updated v0.0.9 docs
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@@ -6,37 +6,47 @@ slug: /
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OSUI is a powerful TUI library, what makes it special is it's design and features, it allows for both customization and easy of use.
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### Setup
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First, you need to install osui to a already existing [rust cargo](https://doc.rust-lang.org/cargo/getting-started/index.html) project, then in your project directory run:
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```bash
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cargo add osui
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```
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## Hello World App
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To make a hello world app in OSUI simply write this
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```rust src/main.rs
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use osui::Screen;
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use osui::prelude::*;
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fn main() -> std::io::Result<()> {
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let mut screen = Screen::new();
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screen.draw(format!("Hello, World!"));
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let screen = Screen::new();
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rsx! {
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"Hello, World"
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}
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.draw(&screen);
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screen.run()
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}
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```
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## Hello World App With Velocity
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The text will move from left to right with a velocity of `100`
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```rust src/main.rs
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use osui::{Screen, extensions::velocity::{VelocityExtension, Velocity}};
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use osui::prelude::*;
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fn main() -> std::io::Result<()> {
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let mut screen = Screen::new();
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let screen = Screen::new();
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screen.extension(VelocityExtension);
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screen
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.draw(format!("Hello, World!"))
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.component(Velocity(100, 0)); // Velocity(x, y)
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rsx! {
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@Velocity(100, 0);
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@Transform::new();
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"Hello, World"
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}
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.draw(&screen);
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screen.run()
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}
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@@ -2,26 +2,34 @@
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title: Screen
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slug: /screen
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---
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`Screen` is a OSUI structure that allows the program to use osui elements and it's extensions.
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<img src="/img/diagrams/screen.png" alt="Diagram" width="600"/>
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### `Screen::new()`
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### `Screen::new() -> Arc<Screen>`
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Creates a new `Screen` structure with empty widgets and extensions.
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### `draw(&mut self, element: E) -> &Arc<Widget>`
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### `draw(self: &Arc<Self>, element: FnMut() -> WidgetLoad) -> Arc<Widget>`
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Adds a element to the widgets array and returns the widget for extra parameters.
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### `extension(&mut self, ext: E)`
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Adds a extension to the extensions array.
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### `extension(&mut self, ext: Extension)`
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Implements a extension to the screen.
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### `run(&mut self) -> std::io::Result<()>`
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Runs the app with the elements and extension provided.
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Runs the app.
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### `render(&self) -> std::io::Result<()>`
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> :::warning
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> Do not run this function if you don't know what you're doing, this function may cause a mutex deadlock.
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### `render_extension(&self, wi: Arc<Widget>) -> std::io::Result<()>`
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> :::warning
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> Do not run this function if you don't know what you're doing, this function may cause a mutex deadlock.
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> Do not call this function if you don't know what you're doing, this function may cause a mutex deadlock.
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### `pub fn draw_box(self: &Arc<Self>, element: Box<dyn FnMut() -> WidgetLoad + Send + Sync>) -> Arc<Widget>`
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Adds a element to the widgets array and returns the widget for extra parameters.
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> :::info
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> This function is useful in special scenarios.
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@@ -5,12 +5,16 @@ slug: /extensions
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OSUI Extensions are a practical way to extend the possibilities with OSUI, Extensions allow for there to be a specific use or functionality that may otherwise be bloat or the opposite behavior of the use case.
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### `screen.extension(&mut self, ext: E)`
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### `screen.extension(&mut self, ext: Extension)`
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You likely noticed that we used this function in the [Hello World App With Velocity](/docs/next/#hello-world-app-with-velocity) example, this function simply allows for structures implementing [Extension](/docs/next/extensions#trait-extension) to be included in the program.
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## Trait `Extension`
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### `init(&self, _widgets: &Vec<Arc<Widget>>)`
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### `init(&mut self, _screen: Arc<Screen>)`
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Runs right after the Transform component is applied to every widget.
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### `render(&self, _widget: &Arc<Widget>)`
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### `render(&mut self, _scope: &mut RenderScope, _widget: &Arc<Widget>)`
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Runs right before the `Element::render` is called.
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@@ -0,0 +1,72 @@
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---
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title: Rsx
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slug: /rsx
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---
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`Rsx` is a declarative way to define the UI in OSUI, it allows the user to define patterns and can use them later in the code.
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## Macro `rsx!` Example
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```rust
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use osui::prelude::*;
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fn main() -> std::io::Result<()> {
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let screen = Screen::new();
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rsx! {
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"Hello, World"
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}
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.draw(&screen);
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screen.run()
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}
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```
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## Raw `Rsx` Example
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```rust
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use osui::prelude::*;
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fn main() -> std::io::Result<()> {
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let screen = Screen::new();
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Rsx(vec![RsxElement::Element(
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Box::new(|| WidgetLoad::new(format!("Hello, World"))),
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vec![],
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Rsx(vec![]),
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)])
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.draw(&screen);
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screen.run()
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}
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```
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## `rsx!`
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A macro that defines and returns a `Rsx`, `rsx!` defines it in a clean and readable way.
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### `%dependency @component $path {}`
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Draws a `Element` from the `$path`, and applies `%dependency` and `@component`
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### `%dependency @component "<string>"`
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Draws a `String` using `format!`, and applies `%dependency` and `@component`
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## Raw `Rsx`
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The raw `Rsx` struct is a tuple-like which contains a `Vec<RsxElement>`, the elements can be defined directly in the `Vec` or using the `create_element` function
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### `draw(self, screen: &Arc<Screen>)`
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Draws the rsx to the provided screen.
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### `draw_parent(self, screen: &Arc<Screen>, parent: Option<Arc<Widget>>)`
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Draws the rsx to the provided screen with a parent option if the rsx is a child of a widget.
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### `create_element(&mut self, load: FnMut() -> WidgetLoad, dependencies: Vec<Box<dyn DependencyHandler>>, children: Rsx)`
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### `expand(&mut self, other: &mut Rsx)`
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Expands the current rsx at the current position with the other `Rsx`
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@@ -0,0 +1,64 @@
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---
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title: State Management
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slug: /state
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---
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OSUI has builtin state management, the `State<T>` type is easy to use. A `State<T>` makes dependencies reload if the state is updated.
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## Example
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A counter app that increments every 100 milliseconds
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```rust src/main.rs
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use osui::prelude::*;
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fn main() -> std::io::Result<()> {
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let screen = Screen::new();
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let count = use_state(0);
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rsx! {
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%count // Dependency of count
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"Count: {count}"
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}
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.draw(&screen);
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std::thread::spawn(move || loop {
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**count.get() += 1;
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std::thread::sleep(std::time::Duration::from_millis(100));
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});
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screen.run()
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}
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```
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## `use_state<T>(v: T) -> State<T>`
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Returns a State of T with the specified default value.
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## `State<T>`
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A smart pointer that is wrapped around a `Arc<Mutex<T>>` and manages the state of the holding value, any changes will result in the dependencies reloading, making a smart and efficient approach instead of reloading the whole thing.
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### `get(&self) -> MutexGuard<'_, Inner<T>>`
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Gets a lock on the state for read/write access.
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### `set(&self, v: T)`
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Sets the value and marks it as updated.
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### `update(&self)`
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Marks the state as updated.
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## Trait `DependencyHandler`
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The `DependencyHandler` trait is a state management trait that will reload dependencies if the values are true
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### `fn add(&self)`
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Called when a dependency is added, for incrementing a dependency counter.
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### `check(&self) -> bool`
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Should return if the dependencies need to reload, if `true` the dependencies will reload, called after render.
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