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fwk_gui.c
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fwk_gui.c
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// ----------------------------------------------------------------------------
// game ui (utils)
API void gui_drawrect( texture_t spritesheet, vec2 tex_start, vec2 tex_end, int rgba, vec2 start, vec2 end );
#define v42v2(rect) vec2(rect.x,rect.y), vec2(rect.z,rect.w)
void gui_drawrect( texture_t texture, vec2 tex_start, vec2 tex_end, int rgba, vec2 start, vec2 end ) {
static renderstate_t rect_rs;
do_once {
rect_rs = renderstate();
rect_rs.depth_test_enabled = false;
rect_rs.blend_enabled = true;
rect_rs.blend_src = GL_SRC_ALPHA;
rect_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
rect_rs.front_face = GL_CW;
}
static int program = -1, vbo = -1, vao = -1, u_tint = -1, u_has_tex = -1, u_window_width = -1, u_window_height = -1;
float gamma = 1;
vec2 dpi = ifdef(osx, window_dpi(), vec2(1,1));
if( program < 0 ) {
const char* vs = vfs_read("shaders/rect_2d.vs");
const char* fs = vfs_read("shaders/rect_2d.fs");
program = shader(vs, fs, "", "fragcolor" , NULL);
ASSERT(program > 0);
u_tint = glGetUniformLocation(program, "u_tint");
u_has_tex = glGetUniformLocation(program, "u_has_tex");
u_window_width = glGetUniformLocation(program, "u_window_width");
u_window_height = glGetUniformLocation(program, "u_window_height");
glGenVertexArrays( 1, (GLuint*)&vao );
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
}
start = mul2(start, dpi);
end = mul2(end, dpi);
renderstate_apply(&rect_rs);
GLenum texture_type = texture.flags & TEXTURE_ARRAY ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
glUseProgram( program );
glBindVertexArray( vao );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( texture_type, texture.id );
glUniform1i(u_has_tex, (texture.id != 0));
glUniform1f(u_window_width, (float)window_width());
glUniform1f(u_window_height, (float)window_height());
vec4 rgbaf = {((rgba>>24)&255)/255.f, ((rgba>>16)&255)/255.f,((rgba>>8)&255)/255.f,((rgba>>0)&255)/255.f};
glUniform4fv(u_tint, GL_TRUE, &rgbaf.x);
// normalize texture regions
if (texture.id != 0) {
tex_start.x /= texture.w;
tex_start.y /= texture.h;
tex_end.x /= texture.w;
tex_end.y /= texture.h;
}
GLfloat vertices[] = {
// Positions // UVs
start.x, start.y, tex_start.x, tex_start.y,
end.x, start.y, tex_end.x, tex_start.y,
end.x, end.y, tex_end.x, tex_end.y,
start.x, start.y, tex_start.x, tex_start.y,
end.x, end.y, tex_end.x, tex_end.y,
start.x, end.y, tex_start.x, tex_end.y
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
glDrawArrays( GL_TRIANGLES, 0, 6 );
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindTexture( texture_type, 0 );
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray( 0 );
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram( 0 );
}
// ----------------------------------------------------------------------------
// game ui
typedef union gui_state_t {
struct {
bool held;
bool hover;
};
} gui_state_t;
static __thread array(guiskin_t) skins=0;
static __thread guiskin_t *last_skin=0;
static __thread map(int, gui_state_t) ctl_states=0; //@leak
static __thread array(vec4) scissor_rects=0;
static __thread bool any_widget_used=0;
void gui_pushskin(guiskin_t skin) {
array_push(skins, skin);
last_skin = array_back(skins);
}
void gui_popskin() {
if (!last_skin) return;
if (last_skin->free) last_skin->free(last_skin->userdata);
array_pop(skins);
last_skin = array_count(skins) ? array_back(skins) : NULL;
}
void *gui_userdata() {
return last_skin->userdata;
}
vec2 gui_getskinsize(const char *skin, const char *fallback) {
vec2 size={0};
if (last_skin->getskinsize) last_skin->getskinsize(last_skin->userdata, skin, fallback, &size);
return size;
}
unsigned gui_getskincolor(const char *skin, const char *fallback) {
unsigned color = 0xFFFFFFFF;
if (last_skin->getskincolor) last_skin->getskincolor(last_skin->userdata, skin, fallback, &color);
return color;
}
bool gui_ismouseinrect(const char *skin, const char *fallback, vec4 rect) {
if (last_skin->ismouseinrect) return last_skin->ismouseinrect(last_skin->userdata, skin, fallback, rect);
return false;
}
vec4 gui_getscissorrect(const char *skin, const char *fallback, vec4 rect) {
vec4 scissor = rect;
if (last_skin->getscissorrect) last_skin->getscissorrect(last_skin->userdata, skin, fallback, rect, &scissor);
return scissor;
}
static
gui_state_t *gui_getstate(int id) {
if (!ctl_states) map_init(ctl_states, less_int, hash_int);
return map_find_or_add(ctl_states, id, (gui_state_t){0});
}
void gui_panel_id(int id, vec4 rect, const char *skin) {
(void)id;
vec4 scissor={0, 0, window_width(), window_height()};
if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, skin, NULL, rect);
scissor = gui_getscissorrect(skin, NULL, rect);
if (!array_count(scissor_rects))
glEnable(GL_SCISSOR_TEST);
glScissor(scissor.x, window_height()-scissor.w-scissor.y, scissor.z, scissor.w);
array_push(scissor_rects, scissor);
}
void gui_panel_end() {
ASSERT(array_count(scissor_rects));
array_pop(scissor_rects);
if (array_count(scissor_rects)) {
vec4 scissor = *array_back(scissor_rects);
glScissor(scissor.x, scissor.y, scissor.z, scissor.w);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
bool gui_button_id(int id, vec4 r, const char *skin) {
gui_state_t *entry = gui_getstate(id);
bool was_clicked=0;
skin=skin?skin:"button";
char *btn = va("%s%s", skin, entry->held?"_press":entry->hover?"_hover":"");
if (gui_ismouseinrect(btn, skin, r)) {
if (input_up(MOUSE_L) && entry->held) {
was_clicked=1;
}
if (!any_widget_used) {
any_widget_used = entry->held = input_held(MOUSE_L);
entry->hover = true;
}
}
else {
entry->hover = false;
}
if (input_up(MOUSE_L) && entry->held) {
entry->held = false;
any_widget_used = false;
}
if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, btn, skin, r);
return was_clicked;
}
bool gui_button_label_id(int id, const char *text, vec4 rect, const char *skin) {
gui_state_t *entry = gui_getstate(id);
bool state = gui_button_id(id, rect, skin);
vec2 buttonsize={0};
skin=skin?skin:"button";
char *btn = va("%s%s", skin, entry->held?"_press":entry->hover?"_hover":"");
buttonsize = gui_getskinsize(btn, skin);
vec2 textsize = font_rect(text);
vec4 pos;
pos.x = rect.x + max(buttonsize.x*.5f, rect.z*.5f) - textsize.x*.5f;
pos.y = rect.y + max(buttonsize.y*.5f, rect.w*.5f) - textsize.y*.5f;
gui_label(btn, text, pos);
return state;
}
static
float slider2posx(float min, float max, float value, float step, float w) {
float norm = value - min;
float range = max - min;
float rel = norm / range;
float res = w * rel;
return step==0.0f?res:(round(res/step)*step);
}
static
float posx2slider(vec4 rect, float min, float max, float xpos, float step) {
xpos = clampf(xpos, rect.x, rect.x+rect.z);
double rel = (xpos - rect.x) / rect.z;
float res = min + (rel * (max - min));
return step==0.0f?res:(round(res/step)*step);
}
bool gui_slider_id(int id, vec4 rect, const char *skin, float min, float max, float step, float *value) {
gui_state_t *entry = gui_getstate(id);
skin = skin?skin:"slider";
char *cursorskin = va("%s_cursor%s", skin, entry->held?"_press":entry->hover?"_hover":"");
char *fbcursor = va("%s_cursor", skin);
if (gui_ismouseinrect(skin, NULL, rect) && !any_widget_used) {
any_widget_used = entry->held = input_held(MOUSE_L);
entry->hover = true;
}
else if (input_up(MOUSE_L) && entry->held) {
entry->held = false;
any_widget_used = false;
}
else {
entry->hover = false;
}
float old_value = *value;
if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, skin, NULL, rect);
vec2 slidersize={0}, cursorsize={0};
vec4 usablerect = gui_getscissorrect(skin, NULL, rect);
slidersize = gui_getskinsize(skin, NULL);
cursorsize = gui_getskinsize(cursorskin, fbcursor);
if (entry->held) {
*value = posx2slider(usablerect, min, max, input(MOUSE_X), step);
}
float sliderx = slider2posx(min, max, *value, step, usablerect.z);
vec2 cursorpos = vec2(sliderx+(usablerect.x-rect.x)-cursorsize.x*.5f, (slidersize.y*.5f - cursorsize.y*.5f));
vec4 cursorrect = rect;
cursorrect.x += cursorpos.x;
cursorrect.y += cursorpos.y;
cursorrect.z = cursorsize.x;
cursorrect.w = max(cursorsize.y, rect.w);
if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, cursorskin, fbcursor, cursorrect);
return entry->held && (old_value!=*value);
}
bool gui_slider_label_id(int id, const char *text, vec4 rect, const char *skin, float min, float max, float step, float *value) {
bool state = gui_slider_id(id, rect, skin, min, max, step, value);
vec2 slidersize={0};
skin=skin?skin:"slider";
slidersize = gui_getskinsize(skin, NULL);
vec2 textsize = font_rect(text);
vec4 pos;
pos.x = rect.x + max(slidersize.x, rect.z) + 8 /*padding*/;
pos.y = rect.y + max(slidersize.y*.5f, rect.w*.5f) - textsize.y*.5f;
gui_label(skin, text, pos);
return state;
}
void gui_rect_id(int id, vec4 r, const char *skin) {
(void)id;
if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, skin, NULL, r);
}
void gui_label_id(int id, const char *skin, const char *text, vec4 rect) {
(void)id;
font_color(FONT_COLOR6, gui_getskincolor(skin, NULL));
font_goto(rect.x, rect.y);
font_print(va(FONT_COLOR6 "%s", text));
}
/* skinned */
static
void skinned_free(void* userdata) {
skinned_t *a = C_CAST(skinned_t*, userdata);
atlas_destroy(&a->atlas);
FREE(a);
}
static
atlas_slice_frame_t *skinned_getsliceframe(atlas_t *a, const char *name) {
if (!name) return NULL;
for (int i = 0; i < array_count(a->slices); i++)
if (!strcmp(quark_string(&a->db, a->slices[i].name), name))
return &a->slice_frames[a->slices[i].frames[0]];
// PRINTF("slice name: '%s' is missing in atlas!\n", name);
return NULL;
}
static
void skinned_getskincolor(void *userdata, const char *skin, const char *fallback, unsigned *color) {
skinned_t *a = C_CAST(skinned_t*, userdata);
atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin);
if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback);
if (!f) return;
if (f->text && f->text[0] == '#') *color = atorgba(f->text);
}
static
void skinned_draw_missing_rect(vec4 r) {
vec4 size = vec4(0, 0, texture_checker().w, texture_checker().h);
gui_drawrect(texture_checker(), v42v2(size), 0x800080FF, v42v2(r));
}
static
bool skinned_ismouseinrect(void *userdata, const char *skin, const char *fallback, vec4 r) {
skinned_t *a = C_CAST(skinned_t*, userdata);
atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin);
if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback);
if (!f) return false;
vec4 outer = f->bounds;
r.x -= f->pivot.x*a->scale;
r.y -= f->pivot.y*a->scale;
r.z += r.x;
r.w += r.y;
if ((r.z-r.x) < (outer.z-outer.x) * a->scale) {
r.z = r.x + (outer.z-outer.x) * a->scale;
}
if ((r.w-r.y) < (outer.w-outer.y) * a->scale) {
r.w = r.y + (outer.w-outer.y) * a->scale;
}
return (input(MOUSE_X) > r.x && input(MOUSE_X) < r.z && input(MOUSE_Y) > r.y && input(MOUSE_Y) < r.w);
}
static
void skinned_draw_sprite(float scale, atlas_t *a, atlas_slice_frame_t *f, vec4 r) {
vec4 outer = f->bounds;
r.x -= f->pivot.x*scale;
r.y -= f->pivot.y*scale;
r.z += r.x;
r.w += r.y;
// Ensure dest rectangle is large enough to render the whole element
if ((r.z-r.x) < (outer.z-outer.x) * scale) {
r.z = r.x + (outer.z-outer.x) * scale;
}
if ((r.w-r.y) < (outer.w-outer.y) * scale) {
r.w = r.y + (outer.w-outer.y) * scale;
}
if (!f->has_9slice) {
gui_drawrect(a->tex, v42v2(f->bounds), 0xFFFFFFFF, v42v2(r));
return;
}
vec4 core = f->core;
core.x += outer.x;
core.y += outer.y;
core.z += outer.x;
core.w += outer.y;
// Define the 9 slices
vec4 top_left_slice = {outer.x, outer.y, core.x, core.y};
vec4 top_middle_slice = {core.x, outer.y, core.z, core.y};
vec4 top_right_slice = {core.z, outer.y, outer.z, core.y};
vec4 middle_left_slice = {outer.x, core.y, core.x, core.w};
vec4 center_slice = core;
vec4 middle_right_slice = {core.z, core.y, outer.z, core.w};
vec4 bottom_left_slice = {outer.x, core.w, core.x, outer.w};
vec4 bottom_middle_slice = {core.x, core.w, core.z, outer.w};
vec4 bottom_right_slice = {core.z, core.w, outer.z, outer.w};
vec4 top_left = {r.x, r.y, r.x + (core.x - outer.x) * scale, r.y + (core.y - outer.y) * scale};
vec4 top_right = {r.z - (outer.z - core.z) * scale, r.y, r.z, r.y + (core.y - outer.y) * scale};
vec4 bottom_left = {r.x, r.w - (outer.w - core.w) * scale, r.x + (core.x - outer.x) * scale, r.w};
vec4 bottom_right = {r.z - (outer.z - core.z) * scale, r.w - (outer.w - core.w) * scale, r.z, r.w};
vec4 top = {top_left.z, r.y, top_right.x, top_left.w};
vec4 bottom = {bottom_left.z, bottom_left.y, bottom_right.x, r.w};
vec4 left = {r.x, top_left.w, top_left.z, bottom_left.y};
vec4 right = {top_right.x, top_right.w, r.z, bottom_right.y};
vec4 center = {top_left.z, top_left.w, top_right.x, bottom_right.y};
gui_drawrect(a->tex, v42v2(center_slice), 0xFFFFFFFF, v42v2(center));
gui_drawrect(a->tex, v42v2(top_left_slice), 0xFFFFFFFF, v42v2(top_left));
gui_drawrect(a->tex, v42v2(top_right_slice), 0xFFFFFFFF, v42v2(top_right));
gui_drawrect(a->tex, v42v2(bottom_left_slice), 0xFFFFFFFF, v42v2(bottom_left));
gui_drawrect(a->tex, v42v2(bottom_right_slice), 0xFFFFFFFF, v42v2(bottom_right));
gui_drawrect(a->tex, v42v2(top_middle_slice), 0xFFFFFFFF, v42v2(top));
gui_drawrect(a->tex, v42v2(bottom_middle_slice), 0xFFFFFFFF, v42v2(bottom));
gui_drawrect(a->tex, v42v2(middle_left_slice), 0xFFFFFFFF, v42v2(left));
gui_drawrect(a->tex, v42v2(middle_right_slice), 0xFFFFFFFF, v42v2(right));
}
static
void skinned_draw_rect(void* userdata, const char *skin, const char *fallback, vec4 r) {
skinned_t *a = C_CAST(skinned_t*, userdata);
atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin);
if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback);
if (!f) skinned_draw_missing_rect(r);
else skinned_draw_sprite(a->scale, &a->atlas, f, r);
}
void skinned_getskinsize(void *userdata, const char *skin, const char *fallback, vec2 *size) {
skinned_t *a = C_CAST(skinned_t*, userdata);
atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin);
if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback);
if (f) {
size->x = (f->bounds.z-f->bounds.x)*a->scale;
size->y = (f->bounds.w-f->bounds.y)*a->scale;
}
}
static
void skinned_getscissorrect(void* userdata, const char *skin, const char *fallback, vec4 rect, vec4 *dims) {
skinned_t *a = C_CAST(skinned_t*, userdata);
atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin);
if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback);
if (!f) return;
*dims = rect;
if (!f->has_9slice) return;
vec2 skinsize, coresize;
skinsize.x = (f->bounds.z-f->bounds.x)*a->scale;
skinsize.y = (f->bounds.w-f->bounds.y)*a->scale;
coresize.x = (f->core.z-f->core.x)*a->scale;
coresize.y = (f->core.w-f->core.y)*a->scale;
dims->x += f->core.x*a->scale;
dims->y += f->core.y*a->scale;
dims->z -= (skinsize.x - coresize.x);
dims->w -= (skinsize.y - coresize.y);
}
guiskin_t gui_skinned(const char *asefile, float scale) {
skinned_t *a = REALLOC(0, sizeof(skinned_t));
a->atlas = atlas_create(asefile, 0);
a->scale = scale?scale:1.0f;
guiskin_t skin={0};
skin.userdata = a;
skin.drawrect = skinned_draw_rect;
skin.getskinsize = skinned_getskinsize;
skin.getskincolor = skinned_getskincolor;
skin.ismouseinrect = skinned_ismouseinrect;
skin.getscissorrect = skinned_getscissorrect;
skin.free = skinned_free;
return skin;
}