trueno/src/ui/ui.jai

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GR :: #import "GetRect_LeftHanded"()(Type_Indicator = Ui_Type_Indicator);
Input :: #import "Input";
#load "component_themes.jai";
#load "autoedit.jai";
// vw is 1/100 of view width
vw : float;
// vh is 1/100 of view height
vh : float;
// These are for making minimum widths and heights.
// nvh is 1/100 of 1080;
nvh : float : 1080 / 100;
// nvw is 1/100 of 1920;
nvw : float : 1920 / 100;
ui_w :: (normal_w : int, min_w: int) -> float {
min_width := min_w * nvw;
normal_width := normal_w * vw;
if min_width > normal_width then return min_width;
return normal_width;
}
ui_h :: (normal_h : int, min_h: int) -> float {
min_height := min_h * nvh;
normal_height := normal_h * vh;
if min_height > normal_height then return min_height;
return normal_height;
}
default_texture : *Ui_Texture = null;
Ui_Font_Glyph :: struct {
advance : u32 = 1;
};
Ui_Font :: struct {
em_width : int = 1;
character_height : int = 30;
typical_descender : int = 1;
typical_ascender : int = 1;
fons_font : s32 = 0;
temporary_glyphs : [..]Ui_Font_Glyph;
temporary_glyphs_byte_offsets : [..]u32;
temporary_glyphs_width_in_pixels : u32;
};
ui_init_font_fields :: (font: *Ui_Font) {
m_str := "M";
fonsSetFont(state.fons, xx font.fons_font);
fonsSetSize(state.fons, xx font.character_height);
ascender, descender, line_h : float;
fonsVertMetrics(state.fons, *ascender, *descender, *line_h);
font.typical_descender = cast(int) descender;
font.typical_ascender = cast(int) (ascender * 0.85); // @stupid fix to make the ascender not be so big.
w := fonsTextBounds(state.fons, 0.0, 0.0, m_str.data, m_str.data + m_str.count, null);
font.em_width = xx w;
}
Ui_Texture :: struct {
tex: sg_image;
}
Ui_Rect :: struct {
x, y, w, h: s32;
};
Ui_Type_Indicator :: struct {
Texture : Type : Ui_Texture;
Window_Type : Type : s32;
Font : Type : Ui_Font;
Font_Effects : Type : u32;
};
Font :: Ui_Font;
defaultFont: Font;
ui_texture_counter : u32 = 0;
#scope_file
ui_mouse_occluders : [..]GR.Rect;
#scope_export
ui_add_mouse_occluder :: (r: GR.Rect) {
array_add(*ui_mouse_occluders, r);
}
ui_clear_mouse_occluders :: () {
array_reset_keeping_memory(*ui_mouse_occluders);
}
ui_is_mouse_in_occluder :: (mpos: Vector2) -> bool {
for ui_mouse_occluders {
if (mpos.x >= it.x && mpos.x <= it.x + it.w && mpos.y >= it.y && mpos.y <= it.y + it.h) {
return true;
};
}
return false;
}
get_mouse_state :: (kc: Key_Code) -> Key_Current_State {
if ui_is_mouse_in_occluder(.{input_mouse_x, input_mouse_y}) then return .NONE;
return input_button_states[kc];
}
texture_load_from_memory :: (texture: *Ui_Texture, memory: []u8, srgb: bool, build_mipmaps: bool) -> bool {
x : s32;
y : s32;
channels : s32;
data := stbi.stbi_load_from_memory(memory.data, xx memory.count, *x, *y, *channels, 4);
img := sg_alloc_image();
subimg : [6][16]sg_range;
subimg[0][0] = .{
ptr = data,
size = xx (x * y * 4)
};
sg_init_image(img, *(sg_image_desc.{
width = x,
height = y,
pixel_format = sg_pixel_format.RGBA8,
data = .{
subimage = subimg
}
}));
stbi.stbi_image_free(data);
texture.tex = img;
if !default_texture then default_texture = texture;
return true;
}
gScissor : Ui_Rect;
gScissorActive : bool = false;
set_scissor :: (x0: s32, y0: s32, x1: s32, y1: s32) {
arb_tri_command_add(.{ type = .SET_SCISSOR, scissor = .{x0, y0, x1 - x0, y1 - y0}});
}
clear_scissor :: () {
arb_tri_command_add(.{type = .REMOVE_SCISSOR});
}
gCurrentTexture : *Ui_Texture = null;
add_uvs : bool = false;
set_shader_for_color :: (enable_blend := false) {
arb_tri_command_add(.{
type = .REMOVE_TEXTURE
});
add_uvs = false;
immediate_flush();
}
set_shader_for_images :: (texture: *Ui_Texture) {
arb_tri_command_add(.{
type = .SET_TEXTURE,
texture = texture
});
add_uvs = true;
immediate_flush();
}
gPreppedText: string;
gPreppedTextWidth : s32;
prepare_text :: (font: *Ui_Type_Indicator.Font, text: string, effects: Ui_Type_Indicator.Font_Effects = 0) -> s64 {
if text.count < 1 {
gPreppedText = "";
gPreppedTextWidth = 0;
return 0;
}
// print("Font: %\n", font);
fonsSetFont(state.fons, state.font_default.fons_font);
fonsSetSize(state.fons, xx font.character_height);
w := fonsTextBounds(state.fons, 0.0, 0.0, text.data, text.data + text.count, null);
gPreppedText = text;
gPreppedTextWidth = cast(s32) w;
// @Memory: there is a bug if we actually free these during subwindow popup draw.
// I'm not completely sure why, but it should be fine/better if we just reset keeping memory.
array_reset_keeping_memory(*font.temporary_glyphs);
array_reset_keeping_memory(*font.temporary_glyphs_byte_offsets);
font.temporary_glyphs_width_in_pixels = 0;
for 0..(text.count-1) {
glyph : Ui_Font_Glyph;
glyph.advance = cast(u32) fonsTextBounds(state.fons, 0.0, 0.0, text.data + it, text.data + it + 1, null);
font.temporary_glyphs_width_in_pixels += glyph.advance;
array_add(*font.temporary_glyphs, glyph);
array_add(*font.temporary_glyphs_byte_offsets, cast(u32) it);
}
return cast(s64) w;
}
draw_prepared_text :: (font: *Ui_Type_Indicator.Font, x: s64, y: s64, text_color: Vector4, effects: Ui_Type_Indicator.Font_Effects = 0) {
if gPreppedText.count < 1 then return;
color := sfons_rgba(xx (255.0 * text_color.x), xx (255.0 * text_color.y), xx (255.0 * text_color.z), xx (255.0 * text_color.w));
fonsSetColor(state.fons, color);
result := cast(*u8) temporary_alloc(gPreppedText.count + 1); // Add 1 for the zero.
memcpy(result, gPreppedText.data, gPreppedText.count);
result[gPreppedText.count] = 0;
sgl_layer(layer);
fonsDrawText(state.fons, xx x, xx y, result, null);
fonsPushState(state.fons);
arb_tri_command_add(.{
type = .DRAW_TEXT,
layer = layer
});
layer += 1;
}
get_mouse_pointer_position :: (window: Ui_Type_Indicator.Window_Type, right_handed: bool) -> (x: int, y: int, success: bool) {
return xx input_mouse_x, xx input_mouse_y, true;
}
get_font_at_size :: (memory: [] u8, pixel_height: int) -> *Font {
f : *Font = New(Font);
f.character_height = cast(u32) pixel_height;
ui_init_font_fields(f);
return f;
}
// TODO: Figure out what to do with the normal?
immediate_triangle :: (p0: Vector3, p1: Vector3, p2: Vector3, c0 := Vector4.{1,1,1,1}, c1 := Vector4.{1,1,1,1}, c2 := Vector4.{1,1,1,1}, uv0 := Vector2.{}, uv1 := Vector2.{}, uv2 := Vector2.{}, normal := Vector3.{z=1}) {
tri: Arb_Tri;
tri.pos[0] = p0;
tri.pos[1] = p1;
tri.pos[2] = p2;
tri.col[0] = c0;
tri.col[1] = c1;
tri.col[2] = c2;
// This UV symbolizes that the sampler should not be used.
nullUV : Vector2 = .{-4, -2};
if !add_uvs {
tri.uv[0] = nullUV;
tri.uv[1] = nullUV;
tri.uv[2] = nullUV;
} else {
tri.uv[0] = flip_y_if_plat(uv0);
tri.uv[1] = flip_y_if_plat(uv1);
tri.uv[2] = flip_y_if_plat(uv2);
}
arb_tri_add(tri);
}
immediate_rect :: (x: float, y: float, w: float, h: float, rotation: float = 0) {
if rotation == 0 {
immediate_quad(.{xx x, xx y}, .{xx x + w, xx y}, .{xx x + w, xx y + h}, .{xx x, xx y + h});
return;
}
// 1. Find the center of the rectangle, which will be our pivot point.
center_x := x + w / 2.0;
center_y := y + h / 2.0;
// 2. Pre-calculate the sine and cosine of the rotation angle.
// The angle is assumed to be in radians.
s := sin(rotation);
c := cos(rotation);
// 3. Define the corners relative to the origin (0,0) before rotation.
half_w := w / 2.0;
half_h := h / 2.0;
// Relative positions of the four corners
p1_rel_x := -half_w; p1_rel_y := -half_h; // Top-left
p2_rel_x := half_w; p2_rel_y := -half_h; // Top-right
p3_rel_x := half_w; p3_rel_y := half_h; // Bottom-right
p4_rel_x := -half_w; p4_rel_y := half_h; // Bottom-left
// 4. Apply the 2D rotation formula to each corner and add the center offset.
// The formula is:
// x' = x * cos(θ) - y * sin(θ)
// y' = x * sin(θ) + y * cos(θ)
p1x := center_x + p1_rel_x * c - p1_rel_y * s;
p1y := center_y + p1_rel_x * s + p1_rel_y * c;
p2x := center_x + p2_rel_x * c - p2_rel_y * s;
p2y := center_y + p2_rel_x * s + p2_rel_y * c;
p3x := center_x + p3_rel_x * c - p3_rel_y * s;
p3y := center_y + p3_rel_x * s + p3_rel_y * c;
p4x := center_x + p4_rel_x * c - p4_rel_y * s;
p4y := center_y + p4_rel_x * s + p4_rel_y * c;
// 5. Draw the quad using the final, rotated corner coordinates.
immediate_quad(
.{xx p1x, xx p1y},
.{xx p2x, xx p2y},
.{xx p3x, xx p3y},
.{xx p4x, xx p4y}
);
}
immediate_quad :: (p0: Vector2, p1: Vector2, p2: Vector2, p3: Vector2, color := Vector4.{1,1,1,1}, uv0 := Vector2.{0,0}, uv1 := Vector2.{1,0}, uv2 := Vector2.{1,1}, uv3 := Vector2.{0, 1}) {
to_3d_vec :: (v: Vector2) -> Vector3 {
return .{v.x, v.y, 0.0};
}
immediate_triangle(to_3d_vec(p0), to_3d_vec(p1), to_3d_vec(p2), color, color, color, uv0, uv1, uv2);
immediate_triangle(to_3d_vec(p0), to_3d_vec(p2), to_3d_vec(p3), color, color, color, uv0, uv2, uv3);
}
immediate_flush :: () {
arb_tri_command_add(.{
type = .FLUSH_TRI,
tri_offset = arbTriState.latest_flush,
tri_count = arbTriState.trilist.count - arbTriState.latest_flush
});
arbTriState.latest_flush = arbTriState.trilist.count;
}
init_ui :: () {
dp : GR.Draw_Procs = .{
texture_load_from_memory = texture_load_from_memory, // implemented
set_scissor = set_scissor,
clear_scissor = clear_scissor,
set_shader_for_color = set_shader_for_color, // implemented
set_shader_for_images = set_shader_for_images,
prepare_text = prepare_text, // implemented
draw_prepared_text = draw_prepared_text, // implemented
get_mouse_pointer_position = get_mouse_pointer_position, // implemented
get_font_at_size = get_font_at_size, // implemented
immediate_triangle = immediate_triangle, // implemented
immediate_quad = immediate_quad, // implemented
immediate_flush = immediate_flush // implemented
};
GR.ui_init("", *dp);
}
ui_events : [..]Input.Event;
add_ui_event :: (event: Input.Event) {
array_add(*ui_events, event);
}
tick_ui :: () {
w,h := get_window_size();
for ui_events {
GR.getrect_handle_event(it);
}
vw = (cast(float) w)/100.0;
vh = (cast(float) h)/100.0;
array_reset_keeping_memory(*ui_events);
GR.ui_per_frame_update(1, xx w, xx h, get_time());
tick_editor_ui();
}
checkboxTest : bool = false;
get_font_at_size :: (pixel_height: int) -> *Font {
list : []u8;
return get_font_at_size(list, pixel_height);
}
test_color : Vector3 = .{1.0, 0.0, 1.0};
draw_bg_rectangle :: (r: GR.Rect, theme: GR.Overall_Theme) {
draw_rectangle(r, theme.background_color);
}
draw_rectangle :: (r: GR.Rect, color: Vector4) {
set_shader_for_color();
immediate_quad(.{r.x, r.y}, .{r.x + r.w, r.y}, .{r.x + r.w, r.y + r.h}, .{r.x, r.y + r.h}, color);
immediate_flush();
}
draw_ui_rect_animation:: (r: GR.Rect, animationPlayer: *Animation_Player) {
tex := New(Ui_Texture ,,temp);
animation_player_tick(animationPlayer);
animation := animationPlayer.current_animation;
tex.tex = animation.sheet;
set_shader_for_images(tex);
frame := animation.frames[animationPlayer.current_frame];
uv := Vector4.{
cast(float) frame.x / cast(float)animation.sheet_w,
cast(float) frame.y / cast(float)animation.sheet_h,
cast(float) frame.w / cast(float)animation.sheet_w,
cast(float) frame.h / cast(float)animation.sheet_h,
};
uv0 := flip_y_if_plat(Vector2.{uv.x, uv.y});
uv1 := flip_y_if_plat(Vector2.{uv.x + uv.z, uv.y});
uv2 := flip_y_if_plat(Vector2.{uv.x + uv.z, uv.y + uv.w});
uv3 := flip_y_if_plat(Vector2.{uv.x, uv.y + uv.w});
immediate_quad(.{r.x, r.y}, .{r.x + r.w, r.y}, .{r.x + r.w, r.y + r.h}, .{r.x, r.y + r.h}, .{0.9,0.9,0.9,1}, uv0, uv1, uv2, uv3);
immediate_flush();
set_shader_for_color();
}
font_boundary :: () {
arb_tri_command_add(.{type = .FONT_BOUNDARY});
}
render_ui :: () {
proc := GR.default_theme_procs[0];
my_theme := proc();
GR.set_default_theme(my_theme);
draw_editor_ui(*my_theme);
if !in_editor_view then game_ui(*my_theme);
}
ui_pass :: () {
render_ui(); // Generates commands that are handled in arb_tri_flush
}