Library
Module
Module type
Parameter
Class
Class type
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 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.
exception Fatal_error of t * string
val color_bg : Draw.color -> background
Construct a background from an RGBA color.
val opaque_bg : Draw.rgb -> background
Construct a background from a RGB (ie non-transparent) color.
val box_bg : Box.t -> background
Construct a background from the given Box
.
val style_bg : Style.t -> background
Construct a background from the given Style
.
val bg_color : background
This is the background constructed from the current theme's BG_COLOR.
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 ->
?layer:Draw.layer ->
?keyboard_focus:bool ->
Widget.t ->
t
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
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
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 ->
t list ->
t
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 ->
t list ->
t
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 set_width
, setx
and alikes, 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 ->
h:int ->
t ->
t
Clip a layout inside a smaller container and make it scrollable, and optionally add a scrollbar widget.
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 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 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
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 has_resident : t -> bool
These functions will not work if there is an animation running acting of the variable we want to set. Most of these functions will stop the automatic resizing mechanism of the room. Use auto_scale
to reactivate it.
val auto_scale : t -> unit
Set the layout to automatically scale its inner rooms when the layout size is modified.
val set_width :
?keep_resize:bool ->
?check_window:bool ->
?update_bg:bool ->
t ->
int ->
unit
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.
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
).
Replace "room" by "by" inside "house" in lieu and place of the intial room. No size adjustments are made. Of course this is dangerous, because it modifies both the house and "by". Beware of circular dependencies... Of course this assumes that "room" already belongs to "house".
val 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
Since layouts can be modified by different threads, it might be useful to lock it with a mutex. This does *not* always prevent from modifying it, but another lock
statement will wait for the previous lock to be removed by unlock
.
val push_close : t -> unit
Emit the close-window event to the window containing the layout. This should close the window at the next graphics frame.
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 stop_pos : t -> unit
Stop animations of the variables x and y.
val hide : ?duration:int -> ?towards:Avar.direction -> t -> unit
See 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 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 : ?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
A very special use of layout is to represent the 'window' on which everything is drawn. Thus, this specific to the 'main house' (or top-layout), i.e. a layout that is not a sublayout of another layout.
val window : t -> Tsdl.Sdl.window
val set_window_pos : t -> (int * int) -> unit
val set_cursor : t option -> unit
Sets the cursor to the default value for this layout.