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#include "../../../Lib/r/vml_ui.r"

# demo_ui.r —— **第 4 层:最新 UI 接口**(`ui_*`)

# demo_ui.r -- **layer 4: the newest UI interface** (`ui_*`)

#

# 这一层和第 3 层(BGI)正好相反:

# This layer is the exact opposite of layer 3 (BGI):

#

#   · **没有固定分辨率**。画布多大由宿主给(`ui_scr_get_w()` / `ui_scr_get_h()`),

#   · **There is no fixed resolution**. The canvas size is given by the host (`ui_scr_get_w()` / `ui_scr_get_h()`),

#     程序按拿到的尺寸现排版 —— 手机上还有手柄区收放、横竖屏切换会让它变。

#     and the program lays itself out for the size it gets -- on a phone the collapsible gamepad area and screen rotation change it.

#   · **颜色是真彩**(`0xAARRGGBB`),不是 16 个索引色。

#   · **Colors are true color** (`0xAARRGGBB`), not 16 indexed colors.

#   · **有消息循环**。触摸、按键、定时器、窗口被关 / 被转屏都从 `ui_msg_fetch_wait` 出来,

#   · **There is a message loop**. Touch, keys, timers, the window being closed or rotated all come out of `ui_msg_fetch_wait`,

#     程序按返回值分派 —— 这是"能交互的程序"和"画完就死"的分水岭。

#     and the program dispatches on the return value -- the watershed between "an interactive program" and "draw then die".

#

# ## 这个 demo 演示什么

# ## What this demo shows

#

#   ① **开窗前先问屏幕方向**(`ui_scr_get_orientation()`)—— 程序据此决定排版。

#   ① **Ask the screen orientation before opening the window** (`ui_scr_get_orientation()`) -- the program lays out accordingly.

#      方向是**设备**的属性,别拿 `ui_scr_get_w() > ui_scr_get_h()` 去推(那是可用绘图区,

#      Orientation is a property of the **device**; do not infer it from `ui_scr_get_w() > ui_scr_get_h()` (that is the usable drawing area,

#      手柄收起/展开会变)。

#      which changes when the gamepad is collapsed or expanded).

#   ② 开窗 → 拿画布尺寸 → 按尺寸现排(**没有写死的坐标**)。

#   ② Open the window -> get the canvas size -> lay out for that size (**no hard-coded coordinates**).

#   ③ 画图元:矩形 / 圆角矩形 / 圆 / 椭圆 / 直线 / 文字,位置全部由 w/h 算出来。

#   ③ Draw primitives: rectangle / rounded rectangle / circle / ellipse / line / text, all positioned from w/h.

#   ④ `ui_2d_present()` 交帧 —— 它是"这一帧画完了"的唯一信号。

#   ④ `ui_2d_present()` hands over the frame -- it is the only signal that says "this frame is done".

#   ⑤ **消息循环**:定时器驱动重画、按键 / 触摸有响应、**有界退出**

#   ⑤ **A message loop**: the timer drives redraws, keys / touches respond, and the exit is **bounded**

#      (收够 N 帧 或 按任意键 / 点任意处)。

#      (after N frames, or on any key / tap).

#

# ## ⚠ 本前端的两条限制(决定了几处写法)

# ## ⚠ Two limitations of this frontend (they dictate a few of the choices here)

#

#   · **`cat` 只打印第一个实参** + **没有 `paste`** ⇒ 数字没法拼进字符串。

#   · **`cat` prints only the first argument** + **there is no `paste`** => numbers cannot be joined into a string.

#     所以计数器**不画数字**,画**长度随计数增长的条**;收尾的统计行

#     So the counters **do not draw digits** but a **bar whose length grows with the count**; the closing statistics line

#     用「一次一个实参」的 `cat` 逐步打(`cat("x=")` 然后 `cat(x)`)。

#     is printed step by step with a "one argument per call" `cat` (`cat("x=")` then `cat(x)`).

#   · 颜色写**负数十进制**(`catch.r` 的规矩,与 `0xAARRGGBB` 同值):

#   · Colors are written as **negative decimals** (the rule from `catch.r`, equal to `0xAARRGGBB`):

#     `0xFF101018` = `-15724520`。

#   · R 的向量是 **1 基**的,循环也别写 `for (i in 1:4)`(`:` 会被解析成 `CALL func_:`

#   · R vectors are **1-based**, and loops must not use `for (i in 1:4)` either (`:` is parsed into `CALL func_:`

#     而链接期报未定义)—— 本份一律用 `while`。

#     and link time reports it as undefined) -- this file always uses `while`.

#   · 好消息:`break` 在本前端**是好的**(实测 `while` 里嵌 `if` 再 `break` 正常退出)。

#   · Good news: `break` **works** on this frontend (measured: an `if` with a `break` inside a `while` exits properly).

#

# 跑法:

# How to run:

#   手机    vml run examples/r/demo_ui.r

#   phone    vml run examples/r/demo_ui.r

#   桌面    vmlcli Examples/r/demo_ui.r --screen 640x480 --frames /tmp/fr

#   desktop  vmlcli Examples/r/demo_ui.r --screen 640x480 --frames /tmp/fr

#   喂输入  … --input 脚本(一行一条,如 `200 touchdown 300 200` / `150 keydown 13`)

#   input    ... --input <script> (one per line, e.g. `200 touchdown 300 200` / `150 keydown 13`)


c_bg <- -15724520        # 0xFF101018

c_panel <- -15066588     # 0xFF1A1A24

c_title <- -1513232      # 0xFFE8E8F0

c_ok <- -11409298        # 0xFF51E86E

c_dim <- -6643536        # 0xFF9AA0B0

c_blue <- -11890471      # 0xFF4A90D9

c_orange <- -2069424     # 0xFFE06C50

c_gold <- -2509750       # 0xFFD9B44A

c_green <- -11483016     # 0xFF50C878

c_mark <- -8096          # 0xFFFFE060


lang <- ui_scr_get_language()

# ── ① 开窗**之前**就问方向:程序据此决定排版 ──

# -- ① Ask the orientation **before** opening the window: the program lays out accordingly --

orient <- ui_scr_get_orientation()

# 开窗:尺寸传 0 ⇒ **交给宿主用真实可用区**。开窗**之前** `ui_scr_get_w/h` 只能估算,而估算与

# Open the window: pass size 0 ⇒ **the host uses the real available area**. **Before** the open,

# 实际总有出入(这就是"内容偏上"的根因)⇒ 所以尺寸改在**开窗之后**问(那时才是真实画布)。

# `ui_scr_get_w/h` can only estimate and the estimate differs from reality (exactly why the content sat high) ⇒ the size is now queried **after** the open, when it is the real canvas.

ui_win_open("demo_ui (R)", 0, 0)
ui_scr_set_keep_on(1)

# 尺寸:开窗之后再问一次(拿不到就退到竖屏默认值)

# Size: re-queried after the open (falling back to the portrait default if unavailable)

w <- ui_scr_get_w()
h <- ui_scr_get_h()
if (w <= 0) {
  w <- 360
}
if (h <= 0) {
  h <- 620
}

# 内容整块**在画布内垂直居中**(用户 2026-10-07 报的「很多程序文字没居中、很靠上」):

# 这一份的控件是**从 y=12 往下逐项堆**的:最后一项(8 格真彩色带)落在 y=384..398,下面那行

# "触摸"文字在 y=396 ⇒ 整块从标题字形顶(≈ 0)到最后约 399 ⇒ 按 **400** 算。

# 下面每一条 y 都加 `gy`(`h` 是**画布**高)。⚠ 下限保 0:画布特别矮时别把内容推出上边缘。

# ⚠ 最后两行(`h - 60` / `h - 36`)是**钉在底部的**,不动 —— 与样板 `c/ui/demo_ui.c` 的

#   `SH - 44` / `SH - 24` 同理;触摸标记画在**用户自己点的那个坐标**上,更不能加偏移。

# Center the whole block vertically (user report, 2026-10-07): the widgets are stacked downward from

# y=12 and the last item (the 8-cell band) sits at y=384..398 with the "touches" row at y=396, so the

# block runs from the title's ascender (~0) to ~399 => use **400**. Every y below is offset by `gy`

# (`h` is the **canvas** height); clamp at 0 so a short canvas cannot push the content off the top.

# The two footer rows (`h - 60` / `h - 36`) stay pinned to the bottom (same idea as `SH - 44` /

# `SH - 24` in the `c/ui/demo_ui.c` model), and the touch marker uses the user's own tap coordinates.

gy <- (h - 400) / 2
if (gy < 0) {
  gy <- 0
}

# 定时器:每 60ms 一拍,驱动重画(也是"没输入也能自己停"的那个节拍源)

# Timer: one tick every 60ms, driving redraws (also the tick source that lets it stop on its own with no input)

tid <- ui_timer_set(60, 1)

frames <- 0
keys <- 0
touches <- 0
tx <- 0 - 1          # 最近一次触摸/点击的位置(没点过就是 -1)

# Most recent touch/click position (-1 if never touched)

ty <- 0
done <- 0

# ── ⑤ 消息循环:定时器驱动重画,有界退出 ──

# -- ⑤ Message loop: the timer drives redraws, the exit is bounded --

while (ui_win_is_closed() == 0) {
  if (done != 0) {
    break
  }

  t <- ui_msg_fetch_wait(0)      # 阻塞等一条(有定时器在 ⇒ 一定会返回)

  # Block for one message (a timer is running => it always returns)


  if (t == 9) {
    frames <- frames + 1
  }
  if (t == 1) {
    keys <- keys + 1
    done <- 1              # ← 有界:收到键就退

    # <- Bounded: exit on a key press

  }
  if (t == 6) {
    touches <- touches + 1
    tx <- ui_msg_get_a()       # A = x

    ty <- ui_msg_get_b()       # B = y

    done <- 1              # ← 有界:点到就退

    # <- Bounded: exit on a tap

  }
  if (t == 4) {
    touches <- touches + 1
    tx <- ui_msg_get_a()
    ty <- ui_msg_get_b()
    done <- 1
  }
  if (t == 10) {
    break                  # 用户把窗口关了

    # The user closed the window

  }

  # ── 画这一帧(每个位置都由 w / h 现算,没有写死的坐标)──

  # -- Draw this frame (every position is computed from w / h; no hard-coded coordinates) --

  pad <- w / 16
  cx <- w / 2

  ui_2d_clear(c_bg)

  if (lang == 0) ui_2d_text(cx, gy + 12, "UI 接口 / demo_ui (R)", c_title, 16, VML_ANCHOR_CENTER) else ui_2d_text(cx, gy + 12, "UI interface / demo_ui (R)", c_title, 16, VML_ANCHOR_CENTER)
  if (orient == 1) {
    if (lang == 0) ui_2d_text(cx, gy + 36, "屏幕方向 = 横屏 (LANDSCAPE)", c_ok, 13, VML_ANCHOR_CENTER) else ui_2d_text(cx, gy + 36, "Orientation = LANDSCAPE", c_ok, 13, VML_ANCHOR_CENTER)
  }
  if (orient != 1) {
    if (lang == 0) ui_2d_text(cx, gy + 36, "屏幕方向 = 竖屏 (PORTRAIT)", c_ok, 13, VML_ANCHOR_CENTER) else ui_2d_text(cx, gy + 36, "Orientation = PORTRAIT", c_ok, 13, VML_ANCHOR_CENTER)
  }
  if (lang == 0) ui_2d_text(cx, gy + 56, "画布按宿主给的尺寸现排", c_dim, 12, VML_ANCHOR_CENTER) else ui_2d_text(cx, gy + 56, "Canvas laid out from the host size", c_dim, 12, VML_ANCHOR_CENTER)

  # 一个跟随尺寸的方框(转屏后它会跟着变宽变矮 —— 这就是"不写死坐标"的证明)

  # A box that follows the size (after rotating it becomes wider and shorter -- proof of "no hard-coded coordinates")

  ui_2d_rect(pad, gy + 76, w - pad * 2, 84, c_panel, 1, 0, 10)
  ui_2d_rect(pad + 6, gy + 82, w - pad * 2 - 12, 28, c_blue, 1, 0, 6)
  if (lang == 0) ui_2d_text(pad + 16, gy + 88, "rect / 圆角矩形(随屏宽伸缩)", c_bg, 12, VML_ANCHOR_LEFT) else ui_2d_text(pad + 16, gy + 88, "rect / rounded rect (follows width)", c_bg, 12, VML_ANCHOR_LEFT)

  # 圆 / 椭圆 / 直线:三个基本形

  # Circle / ellipse / line: the three basic shapes

  ui_2d_circle(cx - w / 6, gy + 200, w / 12, c_orange, 1, 0)
  ui_2d_ellipse(cx + w / 6, gy + 200, w / 9, w / 18, c_gold, 1, 0)
  ui_2d_line(pad, gy + 250, w - pad, gy + 250, c_green, 3)

  # 一条 8 格真彩色带(这些是 RGB,不是调色板索引)

  # An 8-cell true-color band (these are RGB, not palette indexes)

  bw <- (w - pad * 2) / 8
  i <- 0
  while (i < 8) {
    c <- c_blue
    if (i %% 2 == 1) {
      c <- c_orange
    }
    ui_2d_rect(pad + i * bw, gy + 266, bw - 2, 18, c, 1, 0, 2)
    i <- i + 1
  }
  if (lang == 0) ui_2d_text(cx, gy + 296, "真彩 0xAARRGGBB(不是索引色)", c_dim, 12, VML_ANCHOR_CENTER) else ui_2d_text(cx, gy + 296, "true color 0xAARRGGBB (not indexed)", c_dim, 12, VML_ANCHOR_CENTER)

  # 事件计数:不画数字,画**长度随计数增长的条**(数字转不进字符串,见文件头)

  # Event counts: no digits are drawn, but a **bar whose length grows with the count** (digits cannot be joined into a string, see the file header)

  if (lang == 0) ui_2d_text(pad, gy + 336, "帧", c_dim, 12, VML_ANCHOR_LEFT) else ui_2d_text(pad, gy + 336, "frames", c_dim, 12, VML_ANCHOR_LEFT)
  bw2 <- frames * 6
  if (bw2 > w - pad * 2 - 40) {
    bw2 <- w - pad * 2 - 40
  }
  ui_2d_rect(pad + 40, gy + 324, bw2, 14, c_blue, 1, 0, 3)

  if (lang == 0) ui_2d_text(pad, gy + 366, "按键", c_dim, 12, VML_ANCHOR_LEFT) else ui_2d_text(pad, gy + 366, "keys", c_dim, 12, VML_ANCHOR_LEFT)
  bw3 <- keys * 30
  if (bw3 > w - pad * 2 - 60) {
    bw3 <- w - pad * 2 - 60
  }
  ui_2d_rect(pad + 60, gy + 354, bw3, 14, c_orange, 1, 0, 3)

  if (lang == 0) ui_2d_text(pad, gy + 396, "触摸", c_dim, 12, VML_ANCHOR_LEFT) else ui_2d_text(pad, gy + 396, "touches", c_dim, 12, VML_ANCHOR_LEFT)
  bw4 <- touches * 30
  if (bw4 > w - pad * 2 - 60) {
    bw4 <- w - pad * 2 - 60
  }
  ui_2d_rect(pad + 60, gy + 384, bw4, 14, c_gold, 1, 0, 3)

  # 触摸标记:点哪儿就在哪儿留一个圈(证明坐标真的能用)

  # Touch marker: a circle is left wherever you tap (proving the coordinates really work)

  if (tx >= 0) {
    ui_2d_circle(tx, ty, 18, c_mark, 0, 2)
    ui_2d_circle(tx, ty, 4, c_mark, 1, 0)
    if (lang == 0) ui_2d_text(cx, h - 60, "触摸坐标已经用上了", c_mark, 12, VML_ANCHOR_CENTER) else ui_2d_text(cx, h - 60, "touch coordinates in use", c_mark, 12, VML_ANCHOR_CENTER)
  }
  if (tx < 0) {
    if (lang == 0) ui_2d_text(cx, h - 60, "点一下屏幕 / 按任意键退出", c_dim, 12, VML_ANCHOR_CENTER) else ui_2d_text(cx, h - 60, "Tap anywhere / any key to exit", c_dim, 12, VML_ANCHOR_CENTER)
  }

  if (lang == 0) ui_2d_text(cx, h - 36, "退出:按任意键或点任意处(或等 N 帧到点)", c_dim, 12, VML_ANCHOR_CENTER) else ui_2d_text(cx, h - 36, "Exit: any key or any tap (or wait for N frames)", c_dim, 12, VML_ANCHOR_CENTER)

  ui_2d_present()

  if (frames >= 30) {
    done <- 1              # ← 有界:到点自己停

    # <- Bounded: it stops by itself once the frame count is reached

  }
}

# ── 收尾:定时器要杀,屏幕常亮要还回去 ──

# -- Wrap-up: kill the timer and give back keep-screen-on --

ui_timer_kill(tid)
ui_scr_set_keep_on(0)
ui_win_close()

# 给无头验证留几行**确定性**的判据(图形部分只能肉眼看,这几个数能自动比)

# A few **deterministic** checks are left for headless verification (the graphics can only be eyeballed; these numbers can be compared automatically)

cat("demo_ui: orient=")
cat(orient)
cat("\n")
cat("demo_ui: canvas=")
cat(w)
cat(" x ")
cat(h)
cat("\n")
cat("demo_ui: frames=")
cat(frames)
cat(" keys=")
cat(keys)
cat(" touches=")
cat(touches)
cat("\n")
cat("demo_ui: done\n")