Alessandro Mauri 1 year ago
commit 8f46b88f1d
  1. 0
      renderer.c
  2. 217
      ugui.c
  3. 266
      ugui.h

217
ugui.c

@ -0,0 +1,217 @@
#include <stdlib.h>
#include <string.h>
#include <err.h>
#include <errno.h>
#include "ugui.h"
#define SALT 0xbabb0cac
#define DEF_SCALE 1.0
#define DEF_DPI 96.0
#define E_STACK_STEP (1024 * 128)
#define TO_PPM(dpi, scale) (dpi * scale * 0.03937008)
// https://en.wikipedia.org/wiki/Jenkins_hash_function
unsigned int hash(void *data, unsigned int size)
{
if (!size)
return 0;
unsigned int hash = SALT;
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;
}
static void grow_stack(ug_ctx_t *ctx)
{
if (!ctx)
err(EXIT_FAILURE, "__FUNCTION__:" "Cannot grow null context");
ctx->e_size += E_STACK_STEP;
ctx->e_stack = realloc(ctx->e_stack, ctx->e_size);
if (!ctx->e_stack)
err(errno, "__FUNCTION__:" "Could not grow stack: %s", strerror(errno));
}
// 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;
ctx->dpi = DEF_DPI;
ctx->ppm = TO_PPM(DEF_SCALE, DEF_DPI);
return ctx;
}
void ug_free_ctx(ug_ctx_t *ctx)
{
if (!ctx) {
warn("__FUNCTION__:" "Trying to free a null context");
return;
}
if (!ctx->e_stack) {
warn("__FUNCTION__:" "Context has null element stack");
return;
}
free(ctx->e_stack);
free(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
)
{
if (!ctx)
return -1;
ctx->window_id = window_id;
if (scale)
ctx->scale = scale;
if (dpi)
ctx->dpi = dpi;
if (!ppm)
ctx->ppm = TO_PPM(ctx->dpi, ctx->scale);
else
ctx->ppm = ppm;
return 0;
}
/*=============================================================================*
* INPUT FUNCTIONS *
*=============================================================================*/
#define TEST_CTX(ctx) { \
if (!ctx) { \
warn("__FUNCTION__:" "trying to use a null context"); \
return; \
} \
}
void ug_input_mousemove(ug_ctx_t *ctx, int x, int y)
{
TEST_CTX(ctx);
ctx->mouse.pos = (struct ug_vec2){ .x = x, .y = y };
}
void ug_input_mousedown(ug_ctx_t *ctx, int x, int y, unsigned char btn)
{
TEST_CTX(ctx);
ug_input_mousemove(ctx, x, y);
ctx->mouse.down_mask |= btn;
ctx->mouse.press_mask |= btn;
}
void ug_input_mouseup(ug_ctx_t *ctx, int x, int y, unsigned char btn)
{
TEST_CTX(ctx);
ug_input_mousemove(ctx, x, y);
ctx->mouse.down_mask &= ~btn;
}
void ug_input_scroll(ug_ctx_t *ctx, int x, int y)
{
TEST_CTX(ctx);
ctx->mouse.scroll_delta.x += x;
ctx->mouse.scroll_delta.y += y;
}
void ug_input_keydown(ug_ctx_t *ctx, int key)
{
TEST_CTX(ctx);
ctx->key.down_mask |= key;
ctx->key.press_mask |= key;
}
void ug_input_keyup(ug_ctx_t *ctx, int key)
{
TEST_CTX(ctx);
ctx->key.down_mask &= ~key;
}
// append in input text
void ug_input_text(ug_ctx_t *ctx, const char *text)
{
TEST_CTX(ctx);
int size = strlen(ctx->input_text);
int len = strlen(text);
if ((unsigned long)(size+len) >= sizeof(ctx->input_text)) {
warn("__FUNCTION__" "Input text exceeds context buffer");
return;
}
memcpy(ctx->input_text + size, text, len);
}
/*=============================================================================*
* BEGIN AND END *
*=============================================================================*/
#undef TEST_CTX
#define TEST_CTX(ctx) { \
if (!ctx) { \
warn("__FUNCTION__:" "trying to use a null context"); \
return -1; \
} \
}
int ug_begin(ug_ctx_t *ctx)
{
// it is the beginning of a new frame
TEST_CTX(ctx);
// reset the command stack
ctx->e_idx = 0;
// next frame
ctx->frame++;
// update the mouse delta
ctx->mouse.delta.x = ctx->mouse.pos.x - ctx->mouse.last_pos.x;
ctx->mouse.delta.y = ctx->mouse.pos.y - ctx->mouse.last_pos.y;
// TODO: other stuff
return 0;
}
int ug_end(ug_ctx_t *ctx)
{
// end of a frame, check that all went well
TEST_CTX(ctx);
// reset the inputs
ctx->mouse.press_mask = 0;
ctx->mouse.scroll_delta = (struct ug_vec2){0};
ctx->mouse.last_pos = ctx->mouse.pos;
ctx->key.press_mask = 0;
ctx->input_text[0] = '\0';
return 0;
}

266
ugui.h

@ -0,0 +1,266 @@
#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);
#endif
Loading…
Cancel
Save