Dengine/src/UserInterface.c

473 lines
13 KiB
C

#include "Dengine/UserInterface.h"
#include "Dengine/AssetManager.h"
#include "Dengine/Assets.h"
#include "Dengine/Renderer.h"
#include "Dengine/Debug.h"
i32 userInterface_button(UiState *const uiState,
MemoryArena *const arena,
AssetManager *const assetManager,
Renderer *const renderer,
Font *const font,
const KeyInput input,
const i32 id, const Rect rect, const char *const label)
{
if (math_pointInRect(rect, input.mouseP))
{
uiState->hotItem = id;
// NOTE(doyle): UI windows are drawn first, they steal focus on mouse
// click since window logic is paired with the window rendering. If
// a UI element resides over our mouse, we allow the element to override
// the windows focus
// TODO(doyle): Make a window list to iterate over window ids
if (uiState->activeItem == uiState->statWindow.id ||
uiState->activeItem == uiState->debugWindow.id ||
uiState->activeItem == 0)
{
if (input.keys[keycode_mouseLeft].endedDown)
{
uiState->activeItem = id;
}
}
}
RenderTex renderTex = renderer_createNullRenderTex(assetManager);
#if 0
// Draw shadow
renderer_staticRect(renderer, v2_add(V2(1, 1), rect.pos), rect.size,
V2(0, 0), 0, renderTex, V4(0, 0, 0, 1));
#endif
v2 buttonOffset = V2(0, 0);
v4 buttonColor = {0};
if (uiState->hotItem == id)
{
if (uiState->activeItem == id)
{
buttonOffset = V2(1, 1);
buttonColor = V4(1, 1, 1, 1);
}
else
{
// TODO(doyle): Optional add effect on button hover
buttonColor = V4(1, 1, 1, 1);
}
}
else
{
buttonColor = V4(0.5f, 0.5f, 0.5f, 1);
}
/* If no widget has keyboard focus, take it */
if (uiState->kbdItem == 0)
uiState->kbdItem = id;
/* If we have keyboard focus, show it */
if (uiState->kbdItem == id)
{
// Draw outline
renderer_staticRect(
renderer, v2_add(V2(-2, -2), v2_add(buttonOffset, rect.pos)),
v2_add(V2(4, 4), rect.size), V2(0, 0), 0, renderTex, buttonColor);
}
renderer_staticRect(renderer, v2_add(buttonOffset, rect.pos), rect.size,
V2(0, 0), 0, renderTex, buttonColor);
if (label)
{
v2 labelDim = asset_stringDimInPixels(font, label);
v2 labelPos = rect.pos;
// Initially position the label to half the width of the button
labelPos.x += (rect.size.w * 0.5f);
// Move the label pos back half the length of the string (i.e.
// center it)
labelPos.x -= (CAST(f32) labelDim.w * 0.5f);
if (labelDim.h < rect.size.h)
{
labelPos.y += (rect.size.h * 0.5f);
labelPos.y -= (CAST(f32)labelDim.h * 0.5f);
}
labelPos = v2_add(labelPos, buttonOffset);
renderer_staticString(renderer, arena, font, label, labelPos, V2(0, 0),
0, V4(0, 0, 0, 1));
}
// After renderering before click check, see if we need to process keys
if (uiState->kbdItem == id)
{
switch (uiState->keyEntered)
{
case keycode_tab:
// Set focus to nothing and let next widget get focus
uiState->kbdItem = 0;
if (uiState->keyMod == keycode_leftShift)
uiState->kbdItem = uiState->lastWidget;
// Clear key state so next widget doesn't auto grab
uiState->keyEntered = keycode_null;
break;
case keycode_enter:
return 1;
default:
break;
}
}
uiState->lastWidget = id;
// If button is hot and active, but mouse button is not
// down, the user must have clicked the button.
if (!input.keys[keycode_mouseLeft].endedDown &&
uiState->hotItem == id &&
uiState->activeItem == id)
{
return id;
}
return 0;
}
i32 userInterface_scrollbar(UiState *const uiState,
AssetManager *const assetManager,
Renderer *const renderer, const KeyInput input,
const i32 id, const Rect scrollBarRect,
i32 *const value, const i32 maxValue)
{
#ifdef DENGINE_DEBUG
ASSERT(*value <= maxValue);
#endif
if (math_pointInRect(scrollBarRect, input.mouseP))
{
uiState->hotItem = id;
if (uiState->activeItem == uiState->statWindow.id ||
uiState->activeItem == uiState->debugWindow.id ||
uiState->activeItem == 0)
{
if (input.keys[keycode_mouseLeft].endedDown)
{
uiState->activeItem = id;
}
}
}
RenderTex renderTex = renderer_createNullRenderTex(assetManager);
/* If no widget has keyboard focus, take it */
if (uiState->kbdItem == 0)
uiState->kbdItem = id;
/* If we have keyboard focus, show it */
if (uiState->kbdItem == id)
{
// Draw outline
renderer_staticRect(renderer, v2_add(V2(-2, -2), scrollBarRect.pos),
v2_add(V2(4, 4), scrollBarRect.size), V2(0, 0), 0,
renderTex, V4(1, 0, 0, 1));
}
// Render scroll bar background
renderer_staticRect(renderer, scrollBarRect.pos, scrollBarRect.size,
V2(0, 0), 0, renderTex, V4(0.75f, 0.5f, 0.5f, 1));
// Render scroll bar slider
v2 sliderSize = V2(16, 16);
v4 sliderColor = V4(0, 0, 0, 1);
f32 sliderPercentageOffset = (CAST(f32) *value / CAST(f32) maxValue);
f32 sliderYOffsetToBar =
(scrollBarRect.size.h - sliderSize.h) * sliderPercentageOffset;
v2 sliderPos = v2_add(scrollBarRect.pos, V2(0, sliderYOffsetToBar));
if (uiState->hotItem == id || uiState->activeItem == id)
sliderColor = V4(1.0f, 0, 0, 1);
else
sliderColor = V4(0.0f, 1.0f, 0, 1);
renderer_staticRect(renderer, sliderPos, sliderSize, V2(0, 0), 0, renderTex,
sliderColor);
if (uiState->kbdItem == id)
{
switch (uiState->keyEntered)
{
case keycode_tab:
uiState->kbdItem = 0;
if (uiState->keyMod == keycode_leftShift)
uiState->kbdItem = uiState->lastWidget;
// Clear key state so next widget doesn't auto grab
uiState->keyEntered = keycode_null;
break;
case keycode_up:
// TODO(doyle): Fix input for this to work, i.e. proper rate limited input poll
if (*value < maxValue)
{
(*value)++;
return id;
}
case keycode_down:
if (*value > 0)
{
(*value)--;
return id;
}
default:
break;
}
}
uiState->lastWidget = id;
if (uiState->activeItem == id)
{
f32 mouseYRelToRect = input.mouseP.y - scrollBarRect.pos.y;
// Bounds check
if (mouseYRelToRect < 0)
mouseYRelToRect = 0;
else if (mouseYRelToRect > scrollBarRect.size.h)
mouseYRelToRect = scrollBarRect.size.h;
f32 newSliderPercentOffset =
(CAST(f32) mouseYRelToRect / scrollBarRect.size.h);
i32 newValue = CAST(i32)(newSliderPercentOffset * CAST(f32)maxValue);
if (newValue != *value)
{
*value = newValue;
return id;
}
}
return 0;
}
i32 userInterface_textField(UiState *const uiState, MemoryArena *const arena,
AssetManager *const assetManager,
Renderer *const renderer, Font *const font,
KeyInput input, const i32 id, const Rect rect,
char *const string)
{
i32 strLen = common_strlen(string);
b32 changed = FALSE;
if (math_pointInRect(rect, input.mouseP))
{
uiState->hotItem = id;
if (uiState->activeItem == uiState->statWindow.id ||
uiState->activeItem == uiState->debugWindow.id ||
uiState->activeItem == 0)
{
if (input.keys[keycode_mouseLeft].endedDown)
{
uiState->activeItem = id;
}
}
}
/* If no widget has keyboard focus, take it */
if (uiState->kbdItem == 0)
uiState->kbdItem = id;
RenderTex renderTex = renderer_createNullRenderTex(assetManager);
/* If we have keyboard focus, show it */
if (uiState->kbdItem == id)
{
// Draw outline
renderer_staticRect(renderer, v2_add(V2(-2, -2), rect.pos),
v2_add(V2(4, 4), rect.size), V2(0, 0), 0,
renderTex, V4(1.0f, 0, 0, 1));
}
// Render text field
renderer_staticRect(renderer, rect.pos, rect.size, V2(0, 0), 0,
renderTex, V4(0.75f, 0.5f, 0.5f, 1));
if (uiState->activeItem == id || uiState->hotItem == id)
{
renderer_staticRect(renderer, rect.pos, rect.size, V2(0, 0), 0,
renderTex, V4(0.75f, 0.75f, 0.0f, 1));
}
else
{
renderer_staticRect(renderer, rect.pos, rect.size, V2(0, 0), 0,
renderTex, V4(0.5f, 0.5f, 0.5f, 1));
}
v2 strPos = rect.pos;
renderer_staticString(renderer, arena, font, string, strPos, V2(0, 0), 0,
V4(0, 0, 0, 1));
if (uiState->kbdItem == id)
{
switch (uiState->keyEntered)
{
case keycode_tab:
uiState->kbdItem = 0;
if (uiState->keyMod == keycode_leftShift)
uiState->kbdItem = uiState->lastWidget;
uiState->keyEntered = keycode_null;
break;
case keycode_backspace:
if (strLen > 0)
{
string[--strLen] = 0;
changed = TRUE;
}
break;
default:
break;
}
if (uiState->keyChar >= keycode_space &&
uiState->keyChar <= keycode_tilda && strLen < 30)
{
string[strLen++] = uiState->keyChar + ' ';
string[strLen] = 0;
changed = TRUE;
}
}
if (!input.keys[keycode_mouseLeft].endedDown &&
uiState->hotItem == id &&
uiState->activeItem == id)
{
uiState->kbdItem = id;
}
uiState->lastWidget = id;
if (changed) return id;
return 0;
}
i32 userInterface_window(UiState *const uiState, MemoryArena *const arena,
AssetManager *const assetManager,
Renderer *const renderer, Font *const font,
const KeyInput input, WindowState *window)
{
if (math_pointInRect(window->rect, input.mouseP))
{
uiState->hotItem = window->id;
if (uiState->activeItem == 0 && input.keys[keycode_mouseLeft].endedDown)
uiState->activeItem = window->id;
}
Rect rect = window->rect;
RenderTex nullRenderTex = renderer_createNullRenderTex(assetManager);
renderer_staticRect(renderer, rect.pos, rect.size, V2(0, 0), 0,
nullRenderTex, V4(0.25f, 0.25f, 0.5f, 0.5f));
v2 menuTitleP = v2_add(rect.pos, V2(0, rect.size.h - 10));
renderer_staticString(renderer, arena, font, window->title, menuTitleP,
V2(0, 0), 0, V4(0, 0, 0, 1));
/* Draw window elements */
i32 firstActiveChildId = -1;
for (i32 i = 0; i < window->numChildUiItems; i++)
{
UiItem *childUi = &window->childUiItems[i];
// TODO(doyle): Redundant? If we can only have 1 active child at a time
// What about overlapping elements?
i32 getChildActiveState = -1;
switch(childUi->type)
{
case uitype_button:
// TODO(doyle): Bug in font rendering once button reaches 700-800+
// pixels
getChildActiveState = userInterface_button(
uiState, arena, assetManager, renderer, font, input,
childUi->id, childUi->rect, childUi->label);
break;
case uitype_scrollbar:
getChildActiveState = userInterface_scrollbar(
uiState, assetManager, renderer, input, childUi->id,
childUi->rect, &childUi->value, childUi->maxValue);
break;
case uitype_textField:
getChildActiveState = userInterface_textField(
uiState, arena, assetManager, renderer, font, input,
childUi->id, childUi->rect, childUi->string);
break;
default:
DEBUG_LOG(
"userInterface_window() warning: Enum uitype unrecognised");
break;
}
// NOTE(doyle): Capture only the first active id, but keep loop going to
// render the rest of the window ui
if (firstActiveChildId == -1 && getChildActiveState > 0)
firstActiveChildId = getChildActiveState;
}
if (firstActiveChildId != -1)
return firstActiveChildId;
// NOTE(doyle): activeItem captures mouse click within the UI bounds, but if
// the user drags the mouse outside the bounds quicker than the game updates
// then we use a second flag which only "unclicks" when the mouse is let go
if (uiState->activeItem == window->id) window->windowHeld = TRUE;
if (window->windowHeld)
{
if (!input.keys[keycode_mouseLeft].endedDown)
{
window->windowHeld = FALSE;
window->prevFrameWindowHeld = FALSE;
}
}
if (window->windowHeld)
{
// NOTE(doyle): If this is the first window click we don't process
// movement and store the current position to delta from next cycle
if (window->prevFrameWindowHeld)
{
// NOTE(doyle): Window clicked and held
v2 deltaP = v2_sub(input.mouseP, window->prevMouseP);
for (i32 i = 0; i < window->numChildUiItems; i++)
{
UiItem *childUi = &window->childUiItems[i];
childUi->rect.pos = v2_add(deltaP, childUi->rect.pos);
}
DEBUG_PUSH_VAR("Delta Pos %4.2f, %4.2f", deltaP, "v2");
window->rect.pos = v2_add(deltaP, window->rect.pos);
}
else
{
window->prevFrameWindowHeld = TRUE;
}
window->prevMouseP = input.mouseP;
}
if (!input.keys[keycode_mouseLeft].endedDown &&
uiState->hotItem == window->id &&
uiState->activeItem == window->id)
{
return window->id;
}
return 0;
}