doc(Elements): update and stateful Element implementations
55
Elements.md
55
Elements.md
@@ -8,7 +8,7 @@ Currently the only library provided `Element` implementation is the `Scrollable`
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Contents that is scrollable should be done *virtually* through the contents of the `Container`. This means each container contents implements scrolling for itself if required. Provided with a minimal size option the corresponding container becomes scrollable if the actual containing `Container` is too small to hold the minimal size. Otherwise the `Container` is not scrollable (as it is not necessary). With this the `Container` is dynamically scrollable if necessary (i.e. if the screen size changes, etc.).
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Known issues:
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**Known issues:**
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- The scrolling input action would then also be implemented by the user, but how given that some if the user input is already handled (i.e. scrolling with the mouse).
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- *To be implemented:* Automatic rendering of a scrollbar (vertical and/or horizontal - according to the container size and the virtual size).
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@@ -20,39 +20,62 @@ The following snippet shows a template for an `Element` implementation:
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```zig
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/// This is an empty template implementation for an `Element` type.
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pub fn Template(Event: type) type {
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return packed struct {
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pub fn element(this: *@This()) Element(Event) {
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pub fn Template(Model: type, Event: type) type {
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// *Model* should be `App.Model`
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// *Event* should be `App.Event`
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return struct {
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pub fn element(this: *@This()) App.Element {
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return .{
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.ptr = this,
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.vtable = &.{
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.resize = resize,
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.reposition = reposition,
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.handle = handle,
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.content = content,
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},
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};
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}
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fn handle(ctx: *anyopaque, event: Event) !void {
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fn resize(ctx: *anyopaque, size: Point) void {
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const this: *@This() = @ptrCast(@alignCast(ctx));
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_ = this;
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_ = size;
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}
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fn reposition(ctx: *anyopaque, origin: Point) void {
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const this: *@This() = @ptrCast(@alignCast(ctx));
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_ = this;
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_ = origin;
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}
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fn handle(ctx: *anyopaque, model: *Model, event: Event) !void {
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const this: *@This() = @ptrCast(@alignCast(ctx));
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_ = this;
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_ = model;
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switch (event) {
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else => {},
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}
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}
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fn content(ctx: *anyopaque, cells: []Cell, size: Size) !void {
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fn content(ctx: *anyopaque, model: *const Model, cells: []Cell, size: Size) !void {
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const this: *@This() = @ptrCast(@alignCast(ctx));
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std.debug.assert(cells.len == @as(usize, size.cols) * @as(usize, size.rows));
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std.debug.assert(cells.len == @as(usize, size.x) * @as(usize, size.y));
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_ = this;
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_ = model;
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}
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};
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}
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```
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For an example implementations of `Element` types, please refer to [examples](Examples.md).
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> [!TIP]
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> For example implementations of `Element` types, please refer to [examples](Examples.md).
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### Tips
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Only provide function callbacks for the `Element` implementation if the callback is necessary for the functionality, otherwise do not provide a callback function in the *vtable* when creating an `Element` instance of the implementation.
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The `element` initializer function should be the only public function of the `Element` implementation, as the cast of the `*anyopaque` pointer will provide you will an instance of the specific implementation, giving you access to the private functions, members, etc. anyway.
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The documentation contains tips about how to implement corresponding event loops or how to design own `Element`s. And also on how to test accordingly and use the library itself for examples on how to design the test cases.
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### User specific event handling and content rendering
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@@ -61,3 +84,19 @@ For interactions controlled by the user each container can use an `Element` inte
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Composing multiple `Element`s currently requires the implementation of a wrapper which contains the `Element`s that need to be handled (should work pretty well for stateless `Element`s). Such *stateless* `Element`s may be provided by this library.
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### Stateful `Element`s
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You can capture state in two different places:
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1. On a per `Element` instance basis through *member* variables of a given instance.
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2. In the `Model` that is shared accross the entire application.
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State using the first idea should be keept at a minimum and used if they are specific to only that `Element` implementation and no others in your application.
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State that shall be shared between other `Element`s in your application should propagate their state to the `Model`.
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> [!WARN]
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> However keep in might that this might cause side-effects (i.e. having the same `Element` implementation instanciated multiple times in the same `Container` tree, might cause the `handle` callback to be called multiple times in a single event loop iteration).
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> [!INFO]
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> This exact seperatation is also used in android app development using [Jetpack compose](https://developer.android.com/compose). Common patterns, best practices, etc. may also apply for *zterm*.
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