const std = @import("std"); const vaxis = @import("../main.zig"); pub const Scroll = struct { x: usize = 0, y: usize = 0, pub fn restrictTo(self: *@This(), w: usize, h: usize) void { self.x = @min(self.x, w); self.y = @min(self.y, h); } }; pub const VerticalScrollbar = struct { character: vaxis.Cell.Character = .{ .grapheme = "▐", .width = 1 }, fg: vaxis.Style = .{}, bg: vaxis.Style = .{ .fg = .{ .index = 8 } }, }; scroll: Scroll = .{}, vertical_scrollbar: ?VerticalScrollbar = .{}, /// Standard input mappings. /// It is not neccessary to use this, you can set `scroll` manually. pub fn input(self: *@This(), key: vaxis.Key) void { if (key.matches(vaxis.Key.right, .{})) { self.scroll.x +|= 1; } else if (key.matches(vaxis.Key.right, .{ .shift = true })) { self.scroll.x +|= 32; } else if (key.matches(vaxis.Key.left, .{})) { self.scroll.x -|= 1; } else if (key.matches(vaxis.Key.left, .{ .shift = true })) { self.scroll.x -|= 32; } else if (key.matches(vaxis.Key.up, .{})) { self.scroll.y -|= 1; } else if (key.matches(vaxis.Key.page_up, .{})) { self.scroll.y -|= 32; } else if (key.matches(vaxis.Key.down, .{})) { self.scroll.y +|= 1; } else if (key.matches(vaxis.Key.page_down, .{})) { self.scroll.y +|= 32; } else if (key.matches(vaxis.Key.end, .{})) { self.scroll.y = std.math.maxInt(usize); } else if (key.matches(vaxis.Key.home, .{})) { self.scroll.y = 0; } } /// Must be called before doing any `writeCell` calls. pub fn draw(self: *@This(), parent: vaxis.Window, content_size: struct { cols: usize, rows: usize, }) void { const content_cols = if (self.vertical_scrollbar) |_| content_size.cols +| 1 else content_size.cols; const max_scroll_x = content_cols -| parent.width; const max_scroll_y = content_size.rows -| parent.height; self.scroll.restrictTo(max_scroll_x, max_scroll_y); if (self.vertical_scrollbar) |opts| { const vbar: vaxis.widgets.Scrollbar = .{ .character = opts.character, .style = opts.fg, .total = content_size.rows, .view_size = parent.height, .top = self.scroll.y, }; const bg = parent.child(.{ .x_off = parent.width -| opts.character.width, .width = .{ .limit = opts.character.width }, .height = .{ .limit = parent.height }, }); bg.fill(.{ .char = opts.character, .style = opts.bg }); vbar.draw(bg); } } pub const BoundingBox = struct { x1: usize, y1: usize, x2: usize, y2: usize, pub inline fn below(self: @This(), row: usize) bool { return row < self.y1; } pub inline fn above(self: @This(), row: usize) bool { return row >= self.y2; } pub inline fn rowInside(self: @This(), row: usize) bool { return row >= self.y1 and row < self.y2; } pub inline fn colInside(self: @This(), col: usize) bool { return col >= self.x1 and col < self.x2; } pub inline fn inside(self: @This(), col: usize, row: usize) bool { return self.rowInside(row) and self.colInside(col); } }; /// Boundary of the content, useful for culling to improve draw performance. pub fn bounds(self: *@This(), parent: vaxis.Window) BoundingBox { const right_pad: usize = if (self.vertical_scrollbar != null) 1 else 0; return .{ .x1 = self.scroll.x, .y1 = self.scroll.y, .x2 = self.scroll.x +| parent.width -| right_pad, .y2 = self.scroll.y +| parent.height, }; } /// Use this function instead of `Window.writeCell` to draw your cells and they will magically scroll. pub fn writeCell(self: *@This(), parent: vaxis.Window, col: usize, row: usize, cell: vaxis.Cell) void { const b = self.bounds(parent); if (!b.inside(col, row)) return; const win = parent.child(.{ .width = .{ .limit = b.x2 - b.x1 }, .height = .{ .limit = b.y2 - b.y1 } }); win.writeCell(col -| self.scroll.x, row -| self.scroll.y, cell); } /// Use this function instead of `Window.readCell` to read the correct cell in scrolling context. pub fn readCell(self: *@This(), parent: vaxis.Window, col: usize, row: usize) ?vaxis.Cell { const b = self.bounds(parent); if (!b.inside(col, row)) return; const win = parent.child(.{ .width = .{ .limit = b.width }, .height = .{ .limit = b.height } }); return win.readCell(col -| self.scroll.x, row -| self.scroll.y); }