/* date = March 28th 2022 10:52 pm */ #ifndef LUMENARIUM_UI_H #define LUMENARIUM_UI_H ///////////////////////////////////////////////////////////// // Interface struct UI_Vertex { v4 pos; v2 uv; v4 color; }; #define UI_WIDGET_ID_VALID_BIT 1 << 31 union UI_Widget_Id { // equality of widget id's only relies on the value field // which is a hash of the widget's string u32 value; // this struct tracks the index of the widget only to be able // to override next hot in cases where an earlier element became // next hot that is in the same location as the current one u32 index; }; typedef u32 UI_Widget_Style_Flags; enum { UIWidgetStyle_None = 0, UIWidgetStyle_Bg = 1 << 0, UIWidgetStyle_TextClip = 1 << 1, UIWidgetStyle_TextWrap = 1 << 2, UIWidgetStyle_Outline = 1 << 3, UIWidgetStyle_MouseClick = 1 << 4, UIWidgetStyle_MouseDragH = 1 << 5, UIWidgetStyle_MouseDragV = 1 << 6, UIWidgetStyle_FillH = 1 << 7, UIWidgetStyle_FillV = 1 << 8, UIWidgetStyle_LineInsteadOfFill = 1 << 9, }; // akin to a css class, could be used to style multiple // elements struct UI_Widget_Style { UI_Widget_Style_Flags flags; v4 color_bg; v4 color_fg; u32 sprite; }; // combination of style info and per-instance data struct UI_Widget_Desc { UI_Widget_Style style; v2 fill_pct; String string; v2 p_min; v2 p_max; }; struct UI_Widget { UI_Widget_Id id; UI_Widget_Desc desc; UI_Widget* parent; UI_Widget* next; UI_Widget* child_first; UI_Widget* child_last; }; typedef u32 UI_Widget_Result_Flags; enum { UIWidgetResult_None = 0, UIWidgetResult_MouseLeft_IsDown = 1, UIWidgetResult_MouseLeft_WentUp = 2, }; struct UI_Widget_Result { UI_Widget_Id id; UI_Widget_Result_Flags flags; v2 drag; }; enum UI_Widget_Kind { UIWidget_Text, // Buttons UIWidget_Button, UIWidget_Toggle, UIWidget_Menu, UIWidget_Dropdown, // Sliders UIWidget_HSlider, UIWidget_VSlider, UIWidget_HScroll, UIWidget_VScroll, // Panels UIWidget_Window, UIWidget_Count, }; struct UI_Style_Sheet { UI_Widget_Style styles[UIWidget_Count]; }; struct UI_Widget_State { v2 scroll; }; struct UI_Widget_Pool { UI_Widget* free; u32 free_cap; u32 free_len; UI_Widget* root; UI_Widget* active_parent; UI_Widget_State* states; u32* states_hash; u32 states_cap; }; enum UI_Layout_Mode { // each element takes up a whole row UILayout_Columns, // each element takes up one column in the row. If you overflow, // the layout manager overflows to the next row UILayout_Rows, }; struct UI_Layout { UI_Layout_Mode mode; UI_Layout* parent; v2 bounds_min; v2 bounds_max; r32 row_height; r32 row_gap; r32 col_gap; v2 at; u32 cols; }; struct UI_Layout_Bounds { v2 min; v2 max; }; struct UI { UI_Vertex* verts; u32 verts_len; u32 verts_cap; u32* indices; u32 indices_len; u32 indices_cap; Texture_Atlas atlas; r32 font_ascent, font_descent, font_line_gap, font_space_width; UI_Widget_Pool widgets; UI_Style_Sheet* style_sheet; UI_Widget_Id widget_next_hot; UI_Widget_Id widget_hot; UI_Layout* layout; // frames since these values were set u16 widget_next_hot_frames; u16 widget_hot_frames; Input_State* input; m44 proj; Platform_Shader shader; Platform_Texture atlas_texture; Platform_Geometry_Buffer per_frame_buffer; }; // Interface internal UI ui_create(); internal void ui_quad_push(UI* ui, v3 pmin, v3 pmax, v2 tmin, v2 tmax, v4 c); internal void ui_sprite_register(UI* ui, u8* pixels, u32 w, u32 h, u32 id); internal void ui_sprite_push(UI* ui, v3 pmin, v3 pmax, u32 id, v4 color); internal void ui_sprite_push(UI* ui, v3 pmin, v3 pmax, u32 id); internal v3 ui_sprite_char_push(UI* ui, v2 at, u32 codepoint, v4 color); internal void ui_draw(UI* ui); // Widgets internal void ui_create_default_style_sheet(); internal UI_Widget_Id ui_widget_id_create(u32 index_in_parent, String string); internal bool ui_widget_id_equals(UI_Widget_Id a, UI_Widget_Id b); internal bool ui_widget_id_is_valid(UI_Widget_Id h); internal void ui_widget_next_hot_set(UI* ui, UI_Widget* w); internal void ui_widget_hot_set(UI* ui, UI_Widget* w); internal UI_Widget* ui_widget_pool_push(UI_Widget_Pool* pool, String string); internal void ui_widget_pool_pop(UI_Widget_Pool* pool); internal UI_Widget_Result ui_widget_push(UI* ui, UI_Widget_Desc desc); internal void ui_widget_pop(UI* ui, UI_Widget* widget); internal r32 ui_widgets_to_geometry_recursive(UI* ui, UI_Widget* widget, r32 z_start, r32 z_step); #endif //LUMENARIUM_UI_H