ПРавильные прямоугольники
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64
src/main.zig
64
src/main.zig
@@ -4,6 +4,7 @@ const dvui = @import("dvui");
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const dvui_ext = @import("ui/dvui_ext.zig");
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const SDLBackend = @import("sdl-backend");
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const Document = @import("models/Document.zig");
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const ImageRect = @import("models/rasterization_models.zig").ImageRect;
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const WindowContext = @import("WindowContext.zig");
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const sdl_c = SDLBackend.c;
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const Allocator = std.mem.Allocator;
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@@ -90,10 +91,9 @@ fn gui_frame(ctx: *WindowContext) bool {
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dvui.label(@src(), "Tools", .{}, .{});
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if (dvui.button(@src(), "Fill Random Color", .{}, .{}) or ctx.frame_index == 0) {
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canvas.exampleReset() catch |err| {
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std.debug.print("Error filling canvas: {}\n", .{err});
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std.debug.print("Error reset example: {}\n", .{err});
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};
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canvas.pos = .{ .x = 400, .y = 400 };
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//ctx.canvas.setZoom(dvui.windowNaturalScale());
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}
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if (dvui.checkbox(@src(), &canvas.native_scaling, "Scaling", .{})) {}
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if (dvui.button(@src(), if (ctx.cpu_render.type == .Gradient) "Gradient" else "Squares", .{}, .{})) {
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@@ -171,29 +171,47 @@ fn gui_frame(ctx: *WindowContext) bool {
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std.debug.print("updateVisibleImageRect error: {}\n", .{err});
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};
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if (canvas.texture) |tex| {
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_ = dvui.image(
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@src(),
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.{ .source = .{ .texture = tex } },
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.{
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.background = false,
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.margin = .{
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.x = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
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.y = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
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.w = @as(f32, @floatFromInt(img_size.x)) / natural_scale,
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.h = @as(f32, @floatFromInt(img_size.y)) / natural_scale,
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// `canvas.texture` contains ONLY the visible part.
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// If we render it inside a widget sized as the full image, dvui will stretch it.
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// Instead: create a scroll content surface sized like the full image, then place
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// the visible texture at the correct offset at 1:1.
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const content_w_px: u32 = img_size.x + img_size.w;
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const content_h_px: u32 = img_size.y + img_size.h;
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const content_w = @as(f32, @floatFromInt(content_w_px)) / natural_scale;
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const content_h = @as(f32, @floatFromInt(content_h_px)) / natural_scale;
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var canvas_layer = dvui.overlay(
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@src(),
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.{ .min_size_content = .{ .w = content_w, .h = content_h }, .background = false },
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);
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{
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if (canvas.texture) |tex| {
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const vis = canvas._visible_rect orelse ImageRect{ .x = 0, .y = 0, .w = 0, .h = 0 };
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const left = @as(f32, @floatFromInt(img_size.x + vis.x)) / natural_scale;
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const top = @as(f32, @floatFromInt(img_size.y + vis.y)) / natural_scale;
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_ = dvui.image(
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@src(),
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.{ .source = .{ .texture = tex } },
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.{
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.background = false,
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.expand = .none,
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.gravity_x = 0.0,
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.gravity_y = 0.0,
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.margin = .{ .x = left, .y = top, .w = canvas.pos.x, .h = canvas.pos.y },
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.min_size_content = .{
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.w = @as(f32, @floatFromInt(vis.w)) / natural_scale,
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.h = @as(f32, @floatFromInt(vis.h)) / natural_scale,
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},
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.max_size_content = .{
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.w = @as(f32, @floatFromInt(vis.w)) / natural_scale,
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.h = @as(f32, @floatFromInt(vis.h)) / natural_scale,
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},
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},
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.min_size_content = .{
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.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
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.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
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},
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.max_size_content = .{
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.w = @as(f32, @floatFromInt(img_size.w)) / natural_scale,
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.h = @as(f32, @floatFromInt(img_size.h)) / natural_scale,
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},
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},
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);
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);
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}
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}
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canvas_layer.deinit();
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// Заблокировать события скролла, если нажат ctrl
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if (ctrl) {
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