DOCS: Refine and add documentation for libwidget.c

This commit is contained in:
boreddevnl
2026-04-03 11:52:06 +02:00
parent f402e5e4f0
commit 69847adee6
9 changed files with 141 additions and 24 deletions

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@@ -10,7 +10,7 @@ This guide explains how to write a new "Hello World" application locally, compil
> [!TIP]
> **Looking for working code?** Check out the [Examples Directory](examples/README.md) for full source code demonstrating basic CLI, Windows, Animations, and TCP Networking.
## 📝 Step 1: Write the C Source
## Step 1: Write the C Source
Applications reside entirely in the `src/userland/` directory. Create a new file, for example, `src/userland/gui/hello.c`.
@@ -52,7 +52,7 @@ int main(void) {
}
```
## ⚙️ Step 2: Edit the Makefile
## Step 2: Edit the Makefile
Now you need to tell the build system to compile `hello.c`. Fortunately, the `src/userland/Makefile` is designed to detect new C files largely automatically!
@@ -64,7 +64,7 @@ Now you need to tell the build system to compile `hello.c`. Fortunately, the `sr
Since you placed the file in `gui/hello.c`, the wildcard logic will pick it up automatically.
3. The Makefile will generate `bin/hello.elf` during the build phase.
## 📦 Step 3: Bundle it into the OS
## Step 3: Bundle it into the OS
The main overarching `Makefile` (in the project root) takes binaries from `src/userland/bin/*.elf` and places them into the `iso_root/bin/` directory, while also adding them to `limine.conf` as loadable boot modules.
@@ -77,7 +77,7 @@ The main overarching `Makefile` (in the project root) takes binaries from `src/u
make clean && make run
```
## 🚀 Step 4: Run it inside BoredOS
## Step 4: Run it inside BoredOS
1. When BoredOS boots, launch the **Terminal** application.
2. The OS automatically maps built applications to standard shell commands. Simply type your application's filename (without the `.elf` extension).

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@@ -7,9 +7,11 @@
BoredOS provides a custom `libc` implementation necessary for writing userland applications (`.elf` binaries). By avoiding a full-blown standard library like `glibc`, the OS ensures a minimal executable footprint tailored strictly to the existing kernel features.
All headers are located in `src/userland/libc/`.
All headers are located in `src/userland/libc/` (standard functions) and `src/wm/` (UI and widgets).
- `libui.h`: Core window and drawing API.
- `libwidget.h`: High-level UI components.
## 📚 Standard Library (`stdlib.h` & `string.h`)
## Standard Library (`stdlib.h` & `string.h`)
The standard library wrappers provide memory management, string manipulation, and basic IO formatting without needing direct syscalls.
@@ -45,7 +47,7 @@ The standard library wrappers provide memory management, string manipulation, an
---
## ⚙️ System Calls (`syscall.h`)
## System Calls (`syscall.h`)
For advanced operations, `syscall.h` provides direct wrappers into the kernel.
@@ -108,7 +110,7 @@ BoredOS includes lwIP for hardware TCP/UDP networking.
---
## 📑 Core Data Structures
## Core Data Structures
### `os_info_t`
Contains detailed build and version information about the OS.

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@@ -7,7 +7,7 @@
The UI library (`libui.h`) is the sole mechanism for Graphical Userland Applications to draw to the screen and receive input events in BoredOS. It wraps `SYS_GUI` kernel calls.
## 🪟 Window Management
## Window Management
A "Window" is a reserved drawing canvas managed by the compositor.
@@ -21,7 +21,7 @@ A "Window" is a reserved drawing canvas managed by the compositor.
* `void ui_get_screen_size(uint64_t *out_w, uint64_t *out_h);`
Query the global screen resolution of the display.
## 🎨 Drawing Primitives
## Drawing Primitives
All drawing functions write to an off-screen buffer associated with the window. **You must call `ui_mark_dirty()` to instruct the compositor to push your changes to the physical screen.**
@@ -38,7 +38,7 @@ All drawing functions write to an off-screen buffer associated with the window.
> Colors are defined as 32-bit unsigned integers in **ARGB** format: `0xAARRGGBB`.
> E.g., `0xFF000000` is opaque black, `0xFFFF0000` is opaque red.
## 🔤 Text Rendering
## Text Rendering
BoredOS provides multiple text rendering methodologies, including a default system font and scaled/bitmap alternatives.
@@ -60,7 +60,7 @@ Used for calculating layout bounds before drawing:
* `uint32_t ui_get_string_width_scaled(const char *str, float scale);`
* `uint32_t ui_get_font_height_scaled(float scale);`
## 🔄 Event Handling
## Event Handling
Applications must continuously poll for events inside an infinite `$while(1)` loop.
@@ -103,3 +103,9 @@ typedef struct {
*(Note: Coordinate arguments (`arg1`, `arg2`) for mouse events are typically relative to the top-left corner of the window's client area).*
---
> [!TIP]
> **Looking for Buttons, TextBoxes, or Scrollbars?**
> While `libui.h` provides the foundation for drawing, most applications should use the higher-level [**Widget API**](widget_api.md) (`libwidget.h`) for standard interactive components.
---

108
docs/appdev/widget_api.md Normal file
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@@ -0,0 +1,108 @@
<div align="center">
<h1>Widget API (<code>libwidget.h</code>)</h1>
<p><em>High-level UI components for BoredOS applications.</em></p>
</div>
---
The Widget library (`libwidget.h`) provides a set of reusable UI components built on top of `libui.h`. It uses an abstract `widget_context_t` to decouple component logic from specific drawing implementations, making it easier to build complex graphical interfaces.
## Widget Context
To use any widget, you must first define a `widget_context_t`. This structure contains function pointers for basic drawing operations (rects, strings) and theme preferences.
```c
typedef struct {
void *user_data;
void (*draw_rect)(void *user_data, int x, int y, int w, int h, uint32_t color);
void (*draw_rounded_rect_filled)(void *user_data, int x, int y, int w, int h, int r, uint32_t color);
void (*draw_string)(void *user_data, int x, int y, const char *str, uint32_t color);
int (*measure_string_width)(void *user_data, const char *str);
void (*mark_dirty)(void *user_data, int x, int y, int w, int h);
bool use_light_theme;
} widget_context_t;
```
> [!TIP]
> Usually, `user_data` is set to your `ui_window_t` handle, and the functions are simple wrappers around `ui_draw_rect`, `ui_draw_string`, etc.
---
## Button (`widget_button_t`)
Standard interactive button with hover and click states.
* `void widget_button_init(widget_button_t *btn, int x, int y, int w, int h, const char *text);`
* `void widget_button_draw(widget_context_t *ctx, widget_button_t *btn);`
* `bool widget_button_handle_mouse(widget_button_t *btn, int mx, int my, bool mouse_down, bool mouse_clicked, void *user_data);`
### Usage Example:
```c
widget_button_t my_btn;
widget_button_init(&my_btn, 10, 10, 80, 25, "Click Me");
my_btn.on_click = my_callback_func;
// In your event loop:
widget_button_handle_mouse(&my_btn, ev.arg1, ev.arg2, is_down, is_clicked, my_data);
```
---
## Scrollbar (`widget_scrollbar_t`)
Vertical scrollbar supporting dragging and track-paging.
* `void widget_scrollbar_init(widget_scrollbar_t *sb, int x, int y, int w, int h);`
* `void widget_scrollbar_update(widget_scrollbar_t *sb, int content_height, int scroll_y);`
* `void widget_scrollbar_draw(widget_context_t *ctx, widget_scrollbar_t *sb);`
* `bool widget_scrollbar_handle_mouse(widget_scrollbar_t *sb, int mx, int my, bool mouse_down, void *user_data);`
> [!NOTE]
> The scrollbar automatically calculates the "thumb" size based on the ratio of `h` to `content_height`.
---
## TextBox (`widget_textbox_t`)
Editable text field with focus support and keyboard handling.
* `void widget_textbox_init(widget_textbox_t *tb, int x, int y, int w, int h, char *buffer, int max_len);`
* `void widget_textbox_draw(widget_context_t *ctx, widget_textbox_t *tb);`
* `bool widget_textbox_handle_mouse(widget_textbox_t *tb, int mx, int my, bool mouse_clicked, void *user_data);`
* `bool widget_textbox_handle_key(widget_textbox_t *tb, char c, void *user_data);`
---
## Dropdown (`widget_dropdown_t`)
Selection menu for picking one item from a list.
* `void widget_dropdown_init(widget_dropdown_t *dd, int x, int y, int w, int h, const char **items, int count);`
* `void widget_dropdown_draw(widget_context_t *ctx, widget_dropdown_t *dd);`
* `bool widget_dropdown_handle_mouse(widget_dropdown_t *dd, int mx, int my, bool mouse_clicked, void *user_data);`
---
## Checkbox / Radio (`widget_checkbox_t`)
Toggleable options with support for circular "Radio" style or square "Checkbox" style.
* `void widget_checkbox_init(widget_checkbox_t *cb, int x, int y, int w, int h, const char *text, bool is_radio);`
* `void widget_checkbox_draw(widget_context_t *ctx, widget_checkbox_t *cb);`
* `bool widget_checkbox_handle_mouse(widget_checkbox_t *cb, int mx, int my, bool mouse_clicked, void *user_data);`
---
## Event Integration
Widgets are designed to be polled within your `libui` event loop. Most handle-mouse functions return `true` if the event was "consumed" by the widget, allowing you to stop further processing for that event.
```c
if (ui_get_event(win, &ev)) {
bool handled = false;
handled |= widget_button_handle_mouse(&btn, ev.arg1, ev.arg2, is_down, is_clicked, NULL);
if (!handled) {
// Handle global window events...
}
}
```