a modern tui library written in zig
1const std = @import("std");
2const vaxis = @import("vaxis");
3const vxfw = vaxis.vxfw;
4
5/// Our main application state
6const Model = struct {
7 /// State of the counter
8 count: u32 = 0,
9 /// The button. This widget is stateful and must live between frames
10 button: vxfw.Button,
11
12 /// Helper function to return a vxfw.Widget struct
13 pub fn widget(self: *Model) vxfw.Widget {
14 return .{
15 .userdata = self,
16 .eventHandler = Model.typeErasedEventHandler,
17 .drawFn = Model.typeErasedDrawFn,
18 };
19 }
20
21 /// This function will be called from the vxfw runtime.
22 fn typeErasedEventHandler(ptr: *anyopaque, ctx: *vxfw.EventContext, event: vxfw.Event) anyerror!void {
23 const self: *Model = @ptrCast(@alignCast(ptr));
24 switch (event) {
25 // The root widget is always sent an init event as the first event. Users of the
26 // library can also send this event to other widgets they create if they need to do
27 // some initialization.
28 .init => return ctx.requestFocus(self.button.widget()),
29 .key_press => |key| {
30 if (key.matches('c', .{ .ctrl = true })) {
31 ctx.quit = true;
32 return;
33 }
34 },
35 // We can request a specific widget gets focus. In this case, we always want to focus
36 // our button. Having focus means that key events will be sent up the widget tree to
37 // the focused widget, and then bubble back down the tree to the root. Users can tell
38 // the runtime the event was handled and the capture or bubble phase will stop
39 .focus_in => return ctx.requestFocus(self.button.widget()),
40 else => {},
41 }
42 }
43
44 /// This function is called from the vxfw runtime. It will be called on a regular interval, and
45 /// only when any event handler has marked the redraw flag in EventContext as true. By
46 /// explicitly requiring setting the redraw flag, vxfw can prevent excessive redraws for events
47 /// which don't change state (ie mouse motion, unhandled key events, etc)
48 fn typeErasedDrawFn(ptr: *anyopaque, ctx: vxfw.DrawContext) std.mem.Allocator.Error!vxfw.Surface {
49 const self: *Model = @ptrCast(@alignCast(ptr));
50 // The DrawContext is inspired from Flutter. Each widget will receive a minimum and maximum
51 // constraint. The minimum constraint will always be set, even if it is set to 0x0. The
52 // maximum constraint can have null width and/or height - meaning there is no constraint in
53 // that direction and the widget should take up as much space as it needs. By calling size()
54 // on the max, we assert that it has some constrained size. This is *always* the case for
55 // the root widget - the maximum size will always be the size of the terminal screen.
56 const max_size = ctx.max.size();
57
58 // The DrawContext also contains an arena allocator that can be used for each frame. The
59 // lifetime of this allocation is until the next time we draw a frame. This is useful for
60 // temporary allocations such as the one below: we have an integer we want to print as text.
61 // We can safely allocate this with the ctx arena since we only need it for this frame.
62 if (self.count > 0) {
63 self.button.label = try std.fmt.allocPrint(ctx.arena, "Clicks: {d}", .{self.count});
64 } else {
65 self.button.label = "Click me!";
66 }
67
68 // Each widget returns a Surface from it's draw function. A Surface contains the rectangular
69 // area of the widget, as well as some information about the surface or widget: can we focus
70 // it? does it handle the mouse?
71 //
72 // It DOES NOT contain the location it should be within it's parent. Only the parent can set
73 // this via a SubSurface. Here, we will return a Surface for the root widget (Model), which
74 // has two SubSurfaces: one for the text and one for the button. A SubSurface is a Surface
75 // with an offset and a z-index - the offset can be negative. This lets a parent draw a
76 // child and place it within itself
77 const button_child: vxfw.SubSurface = .{
78 .origin = .{ .row = 0, .col = 0 },
79 .surface = try self.button.draw(ctx.withConstraints(
80 ctx.min,
81 // Here we explicitly set a new maximum size constraint for the Button. A Button will
82 // expand to fill it's area and must have some hard limit in the maximum constraint
83 .{ .width = 16, .height = 3 },
84 )),
85 };
86
87 // We also can use our arena to allocate the slice for our SubSurfaces. This slice only
88 // needs to live until the next frame, making this safe.
89 const children = try ctx.arena.alloc(vxfw.SubSurface, 1);
90 children[0] = button_child;
91
92 return .{
93 // A Surface must have a size. Our root widget is the size of the screen
94 .size = max_size,
95 .widget = self.widget(),
96 // We didn't actually need to draw anything for the root. In this case, we can set
97 // buffer to a zero length slice. If this slice is *not zero length*, the runtime will
98 // assert that it's length is equal to the size.width * size.height.
99 .buffer = &.{},
100 .children = children,
101 };
102 }
103
104 /// The onClick callback for our button. This is also called if we press enter while the button
105 /// has focus
106 fn onClick(maybe_ptr: ?*anyopaque, ctx: *vxfw.EventContext) anyerror!void {
107 const ptr = maybe_ptr orelse return;
108 const self: *Model = @ptrCast(@alignCast(ptr));
109 self.count +|= 1;
110 return ctx.consumeAndRedraw();
111 }
112};
113
114pub fn main() !void {
115 var gpa = std.heap.GeneralPurposeAllocator(.{}){};
116 defer _ = gpa.deinit();
117
118 const allocator = gpa.allocator();
119
120 var app = try vxfw.App.init(allocator);
121 defer app.deinit();
122
123 // We heap allocate our model because we will require a stable pointer to it in our Button
124 // widget
125 const model = try allocator.create(Model);
126 defer allocator.destroy(model);
127
128 // Set the initial state of our button
129 model.* = .{
130 .count = 0,
131 .button = .{
132 .label = "Click me!",
133 .onClick = Model.onClick,
134 .userdata = model,
135 },
136 };
137
138 try app.run(model.widget(), .{});
139}