
val slide_in : ?duration:int ->
?from:Avar.direction -> ?dst:t -> t -> unit
val slide_to : ?duration:int -> t -> int * int -> unit
slide_to room (x0,y0)
will translate the room
to the position
(x0,y0)
.
val follow_mouse : ?dx:int ->
?dy:int ->
?modifierx:(int -> int) -> ?modifiery:(int -> int) -> t -> unit
val oscillate : ?duration:int -> ?frequency:float -> int -> t -> unit
val zoom : ?duration:int ->
from_factor:float -> to_factor:float -> t -> unit
val reflat : ?align:Draw.align ->
?hmargin:int ->
?vmargin:int -> ?margins:int -> ?duration:int -> t -> unit
Adjust an existing layout to arrange its rooms in a "flat" fashion, as if
they were created by Layout.flat
. Will be animated if duration <> 0
.
val retower : ?align:Draw.align ->
?hmargin:int ->
?vmargin:int -> ?margins:int -> ?duration:int -> t -> unit
An SDL window is created for each Layout in the list sent to
Main.create
.
val window_opt : t -> Tsdl.Sdl.window option
Return the SDL window containing the layout. It will return None
if the
window was not created yet, or was previously destroyed. Note that SDL
windows are created by Main.run
, not before.
val show_window : t -> unit
Make the window containing the layout appear onscreen, using set_show
and Sdl.show_window
. (If the layout was hidden at startup,
Sdl.show_window
is not enough to display the layout: use this function
instead.)
val hide_window : t -> unit
Hide the window containing the layout.
val set_window_pos : t -> int * int -> unit
set_window_pos layout x y
sets the position of the window containing
layout
to (x,y), in physical pixels. (0,0) is top-left. This should be
run after Main.create
.
val get_window_pos : t -> int option * int option
Return the window position within the desktop, in physical pixels.
val push_close : t -> unit
Emit the close-window event to the window containing the layout, as if the
user clicked on the close button. This should close the window at the next
graphics frame, or execute the function registered by
Window.on_close
.
val destroy_window : t -> unit
Emit the destroy_window event to ask Bogue to destroy the SDL window containing the layout.
val inside : t -> int * int -> bool
val claim_keyboard_focus : t -> unit
val set_cursor : t option -> unit
Set the current cursor to the default value for this layout.
val containing_widget : Widget.t -> t option
Search for the room containing the widget, if any.