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#include <ui.h>
#include <SDL.h>
#include <cstring.h>
#include <tinydir.h>
#include <assert.h>
#include <path.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
static const char* WindowTitle = "XPLORER";
static const int DefaultWidth = 1440;
static const int DefaultHeight = 900;
// #define DEBUG_EVENT_LOOP 1
#ifdef DEBUG_EVENT_LOOP
#define EVENT_LOOP_PRINT printf
#else
#define EVENT_LOOP_PRINT(...)
#endif // DEBUG_EVENT_LOOP
typedef struct State {
SDL_Window* window;
uiFrame* frame;
uiTable* table;
path current_dir;
} State;
uiMouseButton ToUiButton(Uint8 button);
void CreateUi(State* state) {
assert(state);
uiFrame* frame = uiMakeFrame();
const char* header[] = {"Name", "Size", "Modified"};
uiTable* table = uiMakeTable(0, sizeof(header) / sizeof(char*), header);
assert(table);
uiWidgetSetParent(uiMakeTablePtr(table), uiMakeFramePtr(frame));
// uiLabel* label = uiMakeLabel("Hello world, what is going on!?");
// uiWidgetSetParent(label, frame);
state->frame = frame;
state->table = table;
}
int compare_files(const void* _a, const void* _b) {
assert(_a);
assert(_b);
const tinydir_file* a = _a;
const tinydir_file* b = _b;
for (size_t i = 0;
(i < _TINYDIR_FILENAME_MAX) && (a->name[i] != 0) && (b->name[i] != 0);
++i) {
if (a->name[i] < b->name[i]) {
return -1;
} else if (a->name[i] > b->name[i]) {
return 1;
}
}
return 0;
}
size_t GetFileCount(path directory) {
size_t count = 0;
tinydir_dir dir;
if (tinydir_open(&dir, path_cstr(directory)) == 0) {
for (count = 0; dir.has_next; ++count) {
tinydir_next(&dir);
}
}
return count;
}
bool SetDirectory(State* state, path directory) {
assert(state);
bool directory_changed = false;
tinydir_dir dir;
if (tinydir_open(&dir, path_cstr(directory)) == 0) {
const size_t count = GetFileCount(directory);
tinydir_file* files = calloc(count, sizeof(tinydir_file));
if (!files) {
return false;
}
for (size_t i = 0; dir.has_next; ++i) {
assert(i < count);
tinydir_readfile(&dir, &files[i]);
tinydir_next(&dir);
}
qsort(files, count, sizeof(files[0]), compare_files);
uiTable* table = state->table;
assert(table);
uiTableClear(table);
for (size_t i = 0; i < count; ++i) {
tinydir_file file = files[i];
const string file_size = string_format_size(file._s.st_size);
const char* row[3] = {file.name, string_data(file_size), "<date>"};
uiTableAddRow(table, row);
}
free(files);
if (!path_empty(state->current_dir)) {
path_del(&state->current_dir);
}
state->current_dir = directory;
directory_changed = true;
}
return directory_changed;
}
bool OnFileTableClick(
State* state, uiTable* table, const uiTableClickEvent* event) {
assert(state);
assert(table);
if (event->col == 0) { // Clicked the file/directory name.
// TODO: Think more about uiPtr. Do we need uiConstPtr?
// Ideally: const uiLabel* label = uiGetPtr(uiTableGet(...));
// i.e., no checks on the client code; all checks in library code.
const uiLabel* label =
(const uiLabel*)uiTableGet(table, event->row, event->col);
assert(uiWidgetGetType((const uiWidget*)label) == uiTypeLabel);
printf("Click: %d,%d: %s\n", event->row, event->col, uiLabelGetText(label));
// TODO: Handle '.' and '..' better. Define a path concatenation function.
path child_dir = path_new(uiLabelGetText(label));
path new_dir = path_concat(state->current_dir, child_dir);
const bool result = SetDirectory(state, new_dir);
if (!result) {
path_del(&new_dir);
}
path_del(&child_dir);
return result;
}
return false;
}
/// Handle widget events and return whether a redraw is needed.
bool HandleWidgetEvents(State* state) {
assert(state);
bool redraw = false;
const uiWidgetEvent* events;
const int numWidgetEvents = uiGetEvents(&events);
for (int i = 0; i < numWidgetEvents; ++i) {
const uiWidgetEvent* ev = &events[i];
// TODO: Set and check widget IDs.
switch (ev->type) {
case uiWidgetEventClick:
if (ev->widget.type == uiTypeTable) {
if (OnFileTableClick(
state, uiGetTablePtr(ev->widget), &ev->table_click)) {
redraw = true;
}
}
break;
default:
break;
}
}
return redraw;
}
static bool Render(State* state) {
assert(state);
assert(state->window);
SDL_Surface* window_surface = SDL_GetWindowSurface(state->window);
assert(window_surface);
#ifdef DEBUG_EVENT_LOOP
const uiSize frame_size = uiGetFrameSize(state->frame);
EVENT_LOOP_PRINT(
"Render; surface: %dx%d; window surface; %dx%d\n", frame_size.width,
frame_size.height, window_surface->w, window_surface->h);
#endif
// Locking/unlocking SDL software surfaces is not necessary.
//
// Probably also best to avoid SDL_BlitSurface(); it does pixel format
// conversion while blitting one pixel at a time. Instead, make the UI pixel
// format match the SDL window's and write to SDL's back buffer directly.
uiRender(
state->frame, &(uiSurface){
.width = window_surface->w,
.height = window_surface->h,
.pixels = window_surface->pixels,
});
if (SDL_UpdateWindowSurface(state->window) != 0) {
return false;
}
return true;
}
static bool Resize(State* state) {
assert(state);
// int width, height;
// SDL_GetWindowSize(state->window, &width, &height);
const SDL_Surface* window_surface = SDL_GetWindowSurface(state->window);
if (!window_surface) {
return false;
}
const int width = window_surface->w;
const int height = window_surface->h;
EVENT_LOOP_PRINT("Resize: %dx%d\n", width, height);
// TODO: Fix the white 1-pixel vertical/horizontal line that appears at odd
// sizes when resizing the window.
// https://github.com/libsdl-org/SDL/issues/9653
uiResizeFrame(state->frame, width, height);
return true;
}
bool Initialize(State* state) {
assert(state);
if ((state->window = SDL_CreateWindow(
WindowTitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DefaultWidth, DefaultHeight,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE)) == NULL) {
return false;
}
CreateUi(state);
path home = path_new(getenv("HOME"));
SetDirectory(state, home);
return true;
}
int main(
__attribute__((unused)) int argc,
__attribute__((unused)) const char** argv) {
bool success = true;
State state = {0};
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
return false;
}
if (!uiInit()) {
return false;
}
if (!Initialize(&state)) {
success = false;
goto cleanup;
}
if (!Resize(&state)) {
success = false;
goto cleanup;
}
// TODO: All of the window and input handling could be moved to its own
// library so that different applications can re-use it.
// Controls whether we should keep running.
bool running = true;
// Controls whether a redraw is required.
// Initially true to perform an initial draw before the window is displayed.
bool redraw = true;
while (running) {
EVENT_LOOP_PRINT("loop\n");
// Draw if needed.
if (redraw && !Render(&state)) {
success = false;
break;
}
redraw = false;
// Handle events.
SDL_Event event = {0};
if (SDL_WaitEvent(&event) == 0) {
success = false;
break;
} else if (event.type == SDL_QUIT) {
break;
} else {
if (event.type == SDL_WINDOWEVENT) {
// When the window is maximized, an SDL_WINDOWEVENT_MOVED comes in
// before an SDL_WINDOWEVENT_SIZE_CHANGED with the window already
// resized. This is unfortunate because we cannot rely on the latter
// event alone to handle resizing.
if ((event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) ||
(event.window.event == SDL_WINDOWEVENT_RESIZED) ||
(event.window.event == SDL_WINDOWEVENT_MOVED)) {
if (!Resize(&state)) {
success = false;
break;
}
redraw = true;
}
} else if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.mod & KMOD_LCTRL) {
switch (event.key.keysym.sym) {
// Exit.
case SDLK_c:
case SDLK_d:
running = false;
break;
default:
break;
}
}
} else if (event.type == SDL_MOUSEBUTTONDOWN) {
const uiInputEvent ev = {
.type = uiEventMouseButton,
.mouse_button = (uiMouseButtonEvent){
.button = ToUiButton(event.button.button),
.state = uiMouseDown,
.mouse_position =
(uiPoint){.x = event.button.x, .y = event.button.y}}
};
redraw = uiSendEvent(state.frame, &ev);
} else if (event.type == SDL_MOUSEBUTTONUP) {
const uiInputEvent ev = {
.type = uiEventMouseButton,
.mouse_button = (uiMouseButtonEvent){
.button = ToUiButton(event.button.button),
.state = uiMouseUp,
.mouse_position =
(uiPoint){.x = event.button.x, .y = event.button.y}}
};
redraw = uiSendEvent(state.frame, &ev);
} else if (event.type == SDL_MOUSEWHEEL) {
const uiInputEvent ev = {
.type = uiEventMouseScroll,
.mouse_scroll = (uiMouseScrollEvent){
.scroll_offset = event.wheel.y,
.mouse_position = (uiPoint){
.x = event.wheel.mouseX, .y = event.wheel.mouseY}}
};
redraw = uiSendEvent(state.frame, &ev);
} else {
EVENT_LOOP_PRINT("event.window.event = %d\n", event.window.event);
}
if (HandleWidgetEvents(&state)) {
Resize(&state); // Trigger a re-layout of widgets.
redraw = true;
}
}
}
cleanup:
if (!success) {
fprintf(stderr, "%s\n", SDL_GetError());
}
if (state.frame) {
uiDestroyFrame(&state.frame);
}
if (state.window) {
SDL_DestroyWindow(state.window);
state.window = 0;
}
uiShutdown();
SDL_Quit();
return success ? 0 : 1;
}
// -----------------------------------------------------------------------------
uiMouseButton ToUiButton(Uint8 button) {
// TODO: Buttons.
return uiLMB;
}
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