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ugui/ugui.h

377 lines
9.1 KiB

1 year ago
#ifndef _UGUI_H
#define _UGUI_H
/* Point Coordinate */
// coordinate type, or how it is measured
enum {
UG_CTYPE_PX = 0x0,
UG_CTYPE_MM = 0x1,
UG_CTYPE_REL = 0x2,
};
// coordinate anchor, or where it refers
enum {
UG_CANCHOR_TOP = 0x0, // x coordinates
UG_CANCHOR_LEFT = 0x0,
UG_CANCHOR_BOTTOM = 0x1, // y coordinates
UG_CANCHOR_RIGHT = 0x1,
UG_CANCHOR_VCENTER = 0x2, // for positions it should be centered
UG_CANCHOR_HCENTER = 0x2,
};
struct _ug_pt_flags {
unsigned long int _:56;
unsigned long int t:4;
unsigned long int a:4;
};
typedef struct {
// first coordinate
union {
union {
int x;
struct _ug_pt_flags fx;
};
union {
int w;
struct _ug_pt_flags fw;
};
union {
int m;
struct _ug_pt_flags fm;
};
};
// second coordinate
union {
union {
int y;
struct _ug_pt_flags fy;
};
union {
int h;
struct _ug_pt_flags fh;
};
union {
int a;
struct _ug_pt_flags fa;
};
};
} ug_coord_t;
// TODO: define stroke style (f.s)
typedef struct {
int size;
struct {
// type of size
unsigned char t:4;
// stroke style
unsigned char s:4;
} f;
} ug_stroke_t;
//---//
/* RGBA Color type */
typedef struct {
unsigned char a;
unsigned char b;
unsigned char g;
unsigned char r;
} ug_color_t;
//---//
/* simple position structure */
struct ug_vec2 {
int x, y;
};
//---//
/* Mouse button mask */
enum ug_mouse_btn {
UG_MOUSEBTN_LEFT = 1,
UG_MOUSEBTN_MIDDLE = 2,
UG_MOUSEBTN_RIGHT = 4,
UG_MOUSEBTN_4 = 8,
UG_MOUSEBTN_5 = 16,
};
//---//
/* event structure */
typedef enum {
UG_EV_WINDOWMOVE,
UG_EV_WINDOWRESIZE,
UG_EV_WINDOWSHOW,
UG_EV_MOUSEMOVE,
UG_EV_MOUSEDOWN,
UG_EV_MOUSEUP,
UG_EV_KEYDOWN,
UG_EV_KEYUP,
} ug_event_type_t;
typedef struct {
ug_event_type_t type;
union {
int x;
int w;
unsigned int code;
};
union {
int y;
int h;
unsigned int mask;
};
} ug_event_t;
//---//
/* Primitive element type */
typedef enum {
UG_E_RECT = 0,
UG_E_TRIANGLE,
UG_E_DOT,
UG_E_LINE,
UG_E_ARC,
UG_E_TEXT,
UG_E_SPRITE,
} ug_element_type_t;
typedef struct {
ug_coord_t size;
ug_coord_t pos;
ug_color_t color;
} ug_rect_t;
typedef struct {
ug_coord_t size;
ug_coord_t pos;
ug_color_t color;
} ug_triangle_t;
typedef struct {
ug_stroke_t stroke;
ug_coord_t pos;
ug_color_t color;
} ug_dot_t;
typedef struct {
ug_stroke_t stroke;
ug_coord_t vert[2];
ug_color_t color;
} ug_line_t;
typedef struct {
ug_stroke_t stroke;
ug_coord_t vert[3];
ug_color_t color;
} ug_arc_t;
// draw text from view[start] to view[end]
typedef struct {
ug_stroke_t stroke;
ug_coord_t pos;
ug_color_t color;
const char *view;
int start;
int end;
} ug_text_t;
// all sprites have to be mapped into memory, map is an array of width x height
// bytes, the type is specified by the user
typedef struct {
ug_coord_t pos;
void *map;
int width;
int height;
} ug_sprite_t;
// data is the actual element data, it has to be cast to the right element specified
// by type and is variable size so that no memory is wasted, size is the size in
// bytes of data + id + size + type
typedef struct {
ug_element_type_t type;
unsigned int size;
unsigned int id;
unsigned char data[];
} ug_element_t;
//---//
/* Global context */
// one context per phisical window
// a phisical window can be anything, but here it basically represents the true
// surface where things are drawn into, a window has a scale, dpi and ppm
// (pixel per mm), only the latter is truly needed, the user sets these variables
// and has to take care of updating them when needed
typedef struct {
unsigned int window_id;
float scale, dpi, ppm;
// the user pushes the things that he wants to draw onto the element stack,
// which contains all the primitives needed to draw the wanted element
unsigned char *e_stack;
unsigned int e_size;
unsigned int e_idx;
// the element which has focus
unsigned int focus_id;
// the element that we are hovering
unsigned int hover_id;
// count the frames for fun
unsigned long int frame;
// mouse data
struct {
struct ug_vec2 pos;
struct ug_vec2 last_pos;
struct ug_vec2 delta;
struct ug_vec2 scroll_delta;
// down/pressed masks get updated on mousedown, whereas down_mask
// only on mouseup, so the masks differ by the buttons that were
// released
// FIXME: is this the best way to approach this?
unsigned char down_mask;
unsigned char press_mask;
} mouse;
// keyboard key pressed
struct {
unsigned char down_mask;
unsigned char press_mask;
} key;
// input text buffer
char input_text[32];
} ug_ctx_t;
//---//
// creates a new context, fills with default values, ctx is ready for ug_start()
ug_ctx_t *ug_new_ctx(void);
void ug_free_ctx(ug_ctx_t *ctx);
// updates the context with user information
int ug_update_ctx(ug_ctx_t *ctx,
unsigned int window_id,
float scale,
float dpi,
float ppm
);
// register inputs
void ug_input_mousedown(ug_ctx_t *ctx, int x, int y, unsigned char btn);
void ug_input_mouseup(ug_ctx_t *ctx, int x, int y, unsigned char btn);
void ug_input_mousemove(ug_ctx_t *ctx, int x, int y);
void ug_input_scroll(ug_ctx_t *ctx, int x, int y);
void ug_input_keydown(ug_ctx_t *ctx, int key);
void ug_input_keyup(ug_ctx_t *ctx, int key);
void ug_input_text(ug_ctx_t *ctx, const char *text);
// between begin and end the user draws
int ug_begin(ug_ctx_t *ctx);
int ug_end(ug_ctx_t *ctx);
1 year ago
// layout control
// Split the layout vertically and horizontally, n times each time with the
// supplied width/height
/* Window space
* +-----------------------------+
* | |
* | |
* | |
* | |
* | |
* | |
* | |
* | |
* | |
* | |
* | |
* +-----------------------------+
*
* ug_layout_vsplit(ctx, 2, (int[]){10, 20});
* create two vertical zones
* +-----------------------------+
* | } 10px |
* +-----------------------------+
* | |> 20px |
* | | |
* +-----------------------------+
* | |
* | |
* | remainder |
* | |
* | |
* | |
* +-----------------------------+
*
* ug_layout_hsplit(ctx, 3, NULL);
* equally spaced divisions
* +-----------------------------+
* | | | |
* +-----------------------------+
* | |> 20px |
* | | |
* +-----------------------------+
* | |
* | |
* | remainder |
* | |
* | |
* | |
* +-----------------------------+
*
* ug_button(ctx, "ciao");
* ug_layout_next(ctx); // skip second square
* ug_button(ctx, "quit");
* float val = 0.3
* ug_slider(ctx, &val, 0, 1);
* ug_text(ctx, "lorem ipsum\ndolor et");
*
* +-----------------------------+
* | ciao | | quit |
* +-----------------------------+
* | # 0.3 |
* | # |
* +-----------------------------+
* | lorem ipsum |
* | dolor et |
* | |
* | |
* | |
* | |
* +-----------------------------+
*
* ug_layout_popup(ctx, {100x50, centrato});
* ug_layout_vsplit(ctx, 1, NULL);
* ug_button(ctx, "btn1");
* ug_button(ctx, "btn2");
*
* +-----------------------------+
* | ciao | | quit |
* +-----------------------------+
* | # 0.3 |
* | # +----------+ |
* +--------| btn1 |---------+
* | lorem i| | |
* | dolor e+----------+ |
* | | btn2 | |
* | | | |
* | +----------+ |
* | |
* | |
* +-----------------------------+
*/
int ug_layout_vsplit(ug_ctx_t *ctx, int n, const int *heights);
int ug_layout_hsplit(ug_ctx_t *ctx, int n, const int *widths);
// popup layout, create a rectangle that sits over the view and has a higher
// z-index, this allows it to have any position and have focus priority
// creating a popup selects it as current layout
int ug_layout_popup(ug_ctx_t *ctx, ug_rect_t rect);
// get the next rectangular region in the layout context
ug_rect_t ug_layout_next(ug_ctx_t *ctx);
// get the current layout rectangle area, but do not pop it (select the next)
// this is useful to get information about the area's width height and position
ug_rect_t ug_layout_get_current(ug_ctx_t *ctx);
// set the unit of the dimensions, in the context all units are pixels but
// when regions are defined units can be in pixels, millimiters, etc
int ui_layout_set_mm(ug_ctx_t *ctx);
int ui_layout_set_px(ug_ctx_t *ctx);
// ui elements
int ug_slider(ug_ctx_t *ctx, float *stat, float min, float max);
1 year ago
#endif