working mm units

master
Alessandro Mauri 2 years ago
parent 83e3b263f8
commit ba54900852
  1. 2
      test/Makefile
  2. 32
      test/main.c
  3. 194
      ugui.c
  4. 12
      ugui.h

@ -1,5 +1,5 @@
CFLAGS = -Wall -Wextra -Wpedantic -std=c11 -g CFLAGS = -Wall -Wextra -Wpedantic -std=c11 -g
LDFLAGS = -lSDL2 LDFLAGS = -lSDL2 -lm
test: main.c ../ugui.c ../ugui.h test: main.c ../ugui.c ../ugui.h
gcc ${CFLAGS} -c ../ugui.c -o ugui.o gcc ${CFLAGS} -c ../ugui.c -o ugui.o

@ -3,6 +3,13 @@
#include "../ugui.h" #include "../ugui.h"
SDL_Window *w;
SDL_Renderer *r;
ug_ctx_t *ctx;
void cleanup(void);
int main(void) int main(void)
{ {
SDL_DisplayMode dm; SDL_DisplayMode dm;
@ -22,7 +29,6 @@ int main(void)
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif #endif
SDL_Window *w;
w = SDL_CreateWindow("test", w = SDL_CreateWindow("test",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
dm.w*0.8, dm.h*0.8, dm.w*0.8, dm.h*0.8,
@ -31,7 +37,6 @@ int main(void)
//SDL_Surface *s; //SDL_Surface *s;
//s = SDL_GetWindowSurface(w); //s = SDL_GetWindowSurface(w);
SDL_Renderer *r;
r = SDL_CreateRenderer(w, -1, SDL_RENDERER_ACCELERATED); r = SDL_CreateRenderer(w, -1, SDL_RENDERER_ACCELERATED);
@ -47,11 +52,13 @@ int main(void)
SDL_GetDisplayDPI(idx, &dpi, NULL, NULL); SDL_GetDisplayDPI(idx, &dpi, NULL, NULL);
ug_ctx_t *ctx = ug_ctx_new(); ctx = ug_ctx_new();
ug_ctx_set_displayinfo(ctx, scale, dpi); ug_ctx_set_displayinfo(ctx, scale, dpi);
ug_ctx_set_drawableregion(ctx, dsize); ug_ctx_set_drawableregion(ctx, dsize);
// atexit(cleanup);
SDL_Event event; SDL_Event event;
char button_map[] = { char button_map[] = {
@ -168,10 +175,11 @@ int main(void)
ug_frame_begin(ctx); ug_frame_begin(ctx);
ug_ctx_set_unit(ctx, UG_UNIT_MM);
ug_container_floating(ctx, "stupid name", ug_container_floating(ctx, "stupid name",
(ug_rect_t){.x = 0, .y = 0, .w = 100, .h = 300}); (ug_rect_t){.fx = 0, .fy = 0, .fw = 50, .fh = 50});
ug_container_floating(ctx, "better name", ug_container_floating(ctx, "better name",
(ug_rect_t){.x = -20, .y = -10, .w = 100, .h = 200}); (ug_rect_t){.fx = -20, .fy = -10, .fw = 100, .fh = 30});
ug_frame_end(ctx); ug_frame_end(ctx);
@ -187,8 +195,8 @@ int main(void)
.w = cmd.rect.w, .w = cmd.rect.w,
.h = cmd.rect.h, .h = cmd.rect.h,
}; };
printf("DRAWING: x=%d, y=%d, w=%d, h=%d\n", sr.x, sr.y, sr.w, sr.h); //printf("DRAWING: x=%d, y=%d, w=%d, h=%d\n", sr.x, sr.y, sr.w, sr.h);
printf("COLOR: #%.8X\n", *((unsigned int *)&col)); //printf("COLOR: #%.8X\n", *((unsigned int *)&col));
SDL_SetRenderDrawColor(r, col.r, col.g, col.b, col.a); SDL_SetRenderDrawColor(r, col.r, col.g, col.b, col.a);
SDL_RenderFillRect(r, &sr); SDL_RenderFillRect(r, &sr);
} }
@ -198,11 +206,15 @@ int main(void)
} while (event.type != SDL_QUIT); } while (event.type != SDL_QUIT);
cleanup();
ug_ctx_free(ctx); return 0;
}
void cleanup(void)
{
ug_ctx_free(ctx);
SDL_DestroyRenderer(r); SDL_DestroyRenderer(r);
SDL_DestroyWindow(w); SDL_DestroyWindow(w);
SDL_Quit(); SDL_Quit();
return 0; }
}

194
ugui.c

@ -3,6 +3,7 @@
#include <string.h> #include <string.h>
#include <errno.h> #include <errno.h>
#include <err.h> #include <err.h>
#include <math.h>
#include "ugui.h" #include "ugui.h"
@ -112,30 +113,6 @@ static void update_style_cache(ug_ctx_t *ctx)
} }
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;
}
void push_rect_command(ug_ctx_t *ctx, const ug_rect_t *rect, ug_color_t color) void push_rect_command(ug_ctx_t *ctx, const ug_rect_t *rect, ug_color_t color)
{ {
ug_cmd_t *c; ug_cmd_t *c;
@ -162,14 +139,10 @@ ug_ctx_t *ug_ctx_new(void)
err(errno, "__FUNCTION__:" "Could not allocate context: %s", strerror(errno)); err(errno, "__FUNCTION__:" "Could not allocate context: %s", strerror(errno));
memset(ctx, 0, sizeof(ug_ctx_t)); memset(ctx, 0, sizeof(ug_ctx_t));
ctx->scale = DEF_SCALE;
ctx->ppi = DEF_PPI;
ctx->ppm = PPI_PPM(DEF_SCALE, DEF_PPI);
ctx->ppd = PPI_PPD(DEF_SCALE, DEF_PPI);
ctx->unit = UG_UNIT_PX; ctx->unit = UG_UNIT_PX;
ctx->style = &default_style; ctx->style = &default_style;
ctx->style_px = &style_cache; ctx->style_px = &style_cache;
ug_ctx_set_displayinfo(ctx, DEF_SCALE, DEF_PPI);
// TODO: allocate stacks // TODO: allocate stacks
return ctx; return ctx;
@ -203,7 +176,6 @@ int ug_ctx_set_displayinfo(ug_ctx_t *ctx, float scale, float ppi)
ctx->ppm = PPI_PPM(scale, ppi); ctx->ppm = PPI_PPM(scale, ppi);
ctx->ppd = PPI_PPM(scale, ppi); ctx->ppd = PPI_PPM(scale, ppi);
ctx->scale = scale;
ctx->ppi = ppi; ctx->ppi = ppi;
update_style_cache(ctx); update_style_cache(ctx);
@ -281,20 +253,21 @@ static ug_container_t *get_container(ug_ctx_t *ctx, ug_id_t id)
// also handle resizing, moving, ect. if allowed by the container // also handle resizing, moving, ect. if allowed by the container
static void update_container(ug_ctx_t *ctx, ug_container_t *cnt) static void update_container(ug_ctx_t *ctx, ug_container_t *cnt)
{ {
// if the container was just initialized the unit might not be pixels, this // use millimeters as common screen-relative units
// is a problem since all mouse events are in pixels and convering back if (cnt->unit == UG_UNIT_PT) {
// and forth accumulates error and in heavy on the cpu cnt->rect.fx *= ctx->ppd;
if (cnt->unit != UG_UNIT_PX) { cnt->rect.fy *= ctx->ppd;
// FIXME: this takes the unit from the context but it should be fine cnt->rect.fw *= ctx->ppd;
cnt->rect = rect_to_px(ctx, cnt->rect); cnt->rect.fh *= ctx->ppd;
cnt->unit = UG_UNIT_PX;
} }
// recalculate position // recalculate position
// FIXME: this is the right place to do some optimization, what if the if (cnt->unit != UG_UNIT_PX) {
// context didn't change? cnt->rect_abs.x = roundf(cnt->rect.fx * ctx->ppm);
// the absoulute position of the container cnt->rect_abs.y = roundf(cnt->rect.fy * ctx->ppm);
cnt->rect_abs = cnt->rect; cnt->rect_abs.w = roundf(cnt->rect.fw * ctx->ppm);
cnt->rect_abs.h = roundf(cnt->rect.fh * ctx->ppm);
}
/* /*
* Container style: * Container style:
@ -349,7 +322,6 @@ static void update_container(ug_ctx_t *ctx, ug_container_t *cnt)
// the window may have been resized so cap the position to the window size // the window may have been resized so cap the position to the window size
printf("window size: w=%d, h=%d\n", ctx->size.x, ctx->size.y);
if (cnt->rect_abs.x > ctx->size.w) if (cnt->rect_abs.x > ctx->size.w)
cnt->rect_abs.x = ctx->size.x - cnt->rect_abs.w; cnt->rect_abs.x = ctx->size.x - cnt->rect_abs.w;
if (cnt->rect_abs.y > ctx->size.h) if (cnt->rect_abs.y > ctx->size.h)
@ -364,73 +336,85 @@ static void update_container(ug_ctx_t *ctx, ug_container_t *cnt)
// if we had focus the frame before, then do shit // if we had focus the frame before, then do shit
// FIXME: if this is a brand new container then do we need to handle user // FIXME: if this is a brand new container then do we need to handle user
// inputs, since all inputs lag one frame, then it would make no sense // inputs, since all inputs lag one frame, then it would make no sense
if (ctx->hover.cnt_last == cnt->id) { if (ctx->hover.cnt_last != cnt->id)
// mouse pressed handle resize, for simplicity containers can only goto cnt_draw;
// be resized from the bottom and right border
// mouse pressed handle resize, for simplicity containers can only
//#define BIN_PATTERN "%c%c%c%c%c%c%c%c" // be resized from the bottom and right border
//#define BYTE_TO_BINARY(byte) \ if (!(ctx->mouse.down_mask & UG_BTN_LEFT) ||
// (byte & 0x80 ? '1' : '0'), \ !(cnt->flags & (UG_CNT_RESIZABLE | UG_CNT_MOVABLE)))
// (byte & 0x40 ? '1' : '0'), \ goto cnt_draw;
// (byte & 0x20 ? '1' : '0'), \
// (byte & 0x10 ? '1' : '0'), \ ug_vec2_t mpos = ctx->mouse.pos;
// (byte & 0x08 ? '1' : '0'), \ int minx, maxx, miny, maxy;
// (byte & 0x04 ? '1' : '0'), \ int delta_x = 0, delta_y = 0, delta_w = 0, delta_h = 0;
// (byte & 0x02 ? '1' : '0'), \
// (byte & 0x01 ? '1' : '0') // handle movable windows
if (cnt->flags & UG_CNT_MOVABLE) {
// printf("mousemask = "BIN_PATTERN"\n", BYTE_TO_BINARY(ctx->mouse.down_mask)); minx = cnt->rect_abs.x;
if (ctx->mouse.down_mask & UG_BTN_LEFT) { maxx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.l.size;
// printf("MOUSEDOWN\n"); miny = cnt->rect_abs.y;
ug_vec2_t mpos = ctx->mouse.pos; maxy = cnt->rect_abs.y + s->cnt.titlebar.height.size;
int minx, maxx, miny, maxy; if (BETWEEN(mpos.x, minx, maxx) &&
BETWEEN(mpos.y, miny, maxy)) {
// handle movable windows cnt->rect_abs.x += ctx->mouse.delta.x;
minx = cnt->rect_abs.x; cnt->rect_abs.y += ctx->mouse.delta.y;
maxx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.l.size;
miny = cnt->rect_abs.y; delta_x = ctx->mouse.delta.x;
maxy = cnt->rect_abs.y + s->cnt.titlebar.height.size; delta_y = ctx->mouse.delta.y;
if (cnt->flags & UG_CNT_MOVABLE &&
BETWEEN(mpos.x, minx, maxx) &&
BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.x += ctx->mouse.delta.x;
cnt->rect_abs.y += ctx->mouse.delta.y;
cnt->rect.x += ctx->mouse.delta.x;
cnt->rect.y += ctx->mouse.delta.y;
}
// right border resize
minx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.r.size;
maxx = cnt->rect_abs.x + cnt->rect_abs.w;
miny = cnt->rect_abs.y;
maxy = cnt->rect_abs.y + cnt->rect_abs.h;
if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.w += ctx->mouse.delta.x;
cnt->rect.w += ctx->mouse.delta.x;
CAP(cnt->rect_abs.w, 0);
CAP(cnt->rect.w, 0);
}
// bottom border resize
minx = cnt->rect_abs.x;
maxx = cnt->rect_abs.x + cnt->rect_abs.w;
miny = cnt->rect_abs.y + cnt->rect_abs.h - s->cnt.border.b.size;
maxy = cnt->rect_abs.y + cnt->rect_abs.h;
if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.h += ctx->mouse.delta.y;
cnt->rect.h += ctx->mouse.delta.y;
CAP(cnt->rect_abs.h, s->text.size.size);
CAP(cnt->rect.h, s->text.size.size);
}
} }
// TODO: what if I want to close a floating container? }
// Maybe add a UG_CNT_CLOSABLE flag?
// TODO: what about scrolling? how do we know if we need to draw if (cnt->flags & UG_CNT_RESIZABLE) {
// a scroll bar? Maybe add that information inside the // right border resize
// container structure minx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.r.size;
maxx = cnt->rect_abs.x + cnt->rect_abs.w;
miny = cnt->rect_abs.y;
maxy = cnt->rect_abs.y + cnt->rect_abs.h;
if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.w += ctx->mouse.delta.x;
CAP(cnt->rect_abs.w, 0);
delta_w = ctx->mouse.delta.x;
}
// bottom border resize
minx = cnt->rect_abs.x;
maxx = cnt->rect_abs.x + cnt->rect_abs.w;
miny = cnt->rect_abs.y + cnt->rect_abs.h - s->cnt.border.b.size;
maxy = cnt->rect_abs.y + cnt->rect_abs.h;
if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.h += ctx->mouse.delta.y;
CAP(cnt->rect_abs.h, s->text.size.size);
delta_h = ctx->mouse.delta.y;
}
} }
if (delta_x || delta_y || delta_w || delta_h) {
if (cnt->unit == UG_UNIT_PX) {
cnt->rect = cnt->rect_abs;
} else {
if (cnt->rect.fx < 0)
cnt->rect.fx = cnt->rect_abs.x / ctx->ppm;
if (cnt->rect.fy < 0)
cnt->rect.fy = cnt->rect_abs.y / ctx->ppm;
cnt->rect.fx += delta_x / ctx->ppm;
cnt->rect.fy += delta_y / ctx->ppm;
cnt->rect.fw += delta_w / ctx->ppm;
cnt->rect.fh += delta_h / ctx->ppm;
}
}
// TODO: what if I want to close a floating container?
// Maybe add a UG_CNT_CLOSABLE flag?
// TODO: what about scrolling? how do we know if we need to draw
// a scroll bar? Maybe add that information inside the
// container structure
cnt_draw:
// push the appropriate rectangles to the drawing stack // push the appropriate rectangles to the drawing stack
// push outline // push outline
push_rect_command(ctx, &cnt->rect_abs, s->cnt.border.color); push_rect_command(ctx, &cnt->rect_abs, s->cnt.border.color);

@ -12,10 +12,16 @@
// basic types // basic types
typedef unsigned int ug_id_t; typedef unsigned int ug_id_t;
typedef struct { union {int x, w;}; union {int y, h;}; } ug_vec2_t; typedef struct { union {int x, w;}; union {int y, h;}; } ug_vec2_t;
typedef struct { int x, y, w, h; } ug_rect_t;
typedef struct { unsigned char a, b, g, r; } ug_color_t; typedef struct { unsigned char a, b, g, r; } ug_color_t;
typedef struct { int size, unit; } ug_size_t; typedef struct { int size, unit; } ug_size_t;
typedef struct {
union { int x; float fx; };
union { int y; float fy; };
union { int w; float fw; };
union { int h; float fh; };
} ug_rect_t;
typedef enum { typedef enum {
UG_UNIT_PX = 0, UG_UNIT_PX = 0,
UG_UNIT_MM, UG_UNIT_MM,
@ -126,8 +132,8 @@ typedef struct {
const ug_style_t *style_px; const ug_style_t *style_px;
// ppi: pixels per inch // ppi: pixels per inch
// ppm: pixels per millimeter // ppm: pixels per millimeter
// ppd: pixels per dot // ppd: pixels per dot
float scale, ppi, ppm, ppd; float ppi, ppm, ppd;
// containers need to know how big the "main container" is so that all // containers need to know how big the "main container" is so that all
// the relative positioning work // the relative positioning work
ug_vec2_t size; ug_vec2_t size;

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