mirror of
https://github.com/Karaka-Management/cOMS.git
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252 lines
11 KiB
C
252 lines
11 KiB
C
/**
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* Jingga
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*
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* @copyright Jingga
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* @license OMS License 2.0
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* @version 1.0.0
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* @link https://jingga.app
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*/
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#ifndef TOS_GPUAPI_UI_UTILS_H
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#define TOS_GPUAPI_UI_UTILS_H
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#include <stdio.h>
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#include <string.h>
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void ui_input_create(Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex,
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f32 x, f32 y, f32 width, f32 height, int32 align_h, int32 align_v,
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uint32 color_index = 0, f32 tex_x1 = 0.0f, f32 tex_y1 = 0.0f, f32 tex_x2 = 0.0f, f32 tex_y2 = 0.0f
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)
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{
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vertex_rect_border_create(
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vertices, index, zindex,
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x, y, width, height, 1, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM,
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12, 0.0f, 0.0f
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);
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vertex_rect_create(
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vertices, index, zindex,
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x + 1, y + 1, width - 2, height - 2, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM,
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14, 0.0f, 0.0f
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);
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}
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// @todo implement shadow (offset + angle + diffuse) or should this be a shader only thing? if so this would be a problem for us since we are handling text in the same shader as simple shapes
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// we might want to implement distance field font atlas
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f32 ui_text_create(
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Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex,
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UIThemeStyle* theme, UIElement* element
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) {
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if (element->vertex_count > 0) {
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memcpy(vertices + *index, element->vertices, sizeof(Vertex3DTextureColorIndex) * element->vertex_count);
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return vertices[element->vertex_count - 1].position.x;
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}
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// @performance see comment for setup_theme()
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// Load element data
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HashEntryVoidP* element_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->hash_map, element->name, element->id);
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UIAttributeGroup* element_group = (UIAttributeGroup *) element_entry->value;
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// Load general style
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UIAttribute* style = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_STYLE);
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HashEntryVoidP* style_entry = NULL;
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UIAttributeGroup* style_group = NULL;
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if (style) {
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style_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->hash_map, style->value_str);
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style_group = (UIAttributeGroup *) style_entry->value;
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}
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UIAttribute* x;
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UIAttribute* y;
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// Load parent data (for position data)
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UIAttribute* parent = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_PARENT);
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if (parent) {
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HashEntryVoidP* parent_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->hash_map, parent->value_str);
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UIAttributeGroup* parent_group = (UIAttributeGroup *) parent_entry->value;
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x = ui_attribute_from_group(parent_group, UI_ATTRIBUTE_TYPE_POSITION_X);
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y = ui_attribute_from_group(parent_group, UI_ATTRIBUTE_TYPE_POSITION_Y);
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// @question Do we have more values which can be inherited from the parent?
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// We don't want to inherit implicit stuff like size, background etc. These things should be defined explicitly
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} else {
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x = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_POSITION_X);
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y = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_POSITION_Y);
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}
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UIAttribute* width = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_DIMENSION_WIDTH);
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UIAttribute* height = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_DIMENSION_HEIGHT);
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UIAttribute* align_h = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_ALIGN_H);
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UIAttribute* align_v = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_ALIGN_V);
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UIAttribute* text = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_CONTENT);
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UIAttribute* size = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_FONT_SIZE);
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UIAttribute* color_index = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_FONT_COLOR);
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int32 length = utf8_strlen(text->value_str);
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bool is_ascii = strlen(text->value_str) == length;
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f32 scale = size->value_float / theme->font->size;
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// If we do a different alignment we need to pre-calculate the width and height
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if (align_h != NULL || align_v != NULL) {
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f32 tmp_width = (f32) width->value_int;
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f32 tmp_height = (f32) height->value_int;
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if (align_h != NULL && align_v != NULL) {
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text_calculate_dimensions(&tmp_width, &tmp_height, theme->font, text->value_str, is_ascii, scale, length);
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} else if (align_h != NULL) {
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tmp_width = text_calculate_dimensions_width(theme->font, text->value_str, is_ascii, scale, length);
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} else {
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tmp_height = text_calculate_dimensions_height(theme->font, text->value_str, scale, length);
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}
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if (align_h->value_int == UI_ALIGN_H_RIGHT) {
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x -= width->value_int;
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} else if (align_h->value_int == UI_ALIGN_H_CENTER) {
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x -= width->value_int / 2;
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}
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if (align_v->value_int == UI_ALIGN_V_TOP) {
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y -= height->value_int;
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} else if (align_v->value_int == UI_ALIGN_V_CENTER) {
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y -= height->value_int / 2;
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}
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}
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int32 start = *index;
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f32 offset_x = (f32) x->value_int;
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f32 offset_y = (f32) y->value_int;
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int32 first_char = is_ascii ? text->value_str[0] : utf8_get_char_at(text->value_str, 0);
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for (int32 i = (first_char == '\n' ? 1 : 0); i < length; ++i) {
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int32 character = is_ascii ? text->value_str[i] : utf8_get_char_at(text->value_str, i);
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if (character == '\n') {
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offset_y += theme->font->line_height * scale;
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offset_x = (f32) x->value_int;
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continue;
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}
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Glyph* glyph = font_glyph_find(theme->font, character);
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if (!glyph) {
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continue;
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}
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f32 offset_y2 = offset_y + glyph->metrics.offset_y * scale;
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offset_x += glyph->metrics.offset_x * scale;
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// @performance Consider to handle whitespaces just by offsetting
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vertex_rect_create(
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vertices, index, zindex,
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offset_x, offset_y2, glyph->metrics.width * scale, glyph->metrics.height * scale, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM,
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color_index->value_float, glyph->coords.x1, glyph->coords.y1, glyph->coords.x2, glyph->coords.y2
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);
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offset_x += (glyph->metrics.width + glyph->metrics.advance_x) * scale;
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}
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element->vertex_count = *index - start;
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memcpy(element->vertices, vertices + start, sizeof(Vertex3DTextureColorIndex) * element->vertex_count);
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// @todo See todo of vertex_text function
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// @performance use elements->vertices and also cache result in there
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return offset_x;
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}
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void ui_button_create(
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Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex,
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UIThemeStyle* theme, UIElement* element
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)
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{
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// @todo handle different states and ongoing animations
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// We cannot return early in such cases
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if (element->vertex_count > 0) {
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memcpy(vertices + *index, element->vertices, sizeof(Vertex3DTextureColorIndex) * element->vertex_count);
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return;
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}
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// @performance see comment for setup_theme()
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// Load element data
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HashEntryVoidP* element_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->hash_map, element->name, element->id);
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UIAttributeGroup* element_group = (UIAttributeGroup *) element_entry->value;
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// Load general style
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UIAttribute* style = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_STYLE);
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HashEntryVoidP* style_entry = NULL;
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UIAttributeGroup* style_group = NULL;
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if (style) {
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style_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->hash_map, style->value_str);
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style_group = (UIAttributeGroup *) style_entry->value;
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}
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UIAttribute* x;
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UIAttribute* y;
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// Load parent data (for position data)
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UIAttribute* parent = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_PARENT);
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if (parent) {
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HashEntryVoidP* parent_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->hash_map, parent->value_str);
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UIAttributeGroup* parent_group = (UIAttributeGroup *) parent_entry->value;
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x = ui_attribute_from_group(parent_group, UI_ATTRIBUTE_TYPE_POSITION_X);
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y = ui_attribute_from_group(parent_group, UI_ATTRIBUTE_TYPE_POSITION_Y);
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// @question Do we have more values which can be inherited from the parent?
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// We don't want to inherit implicit stuff like size, background etc. These things should be defined explicitly
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} else {
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x = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_POSITION_X);
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y = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_POSITION_Y);
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}
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UIAttribute* width = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_DIMENSION_WIDTH);
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UIAttribute* height = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_DIMENSION_HEIGHT);
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UIAttribute* align_h = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_ALIGN_H);
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UIAttribute* align_v = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_ALIGN_V);
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UIAttribute* text = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_CONTENT);
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UIAttribute* size = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_FONT_SIZE);
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UIAttribute* color_index = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_FONT_COLOR);
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// @todo Above we only handle the default values, what about state dependent values like hover, active?
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// Simply check the state here and load the child_entries based on the state
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// However, for that we need the current state of the button... should this be in a separate button object,
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// that also holds position information for hover checks etc. Or should that state be stored in the theme data?
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// Right now we could make these checks right here anyway but in the future we don't want to update the rendering data
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// every frame if we don't have to. We don't want immediate mode! We only want to update the UI if there is a change.
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// If a change (or state change like hover) triggers a complete update of all elements or just a sub region update
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// remains TBD
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int32 start = *index;
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vertex_rect_border_create(
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vertices, index, zindex,
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x->value_float, y->value_float, width->value_float, height->value_float, 1, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM,
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12, 0.0f, 0.0f
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);
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vertex_rect_create(
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vertices, index, zindex,
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x->value_float + 1, y->value_float + 1, width->value_float - 2, height->value_float - 2, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM,
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14, 0.0f, 0.0f
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);
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zindex = nextafterf(zindex, INFINITY);
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vertex_text_create(
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vertices, index, zindex,
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x->value_float, y->value_float, width->value_float, height->value_float, align_h->value_int, align_v->value_int,
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theme->font, text->value_str, size->value_float, color_index->value_float
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);
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element->vertex_count = *index - start;
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memcpy(element->vertices, vertices + start, sizeof(Vertex3DTextureColorIndex) * element->vertex_count);
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}
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#endif |