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ugui/ugui.c

299 lines
7.3 KiB

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#include <stdlib.h>
#include <string.h>
#include <errno.h>
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#include <err.h>
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#include "ugui.h"
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#define SALT 0xbabb0cac
#define DEF_SCALE 1.0
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#define DEF_PPI 96.0
#define STACK_STEP 64
#define PPI_PPM(ppi, scale) (ppi * scale * 0.03937008)
#define PPI_PPD(ppi, scale) (PPI_PPM(ppi, scale) * 0.3528)
#define IS_VALID_UNIT(u) (u==UG_UNIT_PX||u==UG_UNIT_MM||u==UG_UNIT_PT)
#define UG_ERR(...) err(errno, "__FUNCTION__: " __VA_ARGS__)
// default style
// TODO: fill default style
static const ug_style_t default_style = {
.text = {
.color = RGB_FORMAT(0xffffff),
.alt_color = RGB_FORMAT(0xbbbbbb),
.size = SIZE_PX(16),
.alt_size = SIZE_PX(12),
},
};
static const ug_vec2_t max_size = {10e6, 10e6};
static ug_style_t style_cache = {0};
/*=============================================================================*
* Common Functions *
*=============================================================================*/
// grow a stack
#define grow(S) \
{ \
S.items = realloc(S.items, (S.size+STACK_STEP)*sizeof(*(S.items))); \
if(!S.items) \
UG_ERR("Could not allocate stack #S: %s", strerror(errno)); \
memset(&(S.items[S.size]), 0, STACK_STEP*sizeof(*(S.items))); \
S.size += STACK_STEP; \
}
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// https://en.wikipedia.org/wiki/Jenkins_hash_function
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static ug_id_t hash(const void *data, unsigned int size)
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{
if (!size)
return 0;
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ug_id_t hash = SALT;
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unsigned char *v = (unsigned char *)data;
for (; size; size--) {
hash += v[size-1];
hash += hash << 10;
hash ^= hash >> 6;
}
hash += hash << 3;
hash ^= hash >> 11;
hash += hash << 15;
return hash;
}
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// update the style cache with the correct sizes in pixels and colors
static void update_style_cache(ug_ctx_t *ctx)
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{
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const ug_style_t *s = ctx->style;
// TODO: do this shit
(void)s;
}
ug_rect_t rect_to_px(ug_ctx_t *ctx, ug_rect_t rect)
{
float scale = 1.0;
switch (ctx->unit) {
case UG_UNIT_PX:
return rect;
case UG_UNIT_MM:
scale = ctx->ppm;
break;
case UG_UNIT_PT:
scale = ctx->ppd;
break;
}
rect.x *= scale;
rect.y *= scale;
rect.w *= scale;
rect.h *= scale;
return rect;
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}
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/*=============================================================================*
* Context Operations *
*=============================================================================*/
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// creates a new context, fills with default values, ctx is ready for ug_start()
ug_ctx_t *ug_new_ctx(void)
{
ug_ctx_t *ctx = malloc(sizeof(ug_ctx_t));
if (!ctx)
err(errno, "__FUNCTION__:" "Could not allocate context: %s", strerror(errno));
memset(ctx, 0, sizeof(ug_ctx_t));
ctx->scale = DEF_SCALE;
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ctx->ppi = DEF_PPI;
ctx->ppm = PPI_PPM(DEF_SCALE, DEF_PPI);
ctx->ppd = PPI_PPD(DEF_SCALE, DEF_PPI);
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ctx->unit = UG_UNIT_PX;
ctx->style = &default_style;
ctx->style_px = &style_cache;
// TODO: allocate stacks
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return ctx;
}
void ug_free_ctx(ug_ctx_t *ctx)
{
if (!ctx) {
warn("__FUNCTION__:" "Trying to free a null context");
return;
}
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// TODO: free stacks
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free(ctx);
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// NOTE: do not free style since the default is statically allocated, let
// the user take care of it instead
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}
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#define TEST_CTX(ctx) { if (!ctx) return -1; }
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int ug_ctx_set_displayinfo(ug_ctx_t *ctx, float scale, float ppi)
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{
TEST_CTX(ctx);
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if (scale <= 0 || ppi < 20.0)
return -1;
ctx->ppm = PPI_PPM(scale, ppi);
ctx->ppd = PPI_PPM(scale, ppi);
ctx->scale = scale;
ctx->ppi = ppi;
update_style_cache(ctx);
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return 0;
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}
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int ug_ctx_set_drawableregion(ug_ctx_t *ctx, ug_vec2_t size)
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{
TEST_CTX(ctx);
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if (size.w <= 0 || size.h <= 0)
return -1;
ctx->size.w = size.w;
ctx->size.h = size.h;
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// FIXME: do I need to do something like update_container_size() here?
// maybe it is redundant since each frame not every conatiner is
// re-added
return 0;
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}
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int ug_ctx_set_style(ug_ctx_t *ctx, const ug_style_t *style)
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{
TEST_CTX(ctx);
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if (!style)
return -1;
// TODO: validate style
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ctx->style = style;
update_style_cache(ctx);
return 0;
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}
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int ug_ctx_set_unit(ug_ctx_t *ctx, ug_unit_t unit)
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{
TEST_CTX(ctx);
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if (!IS_VALID_UNIT(unit))
return -1;
ctx->unit = unit;
return 0;
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}
/*=============================================================================*
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* Container Operations *
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*=============================================================================*/
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// get a new or existing container handle
static ug_container_t *get_container(ug_ctx_t *ctx, ug_id_t id)
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{
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ug_container_t *c = NULL;
for (int i = 0; i < ctx->container_stack.idx; i++) {
if (ctx->container_stack.items[i].id == id) {
c = &(ctx->container_stack.items[i]);
break;
}
}
// if the container was not already there allocate a new one
if (!c) {
if(ctx->container_stack.idx >= ctx->container_stack.size)
grow(ctx->container_stack);
c = &(ctx->container_stack.items[ctx->container_stack.idx++]);
}
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return c;
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}
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// update the container dimensions and position according to the context information,
// also handle resizing, moving, ect. if allowed by the container
static void update_container(ug_ctx_t *ctx, ug_container_t *cnt)
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{
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// if the container was just initialized the unit might not be pixels, this
// is a problem since all mouse events are in pixels and convering back
// and forth accumulates error and in heavy on the cpu
if (cnt->unit != UG_UNIT_PX) {
// FIXME: this takes the unit from the context but it should be fine
cnt->rect = rect_to_px(ctx, cnt->rect);
cnt->unit = UG_UNIT_PX;
}
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// recalculate position
// FIXME: this is the right place to do some optimization, what if the
// context didn't change?
// the absoulute position of the container
ug_rect_t rect_abs = cnt->rect;
// 0 -> take all the space, <0 -> take absolute
if (rect_abs.w == 0) rect_abs.w = ctx->size.w;
else if (rect_abs.w < 0) rect_abs.w = -rect_abs.w;
if (rect_abs.h == 0) rect_abs.h = ctx->size.h;
else if (rect_abs.h < 0) rect_abs.h = -rect_abs.h;
// <0 -> relative to the right margin
if (rect_abs.x < 0) rect_abs.x = ctx->size.x - rect_abs.w + rect_abs.x;
if (rect_abs.y < 0) rect_abs.y = ctx->size.y - rect_abs.h + rect_abs.y;
// if we had focus the frame before, then do shit
if (ctx->hover.cnt == cnt->id) {
// TODO: do stuff
}
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// push the appropriate rectangles to the drawing stack
// TODO: ^ This ^
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}
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// a floating container can be placed anywhere and can be resized, acts like a
// window inside another window
int ug_container_floating(ug_ctx_t *ctx, const char *name, ug_rect_t rect)
{
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TEST_CTX(ctx);
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// TODO: verify rect
ug_id_t id = name ? hash(name, strlen(name)) : hash(&rect, sizeof(ug_rect_t));
ug_container_t *cnt = get_container(ctx, id);
if (cnt->id) {
// nothing? maybe we can skip updating all dimensions and stuff
} else {
cnt->id = id;
cnt->max_size = max_size;
cnt->rect = rect;
cnt->unit = ctx->unit;
cnt->flags = UG_CNT_MOVABLE |
UG_CNT_RESIZABLE |
UG_CNT_SCROLL_X |
UG_CNT_SCROLL_Y ;
}
update_container(ctx, cnt);
return 0;
}