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Library
Module
Module type
Parameter
Class
Class type
Source
Bogue.Layout
SourceThe 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.
Warning, the background
type corresponds actually to the Style.t
type, which means it includes color backgrounds, image patterns, corner and shadow styles.
Construct a background from an RGBA color.
Construct a background from an RGB (ie non-transparent) color.
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 ->
?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 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 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 ->
t list ->
t
Create a horizontal arrangement from a list of rooms.
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
Create a vertical arrangement from a list of rooms.
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 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 ->
h:int ->
t ->
t
Clip 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.
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 lock
/unlock
.
Set the layout to automatically scale its inner rooms when the layout size is modified.
This makes sure that nothing is executed when someone tries to resize the layout.
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 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. 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 auto_scale
to reactivate it.
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 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.
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.
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 lock
. Once a layout is locked, another lock
statement from another thread will wait for the previous lock to be removed by 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.)
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 ->
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.
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 ->
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
.
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.
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.)
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
.
Return the window position within the desktop, in physical pixels.
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
.
Emit the destroy_window event to ask Bogue to destroy the SDL window containing the layout.