stuff, mostly renaming variables

c3
Alessandro Mauri 6 days ago
parent 601a396aa8
commit 1088083e1e
  1. 6
      src/main.c3
  2. 30
      src/ugui_button.c3
  3. 22
      src/ugui_core.c3
  4. 98
      src/ugui_div.c3
  5. 14
      src/ugui_input.c3
  6. 76
      src/ugui_slider.c3
  7. 10
      src/ugui_text.c3

@ -132,10 +132,8 @@ fn int main(String[] args)
io::printn("press button1");
}
//ui.layout_next_column()!!;
if (toggle) {
if (ui.button("button2", ugui::Rect{0,0,30,30})!!.mouse_release) {
io::printn("release button2");
}
if (ui.button("button2", ugui::Rect{0,0,30,30})!!.mouse_release) {
io::printn("release button2");
}
static float slider1;
if (ui.slider_ver("slider", ugui::Rect{0,0,30,100}, &slider1)!!.update) {

@ -14,39 +14,39 @@ fn ElemEvents! Ctx.button(&ctx, String label, Rect size, bool state = false)
Id id = ctx.gen_id(label)!;
Elem *parent = ctx.get_parent()!;
Elem *c_elem = ctx.get_elem(id)!;
Elem *elem = ctx.get_elem(id)!;
// add it to the tree
ctx.tree.add(id, ctx.active_div)!;
if (c_elem.flags.is_new) {
c_elem.type = ETYPE_BUTTON;
c_elem.button.color = uint_to_rgba(0x0000ffff);
} else if (c_elem.type != ETYPE_BUTTON) {
if (elem.flags.is_new) {
elem.type = ETYPE_BUTTON;
elem.button.color = uint_to_rgba(0x0000ffff);
} else if (elem.type != ETYPE_BUTTON) {
return UgError.WRONG_ELEMENT_TYPE?;
}
c_elem.bounds = ctx.position_element(parent, size, true);
elem.bounds = ctx.position_element(parent, size, true);
// if the bounds are null the element is outside the div view,
// no interaction should occur so just return
if (c_elem.bounds.is_null()) { return ElemEvents{}; }
if (elem.bounds.is_null()) { return ElemEvents{}; }
c_elem.events = ctx.get_elem_events(c_elem);
if (c_elem.events.mouse_hover) {
elem.events = ctx.get_elem_events(elem);
if (elem.events.mouse_hover) {
if (parent.flags.has_focus) {
c_elem.flags.has_focus = true;
c_elem.button.color = uint_to_rgba(0x00ff00ff);
elem.flags.has_focus = true;
elem.button.color = uint_to_rgba(0x00ff00ff);
}
} else {
c_elem.button.color = uint_to_rgba(0x0000ffff);
elem.button.color = uint_to_rgba(0x0000ffff);
}
if (state) {
c_elem.button.color = uint_to_rgba(0xff00ffff);
elem.button.color = uint_to_rgba(0xff00ffff);
}
// Draw the button
ctx.push_rect(c_elem.bounds, c_elem.button.color, do_border: true, do_radius: true)!;
ctx.push_rect(elem.bounds, elem.button.color, do_border: true, do_radius: true)!;
return c_elem.events;
return elem.events;
}

@ -134,7 +134,7 @@ struct Ctx {
}
}
Rect div_scissor;
Rect div_scissor; // the current div bounds used for scissor test
isz active_div; // tree node indicating the current active div
}
@ -186,11 +186,11 @@ macro Ctx.get_elem(&ctx, Id id)
{
Elem empty_elem;
bool is_new;
Elem* c_elem;
c_elem = ctx.cache.get_or_insert(&empty_elem, id, &is_new)!;
c_elem.flags = (ElemFlags)0;
c_elem.flags.is_new = is_new;
return c_elem;
Elem* elem;
elem = ctx.cache.get_or_insert(&empty_elem, id, &is_new)!;
elem.flags = (ElemFlags)0;
elem.flags.is_new = is_new;
return elem;
}
// this searches an element in the cache by label, it does not create a new element
@ -242,15 +242,15 @@ fn void! Ctx.frame_begin(&ctx)
{
// 2. Get the root element from the cache and update it
Elem* c_elem = ctx.get_elem(ROOT_ID)!;
Elem* elem = ctx.get_elem(ROOT_ID)!;
// The root should have the updated flag only if the size of the window
// was changed between frames, this propagates an element size recalculation
// down the element tree
c_elem.flags.updated = ctx.input.events.resize;
elem.flags.updated = ctx.input.events.resize;
// if the window has focus then the root element also has focus, no other
// computation needed, child elements need to check the mouse positon and
// other stuff
c_elem.flags.has_focus = ctx.has_focus;
elem.flags.has_focus = ctx.has_focus;
Elem def_root = {
.id = ROOT_ID,
@ -266,10 +266,10 @@ fn void! Ctx.frame_begin(&ctx)
.h = ctx.height,
}
},
.flags = c_elem.flags,
.flags = elem.flags,
};
*c_elem = def_root;
*elem = def_root;
// 3. Push the root element into the element tree
ctx.active_div = ctx.tree.add(ROOT_ID, 0)!;

@ -23,7 +23,9 @@ struct ElemDiv {
Rect children_bounds; // current frame children bounds
Rect pcb; // previous frame children bounds
Point origin_r, origin_c;
Color bgcolor;
// the id of the active element, this field is set and reset by the elements themselves and it is
// used to keep track of which element should handle some input events between frames
Id active_id;
}
fn void! Ctx.div_begin(&ctx, String label, Rect size, bool scroll_x = false, bool scroll_y = false)
@ -31,49 +33,48 @@ fn void! Ctx.div_begin(&ctx, String label, Rect size, bool scroll_x = false, boo
Id id = ctx.gen_id(label)!;
Elem* parent = ctx.get_parent()!;
Elem* c_elem = ctx.get_elem(id)!;
Elem* elem = ctx.get_elem(id)!;
isz div_node = ctx.tree.add(id, ctx.active_div)!;
ctx.active_div = div_node;
bool is_new = c_elem.flags.is_new;
bool is_new = elem.flags.is_new;
if (c_elem.flags.is_new) {
c_elem.type = ETYPE_DIV;
} else if (c_elem.type != ETYPE_DIV) {
if (elem.flags.is_new) {
elem.type = ETYPE_DIV;
} else if (elem.type != ETYPE_DIV) {
return UgError.WRONG_ELEMENT_TYPE?;
}
c_elem.div.scroll_x.enabled = scroll_x;
c_elem.div.scroll_y.enabled = scroll_y;
elem.div.scroll_x.enabled = scroll_x;
elem.div.scroll_y.enabled = scroll_y;
// 2. layout the element
c_elem.bounds = ctx.position_element(parent, size);
c_elem.div.children_bounds = c_elem.bounds;
c_elem.div.bgcolor = ctx.style.bgcolor;
elem.bounds = ctx.position_element(parent, size);
elem.div.children_bounds = elem.bounds;
// update the ctx scissor
ctx.div_scissor = c_elem.bounds;
ctx.push_scissor(c_elem.bounds)!;
ctx.div_scissor = elem.bounds;
ctx.push_scissor(elem.bounds)!;
// 4. Fill the div fields
c_elem.div.origin_c = Point{
.x = c_elem.bounds.x,
.y = c_elem.bounds.y,
elem.div.origin_c = Point{
.x = elem.bounds.x,
.y = elem.bounds.y,
};
c_elem.div.origin_r = c_elem.div.origin_c;
c_elem.div.layout = parent.div.layout;
elem.div.origin_r = elem.div.origin_c;
elem.div.layout = parent.div.layout;
// Add the background to the draw stack
bool do_border = parent.div.layout == LAYOUT_FLOATING;
ctx.push_rect(c_elem.bounds, c_elem.div.bgcolor, do_border: do_border)!;
ctx.push_rect(elem.bounds, ctx.style.bgcolor, do_border: do_border)!;
c_elem.events = ctx.get_elem_events(c_elem);
elem.events = ctx.get_elem_events(elem);
// TODO: check active
// TODO: check resizeable
if (parent.flags.has_focus) {
if (point_in_rect(ctx.input.mouse.pos, c_elem.bounds)) {
c_elem.flags.has_focus = true;
if (point_in_rect(ctx.input.mouse.pos, elem.bounds)) {
elem.flags.has_focus = true;
}
}
@ -83,12 +84,12 @@ fn void! Ctx.div_end(&ctx)
{
// swap the children bounds
Elem* parent = ctx.get_parent()!;
Elem* c_elem = ctx.get_elem_by_tree_idx(ctx.active_div)!;
c_elem.div.pcb = c_elem.div.children_bounds;
Elem* elem = ctx.get_elem_by_tree_idx(ctx.active_div)!;
elem.div.pcb = elem.div.children_bounds;
c_elem.events = ctx.get_elem_events(c_elem);
elem.events = ctx.get_elem_events(elem);
Rect cb = c_elem.div.pcb;
Rect cb = elem.div.pcb;
// children bounds bottom-right corner
Point cbc = {
.x = cb.x + cb.w,
@ -96,44 +97,43 @@ fn void! Ctx.div_end(&ctx)
};
// div bounds bottom-right corner
Point bc = {
.x = c_elem.bounds.x + c_elem.bounds.w,
.y = c_elem.bounds.y + c_elem.bounds.h,
.x = elem.bounds.x + elem.bounds.w,
.y = elem.bounds.y + elem.bounds.h,
};
// set the scrollbar flag, is used in layout
// horizontal overflow
c_elem.div.scroll_x.on = cbc.x > bc.x && c_elem.div.scroll_x.enabled;
elem.div.scroll_x.on = cbc.x > bc.x && elem.div.scroll_x.enabled;
// vertical overflow
c_elem.div.scroll_y.on = cbc.y > bc.y && c_elem.div.scroll_y.enabled;
elem.div.scroll_y.on = cbc.y > bc.y && elem.div.scroll_y.enabled;
short wdim = c_elem.div.scroll_y.focus ? SCROLLBAR_DIM*3 : SCROLLBAR_DIM;
short hdim = c_elem.div.scroll_x.focus ? SCROLLBAR_DIM*3 : SCROLLBAR_DIM;
short wdim = elem.div.scroll_y.on ? (elem.div.scroll_y.focus ? SCROLLBAR_DIM*3 : SCROLLBAR_DIM) : 0;
short hdim = elem.div.scroll_x.on ? (elem.div.scroll_x.focus ? SCROLLBAR_DIM*3 : SCROLLBAR_DIM) : 0;
if (c_elem.div.scroll_y.on) {
if (elem.div.scroll_y.on) {
Rect vslider = {
.x = c_elem.bounds.x + c_elem.bounds.w - wdim,
.y = c_elem.bounds.y,
.x = elem.bounds.x + elem.bounds.w - wdim,
.y = elem.bounds.y,
.w = wdim,
.h = c_elem.bounds.h,
.h = elem.bounds.h - hdim,
};
Layout prev_l = c_elem.div.layout;
c_elem.div.layout = LAYOUT_ABSOLUTE;
ctx.slider_ver("div_scrollbar_vertical", vslider, &c_elem.div.scroll_y.value, max((float)bc.y / cbc.y, (float)0.15))!;
c_elem.div.layout = prev_l;
Layout prev_l = elem.div.layout;
elem.div.layout = LAYOUT_ABSOLUTE;
ctx.slider_ver("div_scrollbar_vertical", vslider, &elem.div.scroll_y.value, max((float)bc.y / cbc.y, (float)0.15))!;
elem.div.layout = prev_l;
}
if (c_elem.div.scroll_x.on) {
if (elem.div.scroll_x.on) {
Rect hslider = {
.x = c_elem.bounds.x,
.y = c_elem.bounds.y + c_elem.bounds.h - hdim,
.w = c_elem.bounds.w,
.x = elem.bounds.x,
.y = elem.bounds.y + elem.bounds.h - hdim,
.w = elem.bounds.w - wdim,
.h = hdim,
};
Layout prev_l = c_elem.div.layout;
c_elem.div.layout = LAYOUT_ABSOLUTE;
ctx.slider_hor("div_scrollbar_horizontal", hslider, &c_elem.div.scroll_x.value, max((float)bc.x / cbc.x, (float)0.15))!;
c_elem.div.layout = prev_l;
Layout prev_l = elem.div.layout;
elem.div.layout = LAYOUT_ABSOLUTE;
ctx.slider_hor("div_scrollbar_horizontal", hslider, &elem.div.scroll_x.value, max((float)bc.x / cbc.x, (float)0.15))!;
elem.div.layout = prev_l;
}
// the active_div returns to the parent of the current one

@ -45,13 +45,13 @@ macro Ctx.mouse_pressed(&ctx) => ctx.input.mouse.updated & ctx.input.mouse.down;
macro Ctx.mouse_released(&ctx) => ctx.input.mouse.updated & ~ctx.input.mouse.down;
macro Ctx.mouse_down(&ctx) => ctx.input.mouse.down;
const MouseButtons BTN_NONE = (MouseButtons)0u;
const MouseButtons BTN_ANY = (MouseButtons)(uint.max);
const MouseButtons BTN_LEFT = {.btn_left = true};
const MouseButtons BTN_NONE = (MouseButtons)0u;
const MouseButtons BTN_ANY = (MouseButtons)(uint.max);
const MouseButtons BTN_LEFT = {.btn_left = true};
const MouseButtons BTN_MIDDLE = {.btn_middle = true};
const MouseButtons BTN_RIGHT = {.btn_right = true};
const MouseButtons BTN_4 = {.btn_4 = true};
const MouseButtons BTN_5 = {.btn_5 = true};
const MouseButtons BTN_RIGHT = {.btn_right = true};
const MouseButtons BTN_4 = {.btn_4 = true};
const MouseButtons BTN_5 = {.btn_5 = true};
// FIXME: hthis compairson could be done with a cast using MouseButtons.inner
// property but I could not figure out how
@ -63,7 +63,7 @@ macro ElemEvents Ctx.get_elem_events(&ctx, Elem *elem)
{
// TODO: add the other events
// FIXME: active should be elsewhere
bool active = elem.events.mouse_hold || ctx.is_hovered(elem);
bool active = ctx.is_hovered(elem);
ElemEvents ev = {
.mouse_hover = ctx.is_hovered(elem),
.mouse_press = active & ctx.is_mouse_pressed(BTN_ANY),

@ -27,45 +27,45 @@ fn ElemEvents! Ctx.slider_hor(&ctx,
Id id = ctx.gen_id(label)!;
Elem *parent = ctx.get_parent()!;
Elem *c_elem = ctx.get_elem(id)!;
Elem *elem = ctx.get_elem(id)!;
// add it to the tree
ctx.tree.add(id, ctx.active_div)!;
// 1. Fill the element fields
if (c_elem.flags.is_new) {
c_elem.type = ETYPE_SLIDER;
} else if (c_elem.type != ETYPE_SLIDER) {
if (elem.flags.is_new) {
elem.type = ETYPE_SLIDER;
} else if (elem.type != ETYPE_SLIDER) {
return UgError.WRONG_ELEMENT_TYPE?;
}
// 2. Layout
c_elem.bounds = ctx.position_element(parent, size, true);
elem.bounds = ctx.position_element(parent, size, true);
// handle width
short hw = (short)(c_elem.bounds.w * hpercent);
short hw = (short)(elem.bounds.w * hpercent);
Rect handle = {
.x = calc_slider(c_elem.bounds.x, c_elem.bounds.w-hw, *value),
.y = c_elem.bounds.y,
.x = calc_slider(elem.bounds.x, elem.bounds.w-hw, *value),
.y = elem.bounds.y,
.w = hw,
.h = c_elem.bounds.h,
.h = elem.bounds.h,
};
c_elem.slider.handle = handle;
elem.slider.handle = handle;
Point m = ctx.input.mouse.pos;
c_elem.events = ctx.get_elem_events(c_elem);
elem.events = ctx.get_elem_events(elem);
if (parent.flags.has_focus && c_elem.events.mouse_hover &&
point_in_rect(m, handle) && c_elem.events.mouse_hold) {
*value = calc_value(c_elem.bounds.x, m.x, c_elem.bounds.w, hw);
c_elem.slider.handle.x = calc_slider(c_elem.bounds.x, c_elem.bounds.w-hw, *value);
c_elem.events.update = true;
if (parent.flags.has_focus && elem.events.mouse_hover &&
point_in_rect(m, handle) && elem.events.mouse_hold) {
*value = calc_value(elem.bounds.x, m.x, elem.bounds.w, hw);
elem.slider.handle.x = calc_slider(elem.bounds.x, elem.bounds.w-hw, *value);
elem.events.update = true;
}
// Draw the slider background and handle
ctx.push_rect(c_elem.bounds, bgcolor)!;
ctx.push_rect(c_elem.slider.handle, handlecolor)!;
ctx.push_rect(elem.bounds, bgcolor)!;
ctx.push_rect(elem.slider.handle, handlecolor)!;
return c_elem.events;
return elem.events;
}
/*
@ -91,46 +91,46 @@ fn ElemEvents! Ctx.slider_ver(&ctx,
Id id = ctx.gen_id(label)!;
Elem *parent = ctx.get_parent()!;
Elem *c_elem = ctx.get_elem(id)!;
Elem *elem = ctx.get_elem(id)!;
// add it to the tree
ctx.tree.add(id, ctx.active_div)!;
// 1. Fill the element fields
if (c_elem.flags.is_new) {
c_elem.type = ETYPE_SLIDER;
} else if (c_elem.type != ETYPE_SLIDER) {
if (elem.flags.is_new) {
elem.type = ETYPE_SLIDER;
} else if (elem.type != ETYPE_SLIDER) {
return UgError.WRONG_ELEMENT_TYPE?;
}
// 2. Layout
c_elem.bounds = ctx.position_element(parent, size, true);
elem.bounds = ctx.position_element(parent, size, true);
// handle height
short hh = (short)(c_elem.bounds.h * hpercent);
short hh = (short)(elem.bounds.h * hpercent);
Rect handle = {
.x = c_elem.bounds.x,
.y = calc_slider(c_elem.bounds.y, c_elem.bounds.h-hh, *value),
.w = c_elem.bounds.w,
.x = elem.bounds.x,
.y = calc_slider(elem.bounds.y, elem.bounds.h-hh, *value),
.w = elem.bounds.w,
.h = hh,
};
c_elem.slider.handle = handle;
elem.slider.handle = handle;
Point m = ctx.input.mouse.pos;
c_elem.events = ctx.get_elem_events(c_elem);
elem.events = ctx.get_elem_events(elem);
if (parent.flags.has_focus && c_elem.events.mouse_hover &&
if (parent.flags.has_focus && elem.events.mouse_hover &&
point_in_rect(m, handle) &&
c_elem.events.mouse_hold) {
*value = calc_value(c_elem.bounds.y, m.y, c_elem.bounds.h, hh);
c_elem.slider.handle.y = calc_slider(c_elem.bounds.y, c_elem.bounds.h-hh, *value);
c_elem.events.update = true;
elem.events.mouse_hold) {
*value = calc_value(elem.bounds.y, m.y, elem.bounds.h, hh);
elem.slider.handle.y = calc_slider(elem.bounds.y, elem.bounds.h-hh, *value);
elem.events.update = true;
}
// Draw the slider background and handle
ctx.push_rect(c_elem.bounds, bgcolor)!;
ctx.push_rect(c_elem.slider.handle, handlecolor)!;
ctx.push_rect(elem.bounds, bgcolor)!;
ctx.push_rect(elem.slider.handle, handlecolor)!;
return c_elem.events;
return elem.events;
}
macro short calc_slider(ushort off, ushort dim, float value) => (short)off + (short)(dim * value);

@ -7,20 +7,20 @@ fn void! Ctx.text_unbounded(&ctx, String label, String text)
Id id = ctx.gen_id(label)!;
Elem *parent = ctx.get_parent()!;
Elem *c_elem = ctx.get_elem(id)!;
Elem *elem = ctx.get_elem(id)!;
// add it to the tree
ctx.tree.add(id, ctx.active_div)!;
// 1. Fill the element fields
// this resets the flags
c_elem.type = ETYPE_TEXT;
elem.type = ETYPE_TEXT;
// if the element is new or the parent was updated then redo layout
Rect text_size = ctx.get_text_bounds(text)!;
// 2. Layout
c_elem.bounds = ctx.position_element(parent, text_size, true);
elem.bounds = ctx.position_element(parent, text_size, true);
// 3. Fill the button specific fields
c_elem.text.str = text;
elem.text.str = text;
ctx.push_string(c_elem.bounds, text)!;
ctx.push_string(elem.bounds, text)!;
}

Loading…
Cancel
Save