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Library
Module
Module type
Parameter
Class
Class type
Source
Bogue.LayoutSourceThe 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.
Not implemented.
Construct a background from an RGBA color.
Construct a background from a RGB (ie non-transparent) color.
Construct a background from the given Box.
Construct a background from the given Style.
This is the background constructed from the current theme's BG_COLOR.
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.
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 ->
tval 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 ->
tval 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 ->
tval 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 ->
tval 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 ->
tval superpose :
?w:int ->
?h:int ->
?name:string ->
?background:background ->
?canvas:Draw.canvas ->
?center:bool ->
?scale_content:bool ->
t list ->
tCreate 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 ->
tClip a layout inside a smaller container and make it scrollable, and optionally add a scrollbar widget.
get current absolute x position of the layout (relative to the top-left corner of the window). Not necessarily up-to-date.
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.
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.
Return the last computed value for the relative x position of the layout.
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.
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.
Set the layout to automatically scale its inner rooms when the layout size is modified.
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".
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.
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.
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.)
See show.
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.
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 ->
unitSee 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.
Rotate all widgets inside the layout around their respective centers. For a global rotation, use a Snapshot.
slide_to room (x0,y0) will translate the room to the position (x0,y0).
val reflat :
?align:Draw.align ->
?hmargin:int ->
?vmargin:int ->
?margins:int ->
?duration:int ->
t ->
unitAdjust 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 ->
unitA 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.