Lumenarium/src/foldhaus_panel.h

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/*
File: foldhaus_panel.cpp
Description: a system for laying out panels on a screen
Author: Peter Slattery
Creation Date: 2019-12-26
Usage:
Include this file in ONE file in your project.
Define both RenderPanel and SetPanelDefinitionExternal
*/
typedef struct panel panel;
enum panel_split_direction
{
PanelSplit_NoSplit,
PanelSplit_Horizontal,
PanelSplit_Vertical,
PanelSplit_Count,
};
typedef struct panel_entry panel_entry;
struct panel
{
s32 PanelDefinitionIndex;
panel_split_direction SplitDirection;
r32 SplitPercent;
// TODO(Peter): This REALLY doesn't want to live here
// Probably belongs in a more generalized PanelInterfaceState or something
b32 PanelSelectionMenuOpen;
union{
panel_entry* Left;
panel_entry* Top;
};
union{
panel_entry* Right;
panel_entry* Bottom;
};
};
struct free_panel
{
panel_entry* Next;
};
struct panel_entry
{
panel Panel;
free_panel Free;
};
#define PANELS_MAX 16
struct panel_layout
{
panel_entry Panels[PANELS_MAX];
u32 PanelsUsed;
panel_entry FreeList;
};
internal void SetPanelDefinitionExternal(panel* Panel, s32 OldPanelDefinitionIndex, s32 NewPanelDefinitionIndex);
internal void RenderPanel(panel* Panel, v2 PanelMin, v2 PanelMax, v2 WindowMin, v2 WindowMax, render_command_buffer* RenderBuffer, app_state* State, context Context, mouse_state Mouse);
/////////////////////////////////
//
// Book-Keeping
//
/////////////////////////////////
internal void
InitializePanelLayout(panel_layout* Layout)
{
Layout->FreeList.Free.Next = &Layout->FreeList;
}
internal panel_entry*
TakeNewPanelEntry(panel_layout* Layout)
{
panel_entry* FreeEntry = 0;
if (Layout->FreeList.Free.Next != &Layout->FreeList)
{
FreeEntry = Layout->FreeList.Free.Next;
Layout->FreeList.Free.Next = FreeEntry->Free.Next;
}
else
{
Assert(Layout->PanelsUsed < PANELS_MAX);
FreeEntry = Layout->Panels + Layout->PanelsUsed++;
}
return FreeEntry;
}
internal panel*
TakeNewPanel(panel_layout* Layout)
{
panel* Result = 0;
panel_entry* FreeEntry = TakeNewPanelEntry(Layout);
Result = &FreeEntry->Panel;
*Result = {0};
Result->PanelDefinitionIndex = -1;
return Result;
}
internal void
FreePanelEntry(panel_entry* Entry, panel_layout* Layout)
{
Assert(Entry >= Layout->Panels && Entry <= Layout->Panels + PANELS_MAX);
Entry->Panel = {0};
Entry->Free.Next = Layout->FreeList.Free.Next;
Layout->FreeList.Free.Next = Entry;
}
internal void
FreePanelAtIndex(s32 Index, panel_layout* Layout)
{
Assert(Index > 0 && Index < (s32)Layout->PanelsUsed);
panel_entry* EntryToFree = Layout->Panels + Index;
EntryToFree->Free.Next = Layout->FreeList.Free.Next;
Layout->FreeList.Free.Next = EntryToFree;
}
internal void
SplitPanelVertically(panel* Parent, r32 Percent, v2 ParentMin, v2 ParentMax, panel_layout* Layout)
{
r32 SplitX = GSLerp(ParentMin.x, ParentMax.x, Percent);
if (SplitX > ParentMin.x && SplitX < ParentMax.x)
{
Parent->SplitDirection = PanelSplit_Vertical;
Parent->SplitPercent = Percent;
Parent->Left = TakeNewPanelEntry(Layout);
Parent->Left->Panel.PanelDefinitionIndex = Parent->PanelDefinitionIndex;
Parent->Right = TakeNewPanelEntry(Layout);
Parent->Right->Panel.PanelDefinitionIndex = Parent->PanelDefinitionIndex;
}
}
internal void
SplitPanelHorizontally(panel* Parent, r32 Percent, v2 ParentMin, v2 ParentMax, panel_layout* Layout)
{
r32 SplitY = GSLerp(ParentMin.y, ParentMax.y, Percent);
if (SplitY > ParentMin.y && SplitY < ParentMax.y)
{
Parent->SplitDirection = PanelSplit_Horizontal;
Parent->SplitPercent = Percent;
Parent->Bottom = TakeNewPanelEntry(Layout);
Parent->Bottom->Panel.PanelDefinitionIndex = Parent->PanelDefinitionIndex;
Parent->Top = TakeNewPanelEntry(Layout);
Parent->Top->Panel.PanelDefinitionIndex = Parent->PanelDefinitionIndex;
}
}
internal void
ConsolidatePanelsKeepOne(panel* Parent, panel_entry* PanelEntryToKeep, panel_layout* Layout)
{
panel_entry* LeftChild = Parent->Left;
panel_entry* RightChild = Parent->Right;
*Parent = PanelEntryToKeep->Panel;
Parent->SplitDirection = PanelSplit_NoSplit;
FreePanelEntry(LeftChild, Layout);
FreePanelEntry(RightChild, Layout);
}
internal void
SetPanelDefinition(panel* Panel, s32 NewDefinitionIndex)
{
s32 OldDefinitionIndex = Panel->PanelDefinitionIndex;
Panel->PanelDefinitionIndex = NewDefinitionIndex;
SetPanelDefinitionExternal(Panel, OldDefinitionIndex, NewDefinitionIndex);
}
/////////////////////////////////
//
// Rendering And Interaction
//
/////////////////////////////////
internal void
HandleMousePanelInteractionOrRecurse(panel* Panel, v2 PanelMin, v2 PanelMax, panel_layout* PanelLayout, mouse_state Mouse)
{
r32 PanelEdgeClickMaxDistance = 4;
// TODO(Peter): Need a way to calculate this button's position more systemically
if (Panel->SplitDirection == PanelSplit_NoSplit
&& PointIsInRange(Mouse.DownPos, PanelMin, PanelMin + v2{25, 25}))
{
r32 XDistance = GSAbs(Mouse.Pos.x - Mouse.DownPos.x);
r32 YDistance = GSAbs(Mouse.Pos.y - Mouse.DownPos.y);
if (XDistance > YDistance)
{
r32 XPercent = (Mouse.Pos.x - PanelMin.x) / (PanelMax.x - PanelMin.x);
SplitPanelVertically(Panel, XPercent, PanelMin, PanelMax, PanelLayout);
}
else
{
r32 YPercent = (Mouse.Pos.y - PanelMin.y) / (PanelMax.y - PanelMin.y);
SplitPanelHorizontally(Panel, YPercent, PanelMin, PanelMax, PanelLayout);
}
}
else if (Panel->SplitDirection == PanelSplit_Horizontal)
{
r32 SplitY = GSLerp(PanelMin.y, PanelMax.y, Panel->SplitPercent);
r32 ClickDistanceFromSplit = GSAbs(Mouse.DownPos.y - SplitY);
if (ClickDistanceFromSplit < PanelEdgeClickMaxDistance)
{
r32 NewSplitY = Mouse.Pos.y;
if (NewSplitY <= PanelMin.y)
{
ConsolidatePanelsKeepOne(Panel, Panel->Top, PanelLayout);
}
else if (NewSplitY >= PanelMax.y)
{
ConsolidatePanelsKeepOne(Panel, Panel->Bottom, PanelLayout);
}
else
{
Panel->SplitPercent = (NewSplitY - PanelMin.y) / (PanelMax.y - PanelMin.y);
}
}
else
{
HandleMousePanelInteractionOrRecurse(&Panel->Bottom->Panel, PanelMin, v2{PanelMax.x, SplitY}, PanelLayout, Mouse);
HandleMousePanelInteractionOrRecurse(&Panel->Top->Panel, v2{PanelMin.x, SplitY}, PanelMax, PanelLayout, Mouse);
}
}
else if (Panel->SplitDirection == PanelSplit_Vertical)
{
r32 SplitX = GSLerp(PanelMin.x, PanelMax.x, Panel->SplitPercent);
r32 ClickDistanceFromSplit = GSAbs(Mouse.DownPos.x - SplitX);
if (ClickDistanceFromSplit < PanelEdgeClickMaxDistance)
{
r32 NewSplitX = Mouse.Pos.x;
if (NewSplitX <= PanelMin.x)
{
ConsolidatePanelsKeepOne(Panel, Panel->Right, PanelLayout);
}
else if (NewSplitX >= PanelMax.x)
{
ConsolidatePanelsKeepOne(Panel, Panel->Left, PanelLayout);
}
else
{
Panel->SplitPercent = (NewSplitX - PanelMin.x) / (PanelMax.x - PanelMin.x);
}
}
else
{
HandleMousePanelInteractionOrRecurse(&Panel->Left->Panel, PanelMin, v2{SplitX, PanelMax.y}, PanelLayout, Mouse);
HandleMousePanelInteractionOrRecurse(&Panel->Right->Panel, v2{SplitX, PanelMin.y}, PanelMax, PanelLayout, Mouse);
}
}
}
internal void
HandleMousePanelInteraction(panel_layout* PanelLayout, v2 WindowMin, v2 WindowMax, mouse_state Mouse)
{
r32 PanelEdgeClickMaxDistance = 4;
if (MouseButtonTransitionedUp(Mouse.LeftButtonState))
{
Assert(PanelLayout->PanelsUsed > 0);
panel* FirstPanel = &PanelLayout->Panels[0].Panel;
HandleMousePanelInteractionOrRecurse(FirstPanel, WindowMin, WindowMax, PanelLayout, Mouse);
}
}
internal void
DrawPanelBorder(panel Panel, v2 PanelMin, v2 PanelMax, v4 Color, render_command_buffer* RenderBuffer)
{
PushRenderBoundingBox2D(RenderBuffer, PanelMin, PanelMax, 1, Color);
}
internal void
DrawPanelOrRecurse(panel* Panel, v2 PanelMin, v2 PanelMax, v2 WindowMin, v2 WindowMax, render_command_buffer* RenderBuffer, interface_config Interface, mouse_state Mouse, app_state* State, context Context)
{
if (Panel->SplitDirection == PanelSplit_NoSplit)
{
RenderPanel(Panel, PanelMin, PanelMax, WindowMin, WindowMax, RenderBuffer, State, Context, Mouse);
2019-12-26 22:45:27 +00:00
v4 BorderColor = v4{0, 0, 0, 1};
#if 0
if (PointIsInRange(Mouse.Pos, PanelMin, PanelMax))
{
BorderColor = v4{1, 0, 1, 1};
}
2019-12-26 22:45:27 +00:00
#endif
PushRenderOrthographic(RenderBuffer, WindowMin.x, WindowMin.y, WindowMax.x, WindowMax.y);
DrawPanelBorder(*Panel, PanelMin, PanelMax, BorderColor, RenderBuffer);
}
else if (Panel->SplitDirection == PanelSplit_Horizontal)
{
r32 SplitY = GSLerp(PanelMin.y, PanelMax.y, Panel->SplitPercent);
DrawPanelOrRecurse(&Panel->Bottom->Panel, PanelMin, v2{PanelMax.x, SplitY}, WindowMin, WindowMax, RenderBuffer, Interface, Mouse, State, Context);
DrawPanelOrRecurse(&Panel->Top->Panel, v2{PanelMin.x, SplitY}, PanelMax, WindowMin, WindowMax, RenderBuffer, Interface, Mouse, State, Context);
}
else if (Panel->SplitDirection == PanelSplit_Vertical)
{
r32 SplitX = GSLerp(PanelMin.x, PanelMax.x, Panel->SplitPercent);
DrawPanelOrRecurse(&Panel->Left->Panel, PanelMin, v2{SplitX, PanelMax.y}, WindowMin, WindowMax, RenderBuffer, Interface, Mouse, State, Context);
DrawPanelOrRecurse(&Panel->Right->Panel, v2{SplitX, PanelMin.y}, PanelMax, WindowMin, WindowMax, RenderBuffer, Interface, Mouse, State, Context);
}
}
internal void
DrawAllPanels(panel_layout PanelLayout, v2 WindowMin, v2 WindowMax, render_command_buffer* RenderBuffer, interface_config Interface, mouse_state Mouse, app_state* State, context Context)
{
Assert(PanelLayout.PanelsUsed > 0);
panel* FirstPanel = &PanelLayout.Panels[0].Panel;
DrawPanelOrRecurse(FirstPanel, WindowMin, WindowMax, WindowMin, WindowMax, RenderBuffer, Interface, Mouse, State, Context);
}