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31 Commits
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Author SHA1 Message Date
Alessandro Mauri 574a1f23dc some tests 5 days ago
Alessandro Mauri f8e2c0b70c more TODO 5 days ago
Alessandro Mauri 9a785e0f06 use builtin hash functions instead of rolling my own 5 days ago
Alessandro Mauri bb1745a05d use map::HashMap instead of map::Map and use clz() to find a free spot 5 days ago
Alessandro Mauri 04dff26067 reduced maximum elements to 1024 5 days ago
Alessandro Mauri fa3362cc66 wait for events to reduce cpu usage 5 days ago
Alessandro Mauri 73bc933eb5 semi-working vertical slider 1 week ago
Alessandro Mauri 763e9ba8d6 correct placement and box model 2 weeks ago
Alessandro Mauri 250a0fb3b5 initial work on scrollable divs 3 weeks ago
Alessandro Mauri 8bc38452b3 renamed elem.rect to elem.bounds 3 weeks ago
Alessandro Mauri 1cad13e597 vertical slider 3 weeks ago
Alessandro Mauri 28598f0575 slider 4 weeks ago
Alessandro Mauri f48151b38e initial refactor 4 weeks ago
Alessandro Mauri 39e78ea078 ported rewrite2 to c3 4 weeks ago
Alessandro Mauri 2dcc1b582c started working on events 8 months ago
Alessandro Mauri a374a37971 mouse buttons 8 months ago
Alessandro Mauri 5427b191c2 mouse input 8 months ago
Alessandro Mauri 3a8a55d177 checkpoint 9 months ago
Alessandro Mauri a4974c8df8 fm: initial commit 9 months ago
Alessandro Mauri 97295df516 some style 11 months ago
Alessandro Mauri 305df93182 more layouting 11 months ago
Alessandro Mauri d6358944ac some layout work 11 months ago
Alessandro Mauri 59acce1150 Merge branch 'rewrite2' of https://git.alemauri.eu/alema/ugui into rewrite2 11 months ago
Alessandro Mauri d4c97e1f4f fifo 11 months ago
Alessandro Mauri 28b5ee16fb mar 9 gen 2024, 16:00:03, CET 11 months ago
Alessandro Mauri 7909306d7a layout ideas 11 months ago
Alessandro Mauri 99df8ad38d fixed tree_prune and level_order_it 11 months ago
Alessandro Mauri 156c3b3959 less than bare minimum 11 months ago
Alessandro Mauri 94837ed410 things 11 months ago
Alessandro Mauri 4aefe8b42d tree in a vector 11 months ago
Alessandro Mauri 71080476b1 just a tree 1 year ago
  1. 5
      .gitignore
  2. 3
      .gitmodules
  3. 184
      ARCHITECTURE.md
  4. 0
      LICENSE
  5. 0
      README.md
  6. 4
      RENDERER
  7. 7
      TODO
  8. 40
      def_style.h
  9. 0
      docs/.gitkeep
  10. 3
      font-to-atlas/.gitignore
  11. 2
      font-to-atlas/Makefile
  12. 118
      font-to-atlas/ff.c
  13. 25
      font-to-atlas/ff.h
  14. 107
      font-to-atlas/main.c
  15. BIN
      font-to-atlas/monospace.ttf
  16. 5077
      font-to-atlas/stb_truetype.h
  17. 40
      input.c
  18. 0
      lib/.gitkeep
  19. 1
      lib/raylib.c3l
  20. 2
      opengl-ren/.gitignore
  21. 5
      opengl-ren/Makefile
  22. 2
      opengl-ren/README
  23. BIN
      opengl-ren/charmap.ff
  24. BIN
      opengl-ren/charmap.png
  25. 12
      opengl-ren/fragment.glsl
  26. 521
      opengl-ren/main.c
  27. 17
      opengl-ren/vertex.glsl
  28. 2
      opengl/.gitignore
  29. 5
      opengl/Makefile
  30. 2
      opengl/README
  31. 10
      opengl/fragment.glsl
  32. 278
      opengl/main.c
  33. 14
      opengl/vertex.glsl
  34. 56
      project.json
  35. 0
      resources/.gitkeep
  36. 126
      rewrite/generic_stack.h
  37. 0
      scripts/.gitkeep
  38. 0
      src/.gitkeep
  39. 133
      src/cache.c3
  40. 49
      src/fifo.c3
  41. 166
      src/main.c3
  42. 47
      src/ugui_button.c3
  43. 213
      src/ugui_data.c3
  44. 131
      src/ugui_div.c3
  45. 139
      src/ugui_impl.c3
  46. 135
      src/ugui_input.c3
  47. 177
      src/ugui_layout.c3
  48. 140
      src/ugui_slider.c3
  49. 333
      src/vtree.c3
  50. 0
      test/.gitkeep
  51. 11
      test/Makefile
  52. 268
      test/main.c
  53. BIN
      test/monospace.ttf
  54. 623
      test/stb_rect_pack.h
  55. 5077
      test/stb_truetype.h
  56. 212
      test/stbttf.h
  57. 14
      test/test_bitsruct.c3
  58. 10
      test/test_bittype.c3
  59. 14
      test/test_custom_hash.c3
  60. 26
      test/test_union.c3
  61. 7
      test/test_vtree.c3
  62. 81
      test/ugui_font.c3
  63. 4
      text_rendering/.gitignore
  64. 18
      text_rendering/Makefile
  65. 8
      text_rendering/box_fragshader.glsl
  66. 19
      text_rendering/box_vertshader.glsl
  67. 50
      text_rendering/font.h
  68. 18
      text_rendering/font_fragshader.glsl
  69. 26
      text_rendering/font_vertshader.glsl
  70. 126
      text_rendering/generic_cache.h
  71. 134
      text_rendering/generic_hash.h
  72. 118
      text_rendering/generic_stack.h
  73. 46
      text_rendering/genmake.sh
  74. 96
      text_rendering/main.c
  75. 826
      text_rendering/ren.c
  76. 54
      text_rendering/ren.h
  77. 1724
      text_rendering/stb_image_write.h
  78. 5077
      text_rendering/stb_truetype.h
  79. 126
      text_rendering/util.c
  80. 34
      text_rendering/util.h
  81. 1461
      ugui.c
  82. 285
      ugui.h

5
.gitignore vendored

@ -1,5 +1,2 @@
microgui
*.o *.o
test/test build/*
**/compile_commands.json
**/.cache

3
.gitmodules vendored

@ -0,0 +1,3 @@
[submodule "lib/raylib.c3l"]
path = lib/raylib.c3l
url = https://github.com/NexushasTaken/raylib.c3l

@ -0,0 +1,184 @@
## High level overview
Under the hood every element has an id, this id allows the library to store state
between frames.
Elements are also cached such that when the ui tree is rebuilt at the beginning of
every frame the element data structure doesn't have to be rebuilt.
Elements are arranged in a tree, nodes are container elements that can contain other
elements, leafs are elements that cannot contain other elements.
Every element has a size and a position, containers also have to keep track of their
layout information and some other state.
Elements can push commands into the draw stack, which is a structure that contains
all the draw commands that the user application has to perform do display the ui
correctly, such commands include drawing lines, rectangles, sprites, text, etc.
```text
+-----------+
| ug_init() |
+-----+-----+
|
|
|
+---------v----------+
|ug_input_keyboard() |
|ug_input_mouse() <----+
|ug_input_clipboard()| |
| ... | |
+---------+----------+ |
| |
| |
+-------v--------+ |
|ug_frame_begin()| |
+-------+--------+ |
| |
| |
+---------v----------+ |
|ug_window_start() | |
+---->ug_container_start()| |
| |ug_div_start() | |
| | ... | |
| +---------+----------+ |
| | |
| | |
multiple +--------v---------+ |
times |ug_layout_row() | |
| |ug_layout_column()| |
| |ug_layout_float() | |
| | ... | |
| +--------+---------+ |
| | |
| | |
| +------v------+ |
| |ug_button() | |
| |ug_text_box()| |
| |ug_slider() | |
| | ... | |
| +------+------+ |
| | |
+--------------+ |
| |
+--------v---------+ |
|ug_window_end() | |
|ug_container_end()| |
|ug_div_end() | |
| ... | |
+--------+---------+ |
| |
| |
| |
+------v-------+ |
|ug_frame_end()| |
+------+-------+ |
| |
| |
| |
+------v-------+ |
|user draws the| |
| ui +-------+
+------+-------+
|
|quit
|
+------v-------+
| ug_destroy() |
+--------------+
```
### Layouting
Layouting happens in a dynamic grid, when a new element is inserted in a non-floating
manner it reserves a space in the grid, new elements are placed following this grid.
Every div has two points of origin, one for the row layout and one for the column
layout, named origin_r and origin_c respectively
origin_r is used when the row layout is used and it is used to position the child
elements one next to the other, as such it always points to the top-right edge
of the last row element
```text
Layout: row
#: lost space
Parent div
x---------------------------------+
|[origin_c] |
|[origin_r] |
| |
| |
| |
| |
| |
| |
| |
+---------------------------------+
Parent div
+-----x---------------------------+
| |[origin_r] |
| E1 | |
| | |
x-----+---------------------------+
|[origin_c] |
| | |
| | |
| | |
| | |
| | |
+-----+---------------------------+
Parent div
+-----+----------+-----x----------+
| | E2 | |[origin_r]|
| E1 +----------+ | |
| |##########| E3 | |
+-----+##########| | |
|################| | |
+----------------x-----+----------+
| [origin_c] |
| | |
| | |
| | |
+----------------+----------------+
```
TODO: handle when the content overflows the div
- Use a different concept, like a view or relative space, for example the child
div could have position `[0,0]` but in reality it is relative to the origin of the
parent div
- each div could have a view and a total area of the content, when drawing everything
is clipped to the view and scrollbars are shown
- individual elements accept dimensions and the x/y coordinates could be interpreted
as offset if the layout is row/column or absolute coordinates if the leayout is floating
A div can be marked resizeable or fixed, and static or dynamic. The difference being
that resizeable adds a resize handle to the div and dynamic lets the content overflow
causing scrollbars to be drawn
### Notes
How elements determine if they have focus or not
```C
// in begin_{container} code
calculate focus
set has_focus property
// in the element code
if(PARENT_HAS_FOCUS()) {
update stuff
} else {
fast path to return
}
```
How to get ids:
1. use a name for each element
2. supply an id for each element
3. use a macro and the line position as id and then hash it
4. use a macro, get the code line and hash it

@ -1,4 +0,0 @@
Divide up the OpenGL renderer into three parts, one part that draws simple shapes,
another that only draws text and one that is responsible for drawing icons and
mapping sprites in general, this way all the texture atlases are separate and
everything is done within 3 draw calls

@ -0,0 +1,7 @@
# TODOs, semi-random sorting
[ ] Implement glyph draw command
[ ] Implement div.view and scrollbars
[ ] Port font system from C to C3 (rewrite1)
[ ] Update ARCHITECTURE.md
[ ] Write a README.md
[ ] Use an arena allocator for cache

@ -1,40 +0,0 @@
#ifndef _UG_DEF_STYLE_H
#define _UG_DEF_STYLE_H
#include "ugui.h"
#define SZ_INT(x) x.size.i
static const ug_style_t default_style = {
.color = {
.bg = RGB_FORMAT(0x131313),
.fg = RGB_FORMAT(0xffffff),
},
.margin = SIZE_PX(3),
.border = {
.color = RGB_FORMAT(0xf50a00),
.size = SIZE_PX(2),
},
.title = {
.color = {
.bg = RGB_FORMAT(0xbbbbbb),
.fg = RGB_FORMAT(0xffff00),
},
.height = SIZE_PX(20),
.font_size = SIZE_PX(14),
},
.btn = {
.color = {
.act = RGB_FORMAT(0x440044),
.bg = RGB_FORMAT(0x006600),
.fg = RGB_FORMAT(0xffff00),
.sel = RGB_FORMAT(0x0a0aff),
.br = RGB_FORMAT(0xff00ff),
},
.font_size = SIZE_PX(10),
.border = SIZE_PX(5),
},
};
#endif

@ -1,3 +0,0 @@
*.ff
*.png
font-to-atlas

@ -1,2 +0,0 @@
font-to-atlas: main.c ff.c ff.h
cc -lm -g main.c ff.c -o font-to-atlas

@ -1,118 +0,0 @@
#include <arpa/inet.h>
#include <unistd.h>
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include "ff.h"
#define MAX(a,b) a>b?a:b
struct ff * ff_new(uint32_t width, uint32_t height)
{
uint64_t size = (uint64_t)width*height*sizeof(struct ff);
struct ff *image = malloc(sizeof(struct ff) + size);
if (!image)
return NULL;
memcpy(image->magic, "farbfeld", 8);
image->width = htonl(width);
image->height = htonl(height);
// create a transparent image
memset(image->pixels, 0, size);
return image;
}
uint64_t ff_bytes(const struct ff *image)
{
if (!image)
return 0;
return sizeof(struct ff)+(uint64_t)ntohl(image->width)*ntohl(image->height)*sizeof(struct ff_px);
}
struct ff * ff_resize(struct ff *image, uint32_t width, uint32_t height)
{
struct ff *new = NULL;
int64_t size = sizeof(struct ff)+(int64_t)width*height*sizeof(uint64_t);
if (image) {
int64_t old_size = ff_bytes(image);
if (old_size == size)
return image;
new = realloc(image, size);
if (!new)
return NULL;
uint32_t old_width = ntohl(new->width);
uint32_t old_height = ntohl(new->height);
if (size-old_size > 0) {
struct ff_px *b = new->pixels;
memset(&b[old_width*old_height], 0, size-old_size);
for (int64_t c = (int64_t)old_height-1; c >= 0; c--) {
memmove(&b[width*c], &b[old_width*c], sizeof(struct ff_px)*old_width);
memset(&b[c*old_width], 0, sizeof(struct ff_px)*(c*width-c*old_width));
}
} else {
}
new->height = htonl(height);
new->width = htonl(width);
} else {
new = ff_new(width, height);
}
return new;
}
int ff_verify (const struct ff *image)
{
if (!image || strncmp("farbfeld", (char*)image->magic, 8))
return 1;
return 0;
}
int ff_free(struct ff *image)
{
if (!ff_verify(image))
free(image);
return 0;
}
// overlays the bitmap containing only 1 8bpp channel to the image starting at (x,y)
// be stands for the data is already big endian
int ff_overlay_8r(struct ff **image, const uint8_t *bitmap, uint32_t x, uint32_t y, uint32_t w, uint32_t h)
{
if (!image || !*image)
return 1;
uint32_t iw = ntohl((*image)->width), ih = ntohl((*image)->height);
*image = ff_resize(*image, MAX(iw, x+w), MAX(ih, y+h));
if (!image)
return -1;
iw = ntohl((*image)->width);
ih = ntohl((*image)->height);
for (uint32_t r = 0; r < h; r++) {
for (uint32_t c = 0; c < w; c++) {
uint8_t col = bitmap[r*w+c];
struct ff_px p = {
.r = 0xffff,
.g = 0xffff,
.b = 0xffff,
.a = htons(257*col)
};
(*image)->pixels[(r+y)*iw + (c+x)] = p;
}
}
return 0;
}

@ -1,25 +0,0 @@
#ifndef _FARBFELD_EZ_H
#define _FARBFELD_EZ_H
#include <stdint.h>
struct __attribute__((packed)) ff_px { uint16_t r, g, b, a; };
struct __attribute__((packed)) ff {
int8_t magic[8];
uint32_t width, height;
struct ff_px pixels[];
};
struct ff * ff_new(uint32_t width, uint32_t height);
int ff_verify (const struct ff *image);
int ff_free(struct ff *image);
uint64_t ff_bytes(const struct ff *image);
struct ff * ff_resize(struct ff *image, uint32_t width, uint32_t height);
int ff_overlay_8r(struct ff **image, const uint8_t *bitmap, uint32_t x, uint32_t y, uint32_t w, uint32_t h);
#endif

@ -1,107 +0,0 @@
#define _POSIX_C_SOURCE 200809l
#define STB_TRUETYPE_IMPLEMENTATION
#define STBTT_STATIC
#include <sys/mman.h>
#include <stdio.h>
#include <stdint.h>
#include <unistd.h>
#include <errno.h>
#include <err.h>
#include "stb_truetype.h"
#include "ff.h"
const int font_size = 32;
void map_file(const unsigned char **str, int *size, const char *path)
{
if (!path)
err(EXIT_FAILURE, "NULL filename");
FILE *fp = fopen(path, "r");
if (!fp)
err(EXIT_FAILURE, "Cannot open file %s", path);
*size = lseek(fileno(fp), 0, SEEK_END);
if (*size == (off_t)-1)
err(EXIT_FAILURE, "lseek failed");
*str = mmap(0, *size, PROT_READ, MAP_PRIVATE, fileno(fp), 0);
if (*str == (void*)-1)
err(EXIT_FAILURE, "mmap failed");
if (fclose(fp))
err(EXIT_FAILURE, "Error closing file");
}
int main(int argc, char *argv[])
{
if (argc < 2)
return EXIT_FAILURE;
int len;
const unsigned char *map;
map_file(&map, &len, argv[1]);
stbtt_fontinfo font;
stbtt_InitFont(&font, map, stbtt_GetFontOffsetForIndex(map, 0));
// all this is to get the font bounding box in pixels
float font_scale = 1.0;
font_scale = stbtt_ScaleForPixelHeight(&font, font_size);
int ascent, descent, linegap;
stbtt_GetFontVMetrics(&font, &ascent, &descent, &linegap);
int x0,y0,x1,y1;
int bound_w, bound_h;
stbtt_GetFontBoundingBox(&font, &x0, &y0, &x1, &y1);
printf("font_scale: %f\n", font_scale);
printf("x0:%d y0:%d x1:%d y1:%d\n",x0,y0,x1,y1);
int baseline = font_scale * -y0;
bound_h = (baseline+font_scale*y1) - (baseline+font_scale*y0);
bound_w = (font_scale*x1) - (font_scale*x0);
baseline = bound_h - baseline;
unsigned char *bitmap = malloc(bound_h*bound_w);
if (!bitmap)
err(EXIT_FAILURE, "Cannot allocate bitmap");
printf("bounding h:%d w:%d\n", bound_h, bound_w);
printf("baseline: %d\n", baseline);
struct ff *image = ff_new(0, 0);
// get all ascii
int x = 0, y = 0, maxwidth = 64*bound_w;
for (unsigned int i = 0; i <= 0x7F; i++) {
int x0,y0,x1,y1,w,h,l,a, ox,oy;
int g = stbtt_FindGlyphIndex(&font, i);
stbtt_GetGlyphBitmapBoxSubpixel(&font, g, font_scale, font_scale, 0, 0, &x0, &y0, &x1, &y1);
w = x1 - x0;
h = y1 - y0;
//printf("%d\n", y0);
stbtt_GetGlyphHMetrics(&font, g, &a, &l);
stbtt_MakeGlyphBitmapSubpixel(&font, bitmap, w, h, w, font_scale, font_scale, 0, 0, g);
//printf("'%c' -> l*scale:%.0f, y0:%d\n", i, font_scale*l, bound_h+y0);
ox = font_scale*l;
oy = bound_h+y0;
ff_overlay_8r(&image, bitmap, x+ox, y+oy, w, h);
x += bound_w;
if (x >= maxwidth) y += bound_h;
x %= maxwidth;
}
FILE *fp = fopen("out.ff", "w");
if (fp) {
fwrite(image, 1, ff_bytes(image), fp);
fclose(fp);
}
free(bitmap);
ff_free(image);
munmap((void *)map, len);
return 0;
}

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@ -1,40 +0,0 @@
#include "ugui.h"
/*=============================================================================*
* Input Handling *
*=============================================================================*/
#define TEST_CTX(ctx) { if (!ctx) return -1; }
int ug_input_mousemove(ug_ctx_t *ctx, int x, int y)
{
TEST_CTX(ctx)
if (x < 0 || y < 0)
return 0;
ctx->mouse.pos = (ug_vec2_t){.x = x, .y = y};
return 0;
}
int ug_input_mousedown(ug_ctx_t *ctx, unsigned int mask)
{
TEST_CTX(ctx);
ctx->mouse.update |= mask;
return 0;
}
int ug_input_mouseup(ug_ctx_t *ctx, unsigned int mask)
{
TEST_CTX(ctx);
ctx->mouse.update |= mask;
return 0;
}

@ -0,0 +1 @@
Subproject commit c7ebe054ce16136c1128fab54fcce4921044293e

@ -1,2 +0,0 @@
a.out
gl

@ -1,5 +0,0 @@
CFLAGS = -Wall -Wextra -Wpedantic -std=c11 -g
LDFLAGS = -lSDL2 -lGLEW -lGL
gl: main.c
gcc ${CFLAGS} ${LDFLAGS} main.c -o gl

@ -1,2 +0,0 @@
since I've never worked with opengl I made this folder as a little test environment
for an SDL-OpenGL renderer

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Before

Width:  |  Height:  |  Size: 862 B

@ -1,12 +0,0 @@
#version 330
flat in vec4 out_color;
in vec2 texture_coord;
uniform sampler2D texture_sampler;
out vec4 color;
void main()
{
color = texture(texture_sampler, texture_coord) + out_color;
}

@ -1,521 +0,0 @@
#define _POSIX_C_SOURCE 200809l
#include <sys/mman.h>
#include <arpa/inet.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <unistd.h>
#include <errno.h>
#include <err.h>
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <SDL2/SDL_opengl.h>
#define GLSL_VERT_SHADER "vertex.glsl"
#define GLSL_FRAG_SHADER "fragment.glsl"
#define PACKED __attribute__((packed))
const int vertindex = 0;
const int colindex = 1;
const int textindex = 2;
struct {
SDL_Window *w;
SDL_GLContext *gl;
GLuint gl_vertbuffer;
GLuint gl_program;
GLuint font_texture;
} ren = {0};
typedef struct PACKED {
union { GLfloat x, u; };
union { GLfloat y, v; };
} vec2;
typedef struct PACKED {
union { GLfloat x, r; };
union { GLfloat y, g; };
union { GLfloat z, b; };
union { GLfloat w, a; };
} vec4;
// a vertex has a position and a color
struct PACKED vertex {
vec2 pos;
vec2 texture;
vec4 color;
};
int w_height(SDL_Window *);
int w_width(SDL_Window *);
// this just descrives a farbfeld image
// https://tools.suckless.org/farbfeld/
struct PACKED _ff {
uint8_t magic[8];
uint32_t w, h;
uint64_t bytes[];
};
const int gw = 7, gh = 9;
unsigned int fw, fh;
struct {
struct vertex *v;
int size, idx;
int prev_idx;
unsigned long int hash, prev_hash;
} vstack = {0};
void grow_stack(int step)
{
vstack.v = realloc(vstack.v, (vstack.size+step)*sizeof(*(vstack.v)));
if(!vstack.v)
err(-1, "Could not allocate stack #S: %s", strerror(errno));
memset(&(vstack.v[vstack.size]), 0, step*sizeof(*(vstack.v)));
vstack.size += step;
}
void push(struct vertex v)
{
if (vstack.idx >= vstack.size)
grow_stack(6);
vstack.v[vstack.idx++] = v;
}
void update_hash()
{
if (!vstack.idx)
return;
unsigned int hash = 0x5400F1B3;
unsigned char *v = (unsigned char *)vstack.v;
int size = vstack.idx;
for (; size; size--) {
hash += v[size-1];
hash += hash << 10;
hash ^= hash >> 6;
}
hash += hash << 3;
hash ^= hash >> 11;
hash += hash << 15;
vstack.hash = hash;
}
void force_changed()
{
vstack.prev_idx = 0;
}
int changed()
{
return vstack.prev_idx != vstack.idx || vstack.prev_hash != vstack.hash;
}
int vstack_push_quad_c(int x, int y, int w, int h, vec4 color)
{
// x4,y4 x3,y3
// +-------------+
// |(x,y) /|
// | / |
// | 2 / |
// | / |
// | / |
// | / 1 |
// |/ |
// +-------------+
// x1,y1 x2,y2
int hw = w_width(ren.w)/2;
int hh = w_height(ren.w)/2;
float x1, x2, x3, x4;
float y1, y2, y3, y4;
x4 = x1 = (float)(x - hw) / hw;
x2 = x3 = (float)(x+w - hw) / hw;
y4 = y3 = (float)(hh - y) / hh;
y1 = y2 = (float)(hh - y-h) / hh;
push((struct vertex){ .pos.x=x1, .pos.y=y1, .color=color });
push((struct vertex){ .pos.x=x2, .pos.y=y2, .color=color });
push((struct vertex){ .pos.x=x3, .pos.y=y3, .color=color });
push((struct vertex){ .pos.x=x1, .pos.y=y1, .color=color });
push((struct vertex){ .pos.x=x3, .pos.y=y3, .color=color });
push((struct vertex){ .pos.x=x4, .pos.y=y4, .color=color });
return 0;
}
int vstack_push_quad_t(int x, int y, int w, int h, int u, int v)
{
// x4,y4 x3,y3
// +-------------+
// |(x,y) /|
// | / |
// | 2 / |
// | / |
// | / |
// | / 1 |
// |/ |
// +-------------+
// x1,y1 x2,y2
int hw = w_width(ren.w)/2;
int hh = w_height(ren.w)/2;
float x1, x2, x3, x4;
float y1, y2, y3, y4;
x1 = x4 = (float)(x - hw) / hw;
x2 = x3 = (float)(x+w - hw) / hw;
y1 = y2 = (float)(hh - y-h) / hh;
y3 = y4 = (float)(hh - y) / hh;
float u1, u2, u3, u4;
float v1, v2, v3, v4;
u1 = u4 = (float)(u) / fw;
u2 = u3 = (float)(u+gw) / fw;
v1 = v2 = (float)(v+gh) / fh;
v3 = v4 = (float)(v) / fh;
push((struct vertex){ .pos.x=x1, .pos.y=y1, .texture.x=u1, .texture.y=v1 });
push((struct vertex){ .pos.x=x2, .pos.y=y2, .texture.x=u2, .texture.y=v2 });
push((struct vertex){ .pos.x=x3, .pos.y=y3, .texture.x=u3, .texture.y=v3 });
push((struct vertex){ .pos.x=x1, .pos.y=y1, .texture.x=u1, .texture.y=v1 });
push((struct vertex){ .pos.x=x3, .pos.y=y3, .texture.x=u3, .texture.y=v3 });
push((struct vertex){ .pos.x=x4, .pos.y=y4, .texture.x=u4, .texture.y=v4 });
return 0;
}
void vstack_clear(void)
{
vstack.prev_hash = vstack.hash;
vstack.prev_idx = vstack.idx;
vstack.idx = 0;
}
// copy the vertex buffer from system to video memory
void ren_initvertbuffer()
{
// generate a buffer id
glGenBuffers(1, &ren.gl_vertbuffer);
// tell opengl that we want to work on that buffer
glBindBuffer(GL_ARRAY_BUFFER, ren.gl_vertbuffer);
// copy the vertex data into the gpu memory, GL_STATIC_DRAW tells opengl
// that the data will be used for drawing (DRAW) and it will only be modified
// every frame (DYNAMIC)
glBufferData(GL_ARRAY_BUFFER, vstack.idx*sizeof(struct vertex), vstack.v, GL_DYNAMIC_DRAW);
// set the format of each vertex, in this case each vertex is made of 4
// coordinates, x y z w, where w is the clip coordinate, stride is
// sizeof(vec4) since every postition vertex there is a vector representing
// color data
// set the position data of the vertex buffer, and bind it as input to the
// vertex shader with an index of 0
glEnableVertexAttribArray(vertindex);
glVertexAttribPointer(vertindex, 2, GL_FLOAT, GL_FALSE, sizeof(struct vertex), 0);
// set the color data of the vertex buffer to index 1
// vertex attribute is the OpenGL name given to a set of vertices which are
// given as input to a vertext shader, in a shader an array of vertices is
// always referred to by index and not by pointer or other manners, indices
// go from 0 to 15
glEnableVertexAttribArray(colindex);
glVertexAttribPointer(colindex, 4, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)(2*sizeof(vec2)));
// texture uv data
glEnableVertexAttribArray(textindex);
glVertexAttribPointer(textindex, 2, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)sizeof(vec2));
// reset the object bind so not to create errors
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void map_file(const char **str, int *size, const char *fname)
{
FILE *fp = fopen(fname, "r");
*size = lseek(fileno(fp), 0, SEEK_END);
*str = mmap(0, *size, PROT_READ, MAP_PRIVATE, fileno(fp), 0);
fclose(fp);
}
// print shader compilation errors
int debug_shader(GLuint shader)
{
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_FALSE)
return 0;
GLint log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
GLchar *log_str = malloc((log_length + 1)*sizeof(GLchar));
glGetShaderInfoLog(shader, log_length, NULL, log_str);
const char *shader_type_str = NULL;
GLint shader_type;
glGetShaderiv(shader, GL_SHADER_TYPE, &shader_type);
switch(shader_type) {
case GL_VERTEX_SHADER: shader_type_str = "vertex"; break;
case GL_GEOMETRY_SHADER: shader_type_str = "geometry"; break;
case GL_FRAGMENT_SHADER: shader_type_str = "fragment"; break;
}
fprintf(stderr, "Compile failure in %s shader:\n%s\n", shader_type_str, log_str);
free(log_str);
return -1;
}
// print program compilation errors
int debug_program(GLuint prog)
{
GLint status;
glGetProgramiv (prog, GL_LINK_STATUS, &status);
if (status != GL_FALSE)
return 0;
GLint log_length;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &log_length);
GLchar *log_str = malloc((log_length + 1)*sizeof(GLchar));
glGetProgramInfoLog(prog, log_length, NULL, log_str);
fprintf(stderr, "Linker failure: %s\n", log_str);
free(log_str);
return -1;
}
void ren_initshaders()
{
GLuint gl_vertshader, gl_fragshader;
// initialize the vertex shader and get the corresponding id
gl_vertshader = glCreateShader(GL_VERTEX_SHADER);
if (!gl_vertshader)
err(-1, "Could not create the vertex shader");
// map the shader file into memory
const char *vshader_str = NULL;
int vshader_size;
map_file(&vshader_str, &vshader_size, GLSL_VERT_SHADER);
// get the shader into opengl
glShaderSource(gl_vertshader, 1, &vshader_str, NULL);
// compile the shader
glCompileShader(gl_vertshader);
if (debug_shader(gl_vertshader))
exit(EXIT_FAILURE);
// do the same for the fragment shader
// FIXME: make this a function
gl_fragshader = glCreateShader(GL_FRAGMENT_SHADER);
if (!gl_fragshader)
err(-1, "Could not create the vertex shader");
// map the shader file into memory
const char *fshader_str = NULL;
int fshader_size;
map_file(&fshader_str, &fshader_size, GLSL_FRAG_SHADER);
// get the shader into opengl
glShaderSource(gl_fragshader, 1, &fshader_str, NULL);
// compile the shader
glCompileShader(gl_fragshader);
if (debug_shader(gl_fragshader))
exit(EXIT_FAILURE);
// create the main program object, it is an amalgamation of all shaders
ren.gl_program = glCreateProgram();
// attach the shaders to the program (set which shaders are present)
glAttachShader(ren.gl_program, gl_vertshader);
glAttachShader(ren.gl_program, gl_fragshader);
// then link the program (basically the linking stage of the program)
glLinkProgram(ren.gl_program);
if (debug_program(ren.gl_program))
exit(EXIT_FAILURE);
// after linking the shaders can be detached and the source freed from
// memory since the program is ready to use
glDetachShader(ren.gl_program, gl_vertshader);
glDetachShader(ren.gl_program, gl_fragshader);
munmap((void *)vshader_str, vshader_size);
munmap((void *)fshader_str, fshader_size);
// now tell opengl to use the program
glUseProgram(ren.gl_program);
}
void ren_drawvertbuffer()
{
if (!changed())
return;
glClear(GL_COLOR_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, ren.gl_vertbuffer);
// upload vertex data
if (vstack.idx != vstack.prev_idx)
glBufferData(GL_ARRAY_BUFFER, vstack.idx*sizeof(struct vertex), vstack.v, GL_DYNAMIC_DRAW);
else
glBufferSubData(GL_ARRAY_BUFFER, 0, vstack.idx*sizeof(struct vertex), vstack.v);
// draw vertex data
glDrawArrays(GL_TRIANGLES, 0, vstack.idx);
glBindBuffer(GL_ARRAY_BUFFER, 0);
SDL_GL_SwapWindow(ren.w);
}
int w_height(SDL_Window *win)
{
int h;
SDL_GetWindowSize(win, NULL, &h);
return h;
}
int w_width(SDL_Window *win)
{
int w;
SDL_GetWindowSize(win, &w, NULL);
return w;
}
void import_font(const char *path)
{
const char *map;
int size;
const struct _ff *img;
map_file(&map, &size, path);
img = (const struct _ff *)map;
fw = ntohl(img->w);
fh = ntohl(img->h);
glGenTextures(1, &ren.font_texture);
glBindTexture(GL_TEXTURE_2D, ren.font_texture);
// farbfeld image
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fw, fh, 0, GL_RGBA, GL_UNSIGNED_SHORT, img->bytes);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
munmap((void *)map, size);
}
void push_text(int x, int y, float scale, const char *s)
{
for (; *s; s++) {
int u, v;
int idx = *s - ' ';
u = idx % (fw / gw);
v = (idx / (fw / gw)) % (fh / gh);
vstack_push_quad_t(x, y, gw*scale, gh*scale, u*gw, v*gh);
x += gw*scale;
if (*s == '\n')
y += gh;
}
}
int main (void)
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
ren.w = SDL_CreateWindow("test",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
500, 500, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );
// create the OpenGL context
ren.gl = SDL_GL_CreateContext(ren.w);
if (ren.gl == NULL)
err(-1, "Failed to create OpenGL context: %s", SDL_GetError());
// select some features
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnable(GL_TEXTURE_2D);
// initialize glew, this library gives us the declarations for most GL
// functions, in the future it would be cool to do it manually
GLenum glew_err = glewInit();
if (glew_err != GLEW_OK)
err(-1, "Failed to initialize GLEW: %s", glewGetErrorString(glew_err));
ren_initshaders();
import_font("./charmap.ff");
vec4 magenta = {.r=1.0, .g=0.0, .b=1.0, .a=1.0};
ren_initvertbuffer();
glClearColor(0.3f, 0.3f, 0.3f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
// event loop and drawing
SDL_Event ev = {0};
int running = 1;
do {
SDL_WaitEvent(&ev);
switch (ev.type) {
case SDL_QUIT: running = 0; break;
case SDL_WINDOWEVENT:
if(ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
glViewport(0, 0, w_width(ren.w), w_height(ren.w));
glScissor(0, 0, w_width(ren.w), w_height(ren.w));
force_changed();
}
break;
default: break;
}
vstack_push_quad_c(0, 0, 100, 100, magenta);
vstack_push_quad_c(200, 0, 10, 10, magenta);
vstack_push_quad_c(10, 150, 100, 100, magenta);
push_text(250, 250, 1.0f, "Ciao Victoria <3");
update_hash();
ren_drawvertbuffer();
vstack_clear();
} while(running);
glUseProgram(0);
glDisableVertexAttribArray(vertindex);
glDisableVertexAttribArray(colindex);
glDeleteTextures(1, &ren.font_texture);
glDeleteBuffers(1, &ren.gl_vertbuffer);
SDL_GL_DeleteContext(ren.gl);
SDL_DestroyWindow(ren.w);
SDL_Quit();
return 0;
}

@ -1,17 +0,0 @@
#version 330
// use the input ("in") vertices from index zero
layout(location = 0) in vec2 position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 uv;
flat out vec4 out_color;
out vec2 texture_coord;
void main()
{
// simply copy teh output position
gl_Position = vec4(position.x, position.y, 0.0f, 1.0f);
out_color = color;
texture_coord = uv;
}

2
opengl/.gitignore vendored

@ -1,2 +0,0 @@
a.out
gl

@ -1,5 +0,0 @@
CFLAGS = -Wall -Wextra -Wpedantic -std=c11 -g
LDFLAGS = -lSDL2 -lGLEW -lGL
gl: main.c
gcc ${CFLAGS} ${LDFLAGS} main.c -o gl

@ -1,2 +0,0 @@
since I've never worked with opengl I made this folder as a little test environment
for an SDL-OpenGL renderer

@ -1,10 +0,0 @@
#version 330
smooth in vec4 out_color;
out vec4 color;
void main()
{
// set the color for each vertex to white
color = out_color;
}

@ -1,278 +0,0 @@
#define _POSIX_C_SOURCE 200809l
#include <sys/mman.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <unistd.h>
#include <err.h>
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <SDL2/SDL_opengl.h>
#define GLSL_VERT_SHADER "vertex.glsl"
#define GLSL_FRAG_SHADER "fragment.glsl"
#define PACKED __attribute__((packed))
const int vertindex = 0;
const int colindex = 1;
struct {
SDL_Window *w;
SDL_GLContext *gl;
GLuint gl_vertbuffer;
GLuint gl_program;
} ren = {0};
typedef struct PACKED {
union { GLfloat x, r; };
union { GLfloat y, g; };
union { GLfloat z, b; };
union { GLfloat w, a; };
} vec4;
// a vertex has a position and a color
struct PACKED vertex { vec4 pos, col; };
#define VNUM(s) (sizeof(s)/sizeof(s[0]))
struct vertex vertbuffer[] = {
{ .pos={.x= 0.75f, .y= 0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} },
{ .pos={.x=-0.75f, .y=-0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} },
{ .pos={.x= 0.75f, .y=-0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} },
{ .pos={.x= 0.75f, .y= 0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} },
{ .pos={.x=-0.75f, .y=-0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} },
{ .pos={.x=-0.75f, .y= 0.75f, .z=0.0f,.w=1.0f}, .col={ .r=1.0f, .g=0.0f, .b=0.0f, .a=1.0f} },
};
// copy the vertex buffer from system to video memory
void ren_initvertbuffer()
{
// generate a buffer id
glGenBuffers(1, &ren.gl_vertbuffer);
// tell opengl that we want to work on that buffer
glBindBuffer(GL_ARRAY_BUFFER, ren.gl_vertbuffer);
// copy the vertex data into the gpu memory, GL_STATIC_DRAW tells opengl
// that the data will be used for drawing (DRAW) and it will only be modified
// once (STATIC)
glBufferData(GL_ARRAY_BUFFER, sizeof(vertbuffer), &vertbuffer, GL_STATIC_DRAW);
// set the format of each vertex, in this case each vertex is made of 4
// coordinates, x y z w, where w is the clip coordinate, stride is
// sizeof(vec4) since every postition vertex there is a vector representing
// color data
// set the position data of the vertex buffer, and bind it as input to the
// vertex shader with an index of 0
glEnableVertexAttribArray(vertindex);
glVertexAttribPointer(vertindex, 4, GL_FLOAT, GL_FALSE, sizeof(struct vertex), 0);
// set the color data of the vertex buffer to index 1
// vertex attribute is the OpenGL name given to a set of vertices which are
// given as input to a vertext shader, in a shader an array of vertices is
// always referred to by index and not by pointer or other manners, indices
// go from 0 to 15
glEnableVertexAttribArray(colindex);
glVertexAttribPointer(colindex, 4, GL_FLOAT, GL_FALSE, sizeof(struct vertex), (void*)sizeof(vec4));
// reset the object bind so not to create errors
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void map_file(const char **str, int *size, const char *fname)
{
FILE *fp = fopen(fname, "r");
*size = lseek(fileno(fp), 0, SEEK_END);
*str = mmap(0, *size, PROT_READ, MAP_PRIVATE, fileno(fp), 0);
fclose(fp);
}
// print shader compilation errors
int debug_shader(GLuint shader)
{
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_FALSE)
return 0;
GLint log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
GLchar *log_str = malloc((log_length + 1)*sizeof(GLchar));
glGetShaderInfoLog(shader, log_length, NULL, log_str);
const char *shader_type_str = NULL;
GLint shader_type;
glGetShaderiv(shader, GL_SHADER_TYPE, &shader_type);
switch(shader_type) {
case GL_VERTEX_SHADER: shader_type_str = "vertex"; break;
case GL_GEOMETRY_SHADER: shader_type_str = "geometry"; break;
case GL_FRAGMENT_SHADER: shader_type_str = "fragment"; break;
}
fprintf(stderr, "Compile failure in %s shader:\n%s\n", shader_type_str, log_str);
free(log_str);
return -1;
}
// print program compilation errors
int debug_program(GLuint prog)
{
GLint status;
glGetProgramiv (prog, GL_LINK_STATUS, &status);
if (status != GL_FALSE)
return 0;
GLint log_length;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &log_length);
GLchar *log_str = malloc((log_length + 1)*sizeof(GLchar));
glGetProgramInfoLog(prog, log_length, NULL, log_str);
fprintf(stderr, "Linker failure: %s\n", log_str);
free(log_str);
return -1;
}
void ren_initshaders()
{
GLuint gl_vertshader, gl_fragshader;
// initialize the vertex shader and get the corresponding id
gl_vertshader = glCreateShader(GL_VERTEX_SHADER);
if (!gl_vertshader)
err(-1, "Could not create the vertex shader");
// map the shader file into memory
const char *vshader_str = NULL;
int vshader_size;
map_file(&vshader_str, &vshader_size, GLSL_VERT_SHADER);
// get the shader into opengl
glShaderSource(gl_vertshader, 1, &vshader_str, NULL);
// compile the shader
glCompileShader(gl_vertshader);
if (debug_shader(gl_vertshader))
exit(EXIT_FAILURE);
// do the same for the fragment shader
// FIXME: make this a function
gl_fragshader = glCreateShader(GL_FRAGMENT_SHADER);
if (!gl_fragshader)
err(-1, "Could not create the vertex shader");
// map the shader file into memory
const char *fshader_str = NULL;
int fshader_size;
map_file(&fshader_str, &fshader_size, GLSL_FRAG_SHADER);
// get the shader into opengl
glShaderSource(gl_fragshader, 1, &fshader_str, NULL);
// compile the shader
glCompileShader(gl_fragshader);
if (debug_shader(gl_fragshader))
exit(EXIT_FAILURE);
// create the main program object, it is an amalgamation of all shaders
ren.gl_program = glCreateProgram();
// attach the shaders to the program (set which shaders are present)
glAttachShader(ren.gl_program, gl_vertshader);
glAttachShader(ren.gl_program, gl_fragshader);
// then link the program (basically the linking stage of the program)
glLinkProgram(ren.gl_program);
if (debug_program(ren.gl_program))
exit(EXIT_FAILURE);
// after linking the shaders can be detached and the source freed from
// memory since the program is ready to use
glDetachShader(ren.gl_program, gl_vertshader);
glDetachShader(ren.gl_program, gl_fragshader);
munmap((void *)vshader_str, vshader_size);
munmap((void *)fshader_str, fshader_size);
// now tell opengl to use the program
glUseProgram(ren.gl_program);
}
void ren_drawvertbuffer()
{
glBindBuffer(GL_ARRAY_BUFFER, ren.gl_vertbuffer);
glDrawArrays(GL_TRIANGLES, 0, VNUM(vertbuffer));
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
int w_height(SDL_Window *win)
{
int h;
SDL_GetWindowSize(win, NULL, &h);
return h;
}
int w_width(SDL_Window *win)
{
int w;
SDL_GetWindowSize(win, &w, NULL);
return w;
}
int main (void)
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
ren.w = SDL_CreateWindow("test",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
500, 500, SDL_WINDOW_OPENGL );
// create the OpenGL context
ren.gl = SDL_GL_CreateContext(ren.w);
if (ren.gl == NULL)
err(-1, "Failed to create OpenGL context: %s", SDL_GetError());
// initialize glew, this library gives us the declarations for most GL
// functions, in the future it would be cool to do it manually
GLenum glew_err = glewInit();
if (glew_err != GLEW_OK)
err(-1, "Failed to initialize GLEW: %s", glewGetErrorString(glew_err));
ren_initvertbuffer();
ren_initshaders();
// event loop and drawing
SDL_Event ev = {0};
int running = 1;
do {
SDL_WaitEvent(&ev);
switch (ev.type) {
case SDL_QUIT: running = 0; break;
default: break;
}
glViewport(0, 0, w_width(ren.w), w_height(ren.w));
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
ren_drawvertbuffer();
SDL_GL_SwapWindow(ren.w);
} while(running);
glDisableVertexAttribArray(vertindex);
glDisableVertexAttribArray(colindex);
SDL_GL_DeleteContext(ren.gl);
SDL_DestroyWindow(ren.w);
SDL_Quit();
return 0;
}

@ -1,14 +0,0 @@
#version 330
// use the input ("in") vertices from index zero
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;
smooth out vec4 out_color;
void main()
{
// simply copy teh output position
gl_Position = position;
out_color = color;
}

@ -0,0 +1,56 @@
{
// Language version of C3.
"langrev": "1",
// Warnings used for all targets.
"warnings": [ "no-unused" ],
// Directories where C3 library files may be found.
"dependency-search-paths": [ "lib" ],
// Libraries to use for all targets.
"dependencies": [ "raylib" ],
"features": [
// See rcore.c3
//"SUPPORT_INTERNAL_MEMORY_MANAGEMENT",
//"SUPPORT_STANDARD_FILEIO",
//"SUPPORT_FILE_SYSTEM_FUNCTIONS",
//"SUPPORT_DATA_ENCODER",
// See text.c3
//"SUPPORT_TEXT_CODEPOINTS_MANAGEMENT",
//"SUPPORT_TEXT_C_STRING_MANAGEMENT",
//"SUPPORT_RANDOM_GENERATION",
"SUPPORT_RAYGUI",
//"RAYGUI_NO_ICONS",
//"RAYGUI_CUSTOM_ICONS",
],
// Authors, optionally with email.
"authors": [ "John Doe <john.doe@example.com>" ],
// Version using semantic versioning.
"version": "0.1.0",
// Sources compiled for all targets.
"sources": [ "src/**" ],
// C sources if the project also compiles C sources
// relative to the project file.
// "c-sources": [ "csource/**" ],
// Include directories for C sources relative to the project file.
// "c-include-dirs": [ "csource/include" ],
// Output location, relative to project file.
"output": "build",
// Architecture and OS target.
// You can use 'c3c --list-targets' to list all valid targets.
// "target": "windows-x64",
// Targets.
"targets": {
"ugui": {
// Executable or library.
"type": "executable",
// Additional libraries, sources
// and overrides of global settings here.
},
},
// Global settings.
// CPU name, used for optimizations in the LLVM backend.
"cpu": "generic",
// Optimization: "O0", "O1", "O2", "O3", "O4", "O5", "Os", "Oz".
"opt": "O0",
// See resources/examples/project_all_settings.json and 'c3c --list-project-properties' to see more properties.
}

@ -1,126 +0,0 @@
#ifndef _STACK_GENERIC_H
#define _STACK_GENERIC_H
#define STACK_STEP 8
#define STACK_SALT 0xbabb0cac
// FIXME: find a way to not re-hash the whole stack when removing one item
// incremental hash for every grow
#define STACK_HASH(p, s, h) \
{ \
unsigned char *v = (unsigned char *)(p); \
for (int x = (s); x; x--) { \
(h) += v[x-1]; \
(h) += (h) << 10; \
(h) ^= (h) >> 6; \
} \
(h) += (h) << 3; \
(h) ^= (h) >> 11; \
(h) += (h) << 15; \
}
// declare just the prototypes
#define STACK_PROTO(stackname, type) \
struct stackname { \
type *items; \
int size, idx, old_idx; \
unsigned int hash, old_hash; \
}; \
struct stackname stackname##_init(void); \
int stackname##_grow(struct stackname *stack, int step); \
int stackname##_push(struct stackname *stack, type *e); \
type stackname##_pop(struct stackname *stack); \
int stackname##_clear(struct stackname *stack); \
int stackname##_changed(struct stackname *stack); \
int stackname##_size_changed(struct stackname *stack); \
int stackname##_free(struct stackname *stack);
#define STACK_DEFINE(stackname, type) \
struct stackname; \
\
\
struct stackname stackname##_init(void) \
{ \
return (struct stackname){0, .hash = STACK_SALT}; \
} \
\
\
int stackname##_grow(struct stackname *stack, int step) \
{ \
if (!stack) \
return -1; \
stack->items = realloc(stack->items, (stack->size+step)*sizeof(type)); \
if(!stack->items) \
return -1; \
memset(&(stack->items[stack->size]), 0, step*sizeof(*(stack->items))); \
stack->size += step; \
return 0; \
} \
\
\
int stackname##_push(struct stackname *stack, type *e) \
{ \
if (!stack || !e) \
return -1; \
if (stack->idx >= stack->size) \
if (stackname##_grow(stack, STACK_STEP)) \
return -1; \
stack->items[stack->idx++] = *e; \
STACK_HASH(e, sizeof(type), stack->hash); \
return 0; \
} \
\
\
type stackname##_pop(struct stackname *stack) \
{ \
if (!stack || stack->idx == 0 || stack->size == 0) \
return (type){0}; \
stack->hash = STACK_SALT; \
STACK_HASH(stack->items, sizeof(type)*(stack->idx-1), stack->hash); \
return stack->items[stack->idx--]; \
} \
\
\
int stackname##_clear(struct stackname *stack) \
{ \
if (!stack) \
return -1; \
stack->old_idx = stack->idx; \
stack->old_hash = stack->hash; \
stack->hash = STACK_SALT; \
stack->idx = 0; \
return 0; \
} \
\
\
int stackname##_changed(struct stackname *stack) \
{ \
if (!stack) \
return -1; \
return stack->hash != stack->old_hash; \
} \
\
\
int stackname##_size_changed(struct stackname *stack) \
{ \
if (!stack) \
return -1; \
return stack->size != stack->old_idx; \
} \
\
\
int stackname##_free(struct stackname *stack) \
{ \
if (stack) { \
stackname##_clear(stack); \
if (stack->items) \
free(stack->items); \
} \
return 0; \
} \
#endif

@ -0,0 +1,133 @@
module cache(<Key, Value, SIZE>);
/* LRU Cache
* The cache uses a pool (array) to store all the elements, each element has
* a key (id) and a value. A HashMap correlates the ids to an index in the pool.
* To keep track of which items were recently used two bit arrays are kept, one
* stores the "used" flag for each index and anothe the "present" flag.
* Every NCYCLES operations the present and used arrays are updated to free up
* the elements that were not recently used.
*/
// FIXME: this module should really allocate all resources on an arena or temp
// allocator, since all memory allocations are connected and freeing
// happens at the same time
import std::core::mem;
import std::collections::bitset;
import std::collections::map;
def BitArr = bitset::BitSet(<SIZE>) @private;
def IdTable = map::HashMap(<Key, usz>) @private;
def IdTableEntry = map::Entry(<Key, usz>) @private;
const usz CACHE_NCYCLES = (usz)(SIZE * 2.0/3.0);
struct Cache {
BitArr present, used;
IdTable table;
Value[] pool;
usz cycle_count;
}
// Every CACHE_CYCLES operations mark as not-present the unused elements
macro Cache.cycle(&cache) @private {
cache.cycle_count++;
if (cache.cycle_count > CACHE_NCYCLES) {
for (usz i = 0; i < cache.present.data.len; i++) {
cache.present.data[i] &= cache.used.data[i];
cache.used.data[i] = 0;
}
cache.cycle_count = 0;
}
}
fn void! Cache.init(&cache)
{
cache.table.new_init(capacity: SIZE);
// FIXME: this shit is SLOW
foreach (idx, bit : cache.used) { cache.used[idx] = false; }
foreach (idx, bit : cache.present) { cache.present[idx] = false; }
cache.pool = mem::new_array(Value, SIZE);
}
fn void Cache.free(&cache)
{
(void)cache.table.free();
(void)mem::free(cache.pool);
}
fn Value*! Cache.search(&cache, Key id)
{
// get_entry() faults on miss
IdTableEntry* entry = cache.table.get_entry(id)!;
/* MISS */
if (entry.key != id) {
return SearchResult.MISSING?;
}
/* MISS, the data is not valid (not present) */
if (!cache.present[entry.value]) {
// if the data is not present but it is still in the table, remove it
cache.table.remove(id)!;
return SearchResult.MISSING?;
}
/* HIT, set as recently used */
cache.used[entry.value] = true;
return &(cache.pool[entry.value]);
}
/* Look for a free spot in the present bitmap and return its index */
/* If there is no free space left then just return the first position */
fn usz Cache.get_free_spot(&cache) @private
{
const BITS = $typeof(cache.present.data[0]).sizeof*8;
foreach (idx, d: cache.present.data) {
if (d.clz() != BITS) {
return idx*BITS + BITS-d.clz();
}
}
return 0;
}
fn Value*! Cache.insert_at(&cache, Value *g, Key id, usz index) @private
{
// TODO: verify index, g and id
Value* spot;
/* Set used and present */
cache.present.set(index);
cache.used.set(index);
cache.cycle();
spot = &(cache.pool[index]);
*spot = *g;
cache.table.set(id, index);
return spot;
}
// Insert an element in the cache, returns the index
fn Value*! Cache.insert_new(&cache, Value* g, Key id)
{
usz index = cache.get_free_spot();
return cache.insert_at(g, id, index);
}
fn Value*! Cache.get_or_insert(&cache, Value* g, Key id, bool *is_new = null)
{
Value*! c = cache.search(id);
if (catch e = c) {
if (e != SearchResult.MISSING) {
return e?;
} else {
// if the element is new (inserted) set the is_new flag
if (is_new) *is_new = true;
return cache.insert_new(g, id);
}
} else {
if (is_new) *is_new = false;
return c;
}
}

@ -0,0 +1,49 @@
module fifo(<Type>);
import std::core::mem;
fault FifoErr {
FULL,
EMPTY,
}
// TODO: specify the allocator
struct Fifo {
Type[] arr;
usz out;
usz count;
}
fn void! Fifo.init(&fifo, usz size)
{
fifo.arr = mem::new_array(Type, size);
fifo.out = 0;
fifo.count = 0;
}
fn void Fifo.free(&fifo)
{
(void)mem::free(fifo.arr);
}
fn void! Fifo.enqueue(&fifo, Type *elem)
{
if (fifo.count >= fifo.arr.len) {
return FifoErr.FULL?;
}
usz in = (fifo.out + fifo.count) % fifo.arr.len;
fifo.arr[in] = *elem;
fifo.count++;
}
fn Type*! Fifo.dequeue(&fifo)
{
if (fifo.count == 0) {
return FifoErr.EMPTY?;
}
Type *ret = &fifo.arr[fifo.out];
fifo.count--;
fifo.out = (fifo.out + 1) % fifo.arr.len;
return ret;
}

@ -0,0 +1,166 @@
import std::io;
import vtree;
import cache;
import ugui;
import rl;
fn int main(String[] args)
{
ugui::Ctx ui;
ui.init()!!;
short width = 800;
short height = 450;
rl::set_config_flags(rl::FLAG_WINDOW_RESIZABLE);
rl::init_window(width, height, "Ugui Test");
ui.input_window_size(width, height)!!;
rl::set_target_fps(60);
rl::enable_event_waiting();
isz frame;
// Main loop
while (!rl::window_should_close()) {
const int PARTIAL_INPUT = 0;
const int PARTIAL_LAYOUT = 1;
const int PARTIAL_DRAW = 2;
/* Start Input Handling */
if (rl::is_window_resized()) {
width = (short)rl::get_screen_width();
height = (short)rl::get_screen_height();
ui.input_window_size(width, height)!!;
}
ui.input_changefocus(rl::is_window_focused());
rl::Vector2 mpos = rl::get_mouse_position();
ui.input_mouse_abs((short)mpos.x, (short)mpos.y);
ugui::MouseButtons buttons;
buttons.btn_left = rl::is_mouse_button_down(rl::MOUSE_BUTTON_LEFT);
buttons.btn_right = rl::is_mouse_button_down(rl::MOUSE_BUTTON_RIGHT);
buttons.btn_middle = rl::is_mouse_button_down(rl::MOUSE_BUTTON_MIDDLE);
ui.input_mouse_button(buttons);
/* End Input Handling */
/* Start UI Handling */
ui.frame_begin()!!;
/*
// main div, fill the whole window
ui.div_begin("main", ugui::Rect{.w=ui.width/2})!!;
{|
ui.layout_set_row()!!;
if (ui.button("button0", ugui::Rect{0,0,30,30})!!.mouse_press) {
io::printn("press button0");
}
//ui.layout_next_column()!!;
if (ui.button("button1", ugui::Rect{0,0,30,30})!!.mouse_press) {
io::printn("press button1");
}
//ui.layout_next_column()!!;
if (ui.button("button2", ugui::Rect{0,0,30,30})!!.mouse_release) {
io::printn("release button2");
}
if (ui.slider_ver("slider", ugui::Rect{0,0,30,100})!!.update) {
ugui::Elem* e = ui.get_elem_by_label("slider")!!;
io::printfn("slider: %f", e.slider.value);
}
|};
ui.div_end()!!;
*/
ui.div_begin("second", ugui::DIV_FILL)!!;
ugui::Elem* de = ui.get_elem_by_label("second")!!;
de.div.scroll.can_y = true;
{|
ui.layout_set_column()!!;
if (ui.slider_ver("slider_other", ugui::Rect{0,0,30,100})!!.update) {
ugui::Elem* e = ui.get_elem_by_label("slider_other")!!;
io::printfn("other slider: %f", e.slider.value);
}
ui.button("button10", ugui::Rect{0,0,50,50})!!;
ui.button("button11", ugui::Rect{0,0,50,50})!!;
ui.button("button12", ugui::Rect{0,0,50,50})!!;
ui.button("button13", ugui::Rect{0,0,50,50})!!;
ui.button("button14", ugui::Rect{0,0,50,50})!!;
ui.button("button15", ugui::Rect{0,0,50,50})!!;
ui.button("button16", ugui::Rect{0,0,50,50})!!;
ui.button("button17", ugui::Rect{0,0,50,50})!!;
|};
ui.div_end()!!;
ui.frame_end()!!;
/* End UI Handling */
/* Start UI Drawing */
rl::begin_drawing();
// ClearBackground(BLACK);
rl::Color c;
for (Cmd* cmd; (cmd = ui.cmd_queue.dequeue() ?? null) != null;) {
switch (cmd.type) {
case ugui::CmdType.CMD_RECT:
c = rl::Color{
.r = cmd.rect.color.r,
.g = cmd.rect.color.g,
.b = cmd.rect.color.b,
.a = cmd.rect.color.a,
};
rl::draw_rectangle(
cmd.rect.rect.x,
cmd.rect.rect.y,
cmd.rect.rect.w,
cmd.rect.rect.h,
c
);
default:
io::printfn("Unknown cmd type: %d", cmd.type);
}
}
rl::end_drawing();
}
rl::close_window();
ui.free();
return 0;
}
/*
fn void! test_vtree() @test
{
vtree::VTree(<String>) vt;
vt.init(10)!!;
defer vt.free();
assert(vt.size() == 10, "Size is incorrect");
isz ref = vt.add("Ciao Mamma", 0)!!;
String s = vt.get(ref)!!;
assert(s == "Ciao Mamma", "String is incorrect");
isz par = vt.parentof(0)!!;
assert(ref == par, "Not Root");
vt.print();
}
def StrCache = cache::Cache(<int, String, 256>);
fn void! test_cache() @test
{
StrCache cc;
cc.init()!!;
defer cc.free();
String*! r = cc.search(1);
if (catch ex = r) {
if (ex != SearchResult.MISSING) {
return ex?;
}
}
r = cc.get_or_insert(&&"Ciao Mamma", 1)!;
assert(*r!! == "Ciao Mamma", "incorrect string");
}
*/

@ -0,0 +1,47 @@
module ugui;
import std::io;
// draw a button, return the events on that button
fn ElemEvents! Ctx.button(&ctx, String label, Rect size)
{
Id id = label.hash();
Elem *parent = ctx.get_parent()!;
Elem *c_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_BUTTON;
Color bg_color = uint_to_rgba(0x0000ffff);
// if the element is new or the parent was updated then redo layout
if (c_elem.flags.is_new || parent.flags.updated) {
// 2. Layout
c_elem.bounds = ctx.position_element(parent, size, true);
// TODO: 3. Fill the button specific fields
}
c_elem.events = ctx.get_elem_events(c_elem);
if (parent.flags.has_focus) {
if (c_elem.events.mouse_hover) {
c_elem.flags.has_focus = true;
bg_color = uint_to_rgba(0x00ff00ff);
}
}
// Draw the button
Cmd cmd = {
.type = CMD_RECT,
.rect = {
.rect = c_elem.bounds,
.color = bg_color,
},
};
ctx.cmd_queue.enqueue(&cmd)!;
return c_elem.events;
}

@ -0,0 +1,213 @@
module ugui;
import std::io;
import std::core::string;
import vtree;
import cache;
import fifo;
struct Rect {
short x, y, w, h;
}
struct Point {
short x, y;
}
struct Color{
char r, g, b, a;
}
// element ids are just long ints
def Id = usz;
enum ElemType {
ETYPE_NONE,
ETYPE_DIV,
ETYPE_BUTTON,
ETYPE_SLIDER,
}
bitstruct ElemFlags : uint {
bool updated : 0;
bool has_focus : 1;
bool is_new : 2;
}
bitstruct ElemEvents : uint {
bool key_press : 0;
bool key_release : 1;
bool key_hold : 2;
bool mouse_hover : 3;
bool mouse_press : 4;
bool mouse_release : 5;
bool mouse_hold : 6;
bool update : 7;
}
enum DivLayout {
LAYOUT_ROW,
LAYOUT_COLUMN,
LAYOUT_FLOATING,
}
// div element
struct Div {
DivLayout layout;
struct scroll {
bool can_x;
bool can_y;
bool on_x;
bool on_y;
float value_x;
float value_y;
}
Rect children_bounds;
Point origin_r, origin_c;
Color color_bg;
}
// slider element
struct Slider {
float value;
Rect handle;
}
// element structure
struct Elem {
Id id;
ElemFlags flags;
ElemEvents events;
Rect bounds;
ElemType type;
union {
Div div;
Slider slider;
}
}
// relationships between elements are stored in a tree, it stores just the ids
def IdTree = vtree::VTree(<Id>) @private;
// elements themselves are kept in a cache
const uint MAX_ELEMENTS = 1024;
def ElemCache = cache::Cache(<Id, Elem, MAX_ELEMENTS>) @private;
def CmdQueue = fifo::Fifo(<Cmd>);
fault UgError {
INVALID_SIZE,
EVENT_UNSUPPORTED,
UNEXPECTED_ELEMENT,
}
macro uint_to_rgba(uint u) {
return Color{
.r = (char)((u >> 24) & 0xff),
.g = (char)((u >> 16) & 0xff),
.b = (char)((u >> 8) & 0xff),
.a = (char)((u >> 0) & 0xff)
};
}
const Rect DIV_FILL = { .x = 0, .y = 0, .w = 0, .h = 0 };
macro abs(a) { return a < 0 ? -a : a; }
macro clamp(x, min, max) { return x < min ? min : (x > max ? max : x); }
const uint STACK_STEP = 10;
const uint MAX_ELEMS = 128;
const uint MAX_CMDS = 256;
const uint ROOT_ID = 1;
// command type
enum CmdType {
CMD_RECT,
}
// command to draw a rect
struct CmdRect {
Rect rect;
Color color;
}
// command structure
struct Cmd {
CmdType type;
union {
CmdRect rect;
}
}
enum Layout {
ROW,
COLUMN,
FLOATING
}
// global style, similar to the css box model
struct Style { // css box model
Rect padding;
Rect border;
Rect margin;
Color bgcolor; // background color
Color fgcolor; // foreground color
Color bcolor; // border color
}
struct Ctx {
Layout layout;
IdTree tree;
ElemCache cache;
CmdQueue cmd_queue;
// total size in pixels of the context
ushort width, height;
Style style;
bool has_focus;
struct input {
InputEvents events;
struct mouse {
Point pos, delta;
// mouse_down: bitmap of mouse buttons that are held
// mouse_updated: bitmap of mouse buttons that have been updated
// mouse_released = mouse_updated & ~mouse_down
// mouse_pressed = mouse_updated & mouse_down
MouseButtons down;
MouseButtons updated;
}
}
isz active_div; // tree node indicating the current active div
}
macro point_in_rect(Point p, Rect r)
{
return (p.x >= r.x && p.x <= r.x + r.w) && (p.y >= r.y && p.y <= r.y + r.h);
}
// return true if rect a contains b
macro rect_contains(Rect a, Rect b)
{
return (a.x <= b.x && a.y <= b.y && a.x+a.w >= b.x+b.w && a.y+a.h >= b.y+b.h);
}
macro rect_intersection(Rect a, Rect b)
{
return Rect{
.x = (short)max(a.x, b.x),
.y = (short)max(a.y, b.y),
.w = (short)min(a.x+a.w, b.x+b.w) - (short)max(a.x, b.x),
.h = (short)min(a.y+a.h, b.y+b.h) - (short)max(a.y, b.y),
};
}
// rect intersection not null
macro rect_collision(Rect a, Rect b)
{
return !(a.x > b.x+b.w || a.x+a.w < b.x || a.y > b.y+b.h || a.y+a.h < b.y);
}

@ -0,0 +1,131 @@
module ugui;
import std::io;
fn void! Ctx.div_begin(&ctx, String label, Rect size)
{
Id id = label.hash();
Elem *parent = ctx.get_parent()!;
Elem* c_elem = ctx.get_elem(id)!;
isz div_node = ctx.tree.add(id, ctx.active_div)!;
ctx.active_div = div_node;
// 1. Fill the element fields
c_elem.type = ETYPE_DIV;
// do layout and update flags only if the element was updated
if (c_elem.flags.is_new || parent.flags.updated) {
// 2. layout the element
c_elem.bounds = ctx.position_element(parent, size);
if (c_elem.flags.is_new) {
c_elem.div.children_bounds = c_elem.bounds;
}
// 3. Mark the element as updated
c_elem.flags.updated = true;
// 4. Fill the div fields
c_elem.div.layout = parent.div.layout;
c_elem.div.origin_c = Point{
.x = c_elem.bounds.x,
.y = c_elem.bounds.y,
};
c_elem.div.origin_r = c_elem.div.origin_c;
c_elem.div.color_bg = uint_to_rgba(0xff0000ff);
c_elem.div.scroll.can_x = false;
c_elem.div.scroll.can_y = false;
c_elem.div.scroll.value_x = 0;
c_elem.div.scroll.value_y = 0;
}
// Add the background to the draw stack
Cmd cmd = {
.type = CMD_RECT,
.rect = {
.rect = c_elem.bounds,
.color = c_elem.div.color_bg,
},
};
ctx.cmd_queue.enqueue(&cmd)!;
// TODO: check active
// TODO: check resizeable
// check and draw scroll bars
if (!rect_contains(c_elem.bounds, c_elem.div.children_bounds)) {
Point cbc = {
.x = c_elem.div.children_bounds.x + c_elem.div.children_bounds.w,
.y = c_elem.div.children_bounds.y + c_elem.div.children_bounds.h,
};
Point bc = {
.x = c_elem.bounds.x + c_elem.bounds.w,
.y = c_elem.bounds.y + c_elem.bounds.h,
};
// vertical overflow, check and draw scroll bar
if (cbc.y > bc.y && c_elem.div.scroll.can_y) {
// set the scrollbar flag, is used in layout
c_elem.div.scroll.on_y = true;
Rect vslider = {
.x = c_elem.bounds.x + c_elem.bounds.w - 10,
.y = c_elem.bounds.y,
.w = 10,
.h = c_elem.bounds.h,
};
float vh = max((float)bc.y / cbc.y, (float)0.15);
Rect vhandle = {
.x = c_elem.bounds.x + c_elem.bounds.w - 10,
.y = (short)(c_elem.bounds.y + (int)(c_elem.bounds.h*(1-vh) * c_elem.div.scroll.value_y)),
.w = 10,
.h = (short)(c_elem.bounds.h * vh),
};
c_elem.events = ctx.get_elem_events(c_elem);
if (parent.flags.has_focus && c_elem.events.mouse_hover && c_elem.events.mouse_hold && point_in_rect(ctx.input.mouse.pos, vhandle)) {
short y = (short)clamp(ctx.input.mouse.pos.y - vhandle.h/2, vslider.y, vslider.y + vslider.h - vhandle.h);
vhandle.y = y;
float v = (float)(vhandle.y-vslider.y) / (float)(vslider.h-vhandle.h);
c_elem.div.scroll.value_y = v;
c_elem.flags.updated = true;
c_elem.div.origin_c = Point{
.x = c_elem.bounds.x,
.y = c_elem.bounds.y,
};
c_elem.div.origin_r = c_elem.div.origin_c;
}
Cmd scrl = {
.type = CMD_RECT,
.rect.rect = vslider,
.rect.color = uint_to_rgba(0x999999ff),
};
ctx.cmd_queue.enqueue(&scrl)!;
scrl.rect.rect = vhandle;
scrl.rect.color = uint_to_rgba(0x9999ffff);
ctx.cmd_queue.enqueue(&scrl)!;
} else {
c_elem.div.scroll.on_y = false;
}
}
// if the bounds are outside of the view then allocate space for scrollbars
DivLayout old_layout = c_elem.div.layout;
c_elem.div.layout = LAYOUT_FLOATING;
c_elem.div.layout = old_layout;
if (parent.flags.has_focus) {
if (point_in_rect(ctx.input.mouse.pos, c_elem.bounds)) {
c_elem.flags.has_focus = true;
}
}
}
fn void! Ctx.div_end(&ctx)
{
// the active_div returns to the parent of the current one
ctx.active_div = ctx.tree.parentof(ctx.active_div)!;
}

@ -0,0 +1,139 @@
module ugui;
import std::io;
// return a pointer to the parent of the current active div
fn Elem*! Ctx.get_parent(&ctx)
{
// FIXME: if the tree held pointers to the elements then no more
// redundant cache search
Id parent_id = ctx.tree.get(ctx.active_div)!;
return ctx.cache.search(parent_id);
}
// get or push an element from the cache, return a pointer to it
// resets all flags except is_new which is set accordingly
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;
}
// this searches an element in the cache by label, it does not create a new element
// if it does't find one
macro Ctx.get_elem_by_label(&ctx, String label)
{
Id id = label.hash();
return ctx.cache.search(id);
}
macro Ctx.get_elem_by_tree_idx(&ctx, isz idx) @private
{
Id id = ctx.tree.get(ctx.active_div)!;
return ctx.cache.search(id);
}
fn void! Ctx.init(&ctx)
{
ctx.tree.init(MAX_ELEMENTS)!;
defer catch { (void)ctx.tree.free(); }
//ug_fifo_init(&ctx.fifo, MAX_CMDS);
ctx.cache.init()!;
defer catch { (void)ctx.cache.free(); }
ctx.cmd_queue.init(MAX_ELEMENTS)!;
defer catch { (void)ctx.cmd_queue.free(); }
ctx.layout = Layout.ROW;
ctx.active_div = 0;
// TODO: add style config
ctx.style.margin = Rect{1, 1, 1, 1};
}
fn void Ctx.free(&ctx)
{
(void)ctx.tree.free();
(void)ctx.cache.free();
(void)ctx.cmd_queue.free();
}
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)!;
// 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;
// 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;
if (c_elem.flags.is_new || c_elem.flags.updated) {
Elem def_root = {
.id = ROOT_ID,
.type = ETYPE_DIV,
.bounds = {
.w = ctx.width,
.h = ctx.height,
},
.div = {
.layout = LAYOUT_ROW,
.children_bounds = {
.w = ctx.width,
.h = ctx.height,
}
},
.flags = c_elem.flags,
};
*c_elem = def_root;
}
// 3. Push the root element into the element tree
ctx.active_div = ctx.tree.add(ROOT_ID, 0)!;
// The root element does not push anything to the stack
// TODO: add a background color taken from a theme or config
}
fn void! Ctx.frame_end(&ctx)
{
// 1. clear the tree
ctx.tree.prune(0)!;
// 2. clear input fields
ctx.input.events = (InputEvents)0;
// draw mouse position
$if 1:
Cmd cmd = {
.type = CMD_RECT,
.rect.rect = {
.x = ctx.input.mouse.pos.x - 2,
.y = ctx.input.mouse.pos.y - 2,
.w = 4,
.h = 4,
},
.rect.color = uint_to_rgba(0xff00ffff)
};
ctx.cmd_queue.enqueue(&cmd)!;
$endif
}
/**
* @ensure elem != null
**/
fn bool Ctx.is_hovered(&ctx, Elem *elem)
{
return point_in_rect(ctx.input.mouse.pos, elem.bounds);
}

@ -0,0 +1,135 @@
module ugui;
import std::io;
// TODO: this could be a bitstruct
bitstruct InputEvents : uint {
bool resize : 0; // window size was changed
bool change_focus : 1; // window focus changed
bool mouse_move : 2; // mouse was moved
bool mouse_btn : 3; // mouse button pressed or released
}
// Window size was changed
fn void! Ctx.input_window_size(&ctx, short width, short height)
{
if (width <= 0 || height <= 0) {
return UgError.INVALID_SIZE?;
}
ctx.width = width;
ctx.height = height;
ctx.input.events.resize = true;
}
// Window gained/lost focus
fn void Ctx.input_changefocus(&ctx, bool has_focus)
{
// FIXME: raylib only has an API to query the focus status so we have to
// update the input flag only if the focus changed
if (ctx.has_focus != has_focus) {
ctx.input.events.change_focus = true;
}
ctx.has_focus = has_focus;
}
bitstruct MouseButtons : uint {
bool btn_left : 0;
bool btn_middle : 1;
bool btn_right : 2;
bool btn_4 : 3;
bool btn_5 : 4;
}
macro Ctx.mouse_pressed(&ctx)
{
return ctx.input.mouse.updated & ctx.input.mouse.down;
}
macro Ctx.mouse_released(&ctx)
{
return ctx.input.mouse.updated & ~ctx.input.mouse.down;
}
macro Ctx.mouse_down(&ctx)
{
return 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_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};
// FIXME: hthis compairson could be done with a cast using MouseButtons.inner
// property but I could not figure out how
macro Ctx.is_mouse_pressed(&ctx, MouseButtons btn)
{
return (ctx.mouse_pressed() & btn) != BTN_NONE;
}
macro Ctx.is_mouse_released(&ctx, MouseButtons btn)
{
return (ctx.mouse_released() & btn) != BTN_NONE;
}
macro Ctx.is_mouse_down(&ctx, MouseButtons btn)
{
return (ctx.mouse_down() & btn) != BTN_NONE;
}
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);
ElemEvents ev = {
.mouse_hover = ctx.is_hovered(elem),
.mouse_press = active & ctx.is_mouse_pressed(BTN_ANY),
.mouse_release = active & ctx.is_mouse_released(BTN_ANY),
.mouse_hold = active & ctx.is_mouse_down(BTN_ANY),
};
return ev;
}
// Mouse Button moved
fn void Ctx.input_mouse_button(&ctx, MouseButtons buttons)
{
ctx.input.mouse.updated = ctx.input.mouse.down ^ buttons;
ctx.input.mouse.down = buttons;
ctx.input.events.mouse_btn = true;
}
// Mouse was moved, report absolute position
fn void Ctx.input_mouse_abs(&ctx, short x, short y)
{
ctx.input.mouse.pos.x = clamp(x, 0u16, ctx.width);
ctx.input.mouse.pos.y = clamp(y, 0u16, ctx.height);
short dx, dy;
dx = x - ctx.input.mouse.pos.x;
dy = y - ctx.input.mouse.pos.y;
ctx.input.mouse.delta.x = dx;
ctx.input.mouse.delta.y = dy;
ctx.input.events.mouse_move = true;
}
// Mouse was moved, report relative motion
fn void Ctx.input_mouse_delta(&ctx, short dx, short dy)
{
ctx.input.mouse.delta.x = dx;
ctx.input.mouse.delta.y = dy;
short mx, my;
mx = ctx.input.mouse.pos.x + dx;
my = ctx.input.mouse.pos.y + dy;
ctx.input.mouse.pos.x = clamp(mx, 0u16, ctx.width);
ctx.input.mouse.pos.y = clamp(my, 0u16, ctx.height);
ctx.input.events.mouse_move = true;
}

@ -0,0 +1,177 @@
module ugui;
fn void! Ctx.layout_set_row(&ctx)
{
Id parent_id = ctx.tree.get(ctx.active_div)!;
Elem *parent = ctx.cache.search(parent_id)!;
if (parent.type != ETYPE_DIV) {
// what?
return UgError.UNEXPECTED_ELEMENT?;
}
parent.div.layout = LAYOUT_ROW;
}
fn void! Ctx.layout_set_column(&ctx)
{
Id parent_id = ctx.tree.get(ctx.active_div)!;
Elem *parent = ctx.cache.search(parent_id)!;
if (parent.type != ETYPE_DIV) {
// what?
return UgError.UNEXPECTED_ELEMENT?;
}
parent.div.layout = LAYOUT_COLUMN;
}
fn void! Ctx.layout_set_floating(&ctx)
{
Id parent_id = ctx.tree.get(ctx.active_div)!;
Elem *parent = ctx.cache.search(parent_id)!;
if (parent.type != ETYPE_DIV) {
// what?
return UgError.UNEXPECTED_ELEMENT?;
}
parent.div.layout = LAYOUT_FLOATING;
}
fn void! Ctx.layout_next_row(&ctx)
{
Id parent_id = ctx.tree.get(ctx.active_div)!;
Elem *parent = ctx.cache.search(parent_id)!;
if (parent.type != ETYPE_DIV) {
// what?
return UgError.UNEXPECTED_ELEMENT?;
}
parent.div.origin_r = Point{
.x = parent.bounds.x,
.y = parent.div.origin_c.y,
};
parent.div.origin_c = parent.div.origin_r;
}
fn void! Ctx.layout_next_column(&ctx)
{
Id parent_id = ctx.tree.get(ctx.active_div)!;
Elem *parent = ctx.cache.search(parent_id)!;
if (parent.type != ETYPE_DIV) {
// what?
return UgError.UNEXPECTED_ELEMENT?;
}
parent.div.origin_c = Point{
.x = parent.div.origin_r.x,
.y = parent.bounds.y,
};
parent.div.origin_r = parent.div.origin_c;
}
// position the rectangle inside the parent according to the layout
// parent: parent div
// rect: the requested size
// style: apply style
<*
@require ctx != null
@require parent.type == ETYPE_DIV
*>
fn Rect Ctx.position_element(&ctx, Elem *parent, Rect rect, bool style = false)
{
Rect placement;
Point origin;
Div* div = &parent.div;
// 1. Select the right origin
switch (div.layout) {
case LAYOUT_ROW:
origin = div.origin_r;
case LAYOUT_COLUMN:
origin = div.origin_c;
case LAYOUT_FLOATING: // none
default:
// Error
}
// the bottom-right border of the element box
Point pl_corner;
// 2. Calculate the placement
placement.x = (short)max(origin.x + rect.x, 0);
placement.y = (short)max(origin.y + rect.y, 0);
placement.w = rect.w > 0 ? rect.w : (short)max(parent.bounds.w - (placement.x - parent.bounds.x), 0);
placement.h = rect.h > 0 ? rect.h : (short)max(parent.bounds.h - (placement.y - parent.bounds.y), 0);
pl_corner.x = placement.x + placement.w;
pl_corner.y = placement.y + placement.h;
// 2.1 apply style, css box model
if (style) {
Rect margin = ctx.style.margin;
Rect border = ctx.style.border;
Rect padding = ctx.style.padding;
placement.x += margin.x;
placement.y += margin.y;
if (rect.w != 0) { placement.w += margin.x+margin.w + padding.x+padding.w; }
if (rect.h != 0) { placement.h += margin.y+margin.h + padding.y+padding.h; }
pl_corner.x = placement.x + placement.w + margin.w;
pl_corner.y = placement.y + placement.h + margin.h;
}
// 3. Update the origins of the parent
div.origin_r = Point{
.x = pl_corner.x,
.y = origin.y,
};
div.origin_c = Point{
.x = origin.x,
.y = pl_corner.y,
};
// 4. Calculate the "scrolled" view
Point off;
Rect* cb = &div.children_bounds;
if (div.scroll.can_x && div.scroll.on_x) {
off.x = (short)(cb.w * div.scroll.value_x);
}
if (div.scroll.can_y && div.scroll.on_y) {
off.y = (short)((float)(cb.h - parent.bounds.h) * div.scroll.value_y);
}
Rect view = {
.x = parent.bounds.x + off.x,
.y = parent.bounds.y + off.y,
.w = parent.bounds.w,
.h = parent.bounds.h,
};
// 5. check if the placement overflows the children ounds, if so update them
if (!point_in_rect(pl_corner, *cb)) {
if (pl_corner.y > cb.y+cb.h) {
cb.h = pl_corner.y - cb.y;
}
if (pl_corner.x > cb.x+cb.w) {
cb.w += pl_corner.x - (cb.x + cb.w);
}
}
// 6. check if the placement is inside the view
if (rect_collision(placement, view)) {
return Rect{
.x = placement.x - off.x,
.y = placement.y - off.y,
.w = placement.w,
.h = placement.h,
};
} else {
return Rect{};
}
}

@ -0,0 +1,140 @@
module ugui;
import std::io;
/* handle
* +----+-----+---------------------+
* | |#####| |
* +----+-----+---------------------+
*/
fn ElemEvents! Ctx.slider_hor(&ctx, String label, Rect size)
{
Id id = label.hash();
Elem *parent = ctx.get_parent()!;
Elem *c_elem = ctx.get_elem(id)!;
// add it to the tree
ctx.tree.add(id, ctx.active_div)!;
// 1. Fill the element fields
c_elem.type = ETYPE_SLIDER;
// if the element is new or the parent was updated then redo layout
if (c_elem.flags.is_new || parent.flags.updated) {
// 2. Layout
c_elem.bounds = ctx.position_element(parent, size, true);
c_elem.slider.handle = Rect{
.x = (short)(c_elem.bounds.x + (int)(c_elem.bounds.w * c_elem.slider.value)),
.y = c_elem.bounds.y,
.w = (short)(c_elem.bounds.w * 0.25),
.h = c_elem.bounds.h,
};
}
c_elem.events = ctx.get_elem_events(c_elem);
if (parent.flags.has_focus && c_elem.events.mouse_hover) {
if (point_in_rect(ctx.input.mouse.pos, c_elem.slider.handle) && c_elem.events.mouse_hold) {
short x = (short)clamp(ctx.input.mouse.pos.x - c_elem.slider.handle.w/2, c_elem.bounds.x, c_elem.bounds.x + c_elem.bounds.w - c_elem.slider.handle.w);
float v = (float)(c_elem.slider.handle.x-c_elem.bounds.x) / (float)(c_elem.bounds.w-c_elem.slider.handle.w);
c_elem.slider.handle.x = x;
c_elem.slider.value = v;
c_elem.events.update = true;
}
}
// Draw the button
Color bg_color = uint_to_rgba(0x0000ffff);
Color handle_color = uint_to_rgba(0x0ff000ff);
Cmd cmd = {
.type = CMD_RECT,
.rect = {
.rect = c_elem.bounds,
.color = bg_color,
},
};
ctx.cmd_queue.enqueue(&cmd)!;
cmd = Cmd{
.type = CMD_RECT,
.rect = {
.rect = c_elem.slider.handle,
.color = handle_color,
},
};
ctx.cmd_queue.enqueue(&cmd)!;
return c_elem.events;
}
/*
* +-+
* | |
* | |
* +-+
* |#| handle
* |#|
* +-+
* | |
* | |
* +-+
*/
fn ElemEvents! Ctx.slider_ver(&ctx, String label, Rect size)
{
Id id = label.hash();
Elem *parent = ctx.get_parent()!;
Elem *c_elem = ctx.get_elem(id)!;
// add it to the tree
ctx.tree.add(id, ctx.active_div)!;
// 1. Fill the element fields
c_elem.type = ETYPE_SLIDER;
// if the element is new or the parent was updated then redo layout
if (c_elem.flags.is_new || parent.flags.updated) {
// 2. Layout
c_elem.bounds = ctx.position_element(parent, size, true);
c_elem.slider.handle = Rect{
.x = c_elem.bounds.x,
.y = (short)(c_elem.bounds.y + (int)(c_elem.bounds.h * c_elem.slider.value)),
.w = c_elem.bounds.w,
.h = (short)(c_elem.bounds.h * 0.25),
};
}
c_elem.events = ctx.get_elem_events(c_elem);
if (parent.flags.has_focus && c_elem.events.mouse_hover) {
if (point_in_rect(ctx.input.mouse.pos, c_elem.slider.handle) && c_elem.events.mouse_hold) {
short y = (short)clamp(ctx.input.mouse.pos.y - c_elem.slider.handle.h/2, c_elem.bounds.y, c_elem.bounds.y + c_elem.bounds.h - c_elem.slider.handle.h);
float v = (float)(c_elem.slider.handle.y-c_elem.bounds.y) / (float)(c_elem.bounds.h-c_elem.slider.handle.h);
c_elem.slider.handle.y = y;
c_elem.slider.value = v;
c_elem.events.update = true;
}
}
// Draw the button
Color bg_color = uint_to_rgba(0x0000ffff);
Color handle_color = uint_to_rgba(0x0ff000ff);
Cmd cmd = {
.type = CMD_RECT,
.rect = {
.rect = c_elem.bounds,
.color = bg_color,
},
};
ctx.cmd_queue.enqueue(&cmd)!;
cmd = Cmd{
.type = CMD_RECT,
.rect = {
.rect = c_elem.slider.handle,
.color = handle_color,
},
};
ctx.cmd_queue.enqueue(&cmd)!;
return c_elem.events;
}

@ -0,0 +1,333 @@
module vtree(<ElemType>);
import std::core::mem;
import std::io;
struct VTree {
usz elements;
ElemType[] vector; // vector of element ids
isz[] refs, ordered_refs;
}
fault VTreeError {
CANNOT_SHRINK,
INVALID_REFERENCE,
TREE_FULL,
REFERENCE_NOT_PRESENT,
INVALID_ARGUMENT,
}
macro VTree.ref_is_valid(&tree, isz ref) { return (ref >= 0 && ref < tree.refs.len); }
macro VTree.ref_is_present(&tree, isz ref) { return tree.refs[ref] >= 0; }
macro VTree.size(&tree) { return tree.refs.len; }
// macro to zero an elemen
macro @zero()
{
$if $assignable(0, ElemType):
return 0;
$else
return ElemType{0};
$endif
}
fn void! VTree.init(&tree, usz size)
{
tree.vector = mem::new_array(ElemType, size);
defer catch { (void)mem::free(tree.vector); }
tree.refs = mem::new_array(isz, size);
defer catch { (void)mem::free(tree.refs); }
tree.ordered_refs = mem::new_array(isz, size);
defer catch { (void)mem::free(tree.ordered_refs); }
// set all refs to -1, meaning invalid (free) element
tree.refs[..] = -1;
tree.elements = 0;
}
fn void VTree.free(&tree)
{
(void)mem::free(tree.vector);
(void)mem::free(tree.refs);
(void)mem::free(tree.ordered_refs);
}
fn void VTree.pack(&tree)
{
// TODO: add a PACKED flag to skip this
isz free_spot = -1;
for (usz i = 0; i < tree.size(); i++) {
if (tree.refs[i] == -1) {
free_spot = i;
continue;
}
// find a item that can be packed
if (free_spot >= 0 && tree.refs[i] >= 0) {
isz old_ref = i;
// move the item
tree.vector[free_spot] = tree.vector[i];
tree.refs[free_spot] = tree.refs[i];
tree.vector[i] = @zero();
tree.refs[i] = -1;
// and move all references
for (usz j = 0; j < tree.size(); j++) {
if (tree.refs[j] == old_ref) {
tree.refs[j] = free_spot;
}
}
// mark the free spot as used
free_spot = -1;
}
}
}
fn void! VTree.resize(&tree, usz newsize)
{
// return error when shrinking with too many elements
if (newsize < tree.elements) {
return VTreeError.CANNOT_SHRINK?;
}
// pack the vector when shrinking to avoid data loss
if ((int)newsize < tree.size()) {
// FIXME: packing destroys all references to elements of vec
// so shrinking may cause dangling pointers
return VTreeError.CANNOT_SHRINK?;
}
usz old_size = tree.size();
tree.vector = ((ElemType*)mem::realloc(tree.vector, newsize*ElemType.sizeof))[:newsize];
defer catch { (void)mem::free(tree.vector); }
tree.refs = ((isz*)mem::realloc(tree.refs, newsize*isz.sizeof))[:newsize];
defer catch { (void)mem::free(tree.refs); }
tree.ordered_refs = ((isz*)mem::realloc(tree.ordered_refs, newsize*isz.sizeof))[:newsize];
defer catch { (void)mem::free(tree.ordered_refs); }
if (newsize > tree.size()) {
tree.vector[old_size..newsize-1] = @zero();
tree.refs[old_size..newsize-1] = -1;
}
}
// add an element to the tree, return it's ref
fn isz! VTree.add(&tree, ElemType elem, isz parent)
{
// invalid parent
if (!tree.ref_is_valid(parent)) {
return VTreeError.INVALID_REFERENCE?;
}
// no space left
if (tree.elements >= tree.size()) {
return VTreeError.TREE_FULL?;
}
// check if the parent exists
// if there are no elements in the tree the first add will set the root
if (!tree.ref_is_present(parent) && tree.elements != 0) {
return VTreeError.REFERENCE_NOT_PRESENT?;
}
// get the first free spot
isz free_spot = -1;
for (usz i = 0; i < tree.size(); i++) {
if (tree.refs[i] == -1) {
free_spot = i;
break;
}
}
if (free_spot < 0) {
return VTreeError.TREE_FULL?;
}
// finally add the element
tree.vector[free_spot] = elem;
tree.refs[free_spot] = parent;
tree.elements++;
return free_spot;
}
// prune the tree starting from the ref
// returns the number of pruned elements
fn usz! VTree.prune(&tree, isz ref)
{
if (!tree.ref_is_valid(ref)) {
return VTreeError.INVALID_REFERENCE?;
}
if (!tree.ref_is_present(ref)) {
return 0;
}
tree.vector[ref] = @zero();
tree.refs[ref] = -1;
tree.elements--;
usz count = 1;
for (usz i = 0; tree.elements > 0 && i < tree.size(); i++) {
if (tree.refs[i] == ref) {
count += tree.prune(i)!;
}
}
return count;
}
// find the size of the subtree starting from ref
fn usz! VTree.subtree_size(&tree, isz ref)
{
if (!tree.ref_is_valid(ref)) {
return VTreeError.INVALID_REFERENCE?;
}
if (!tree.ref_is_present(ref)) {
return 0;
}
usz count = 1;
for (usz i = 0; i < tree.size(); i++) {
// only root has the reference to itself
if (tree.refs[i] == ref && ref != i) {
count += tree.subtree_size(i)!;
}
}
return count;
}
// iterate through the first level children, use a cursor like strtok_r
fn isz! VTree.children_it(&tree, isz parent, isz *cursor)
{
if (cursor == null) {
return VTreeError.INVALID_ARGUMENT?;
}
// if the cursor is out of bounds then we are done for sure
if (!tree.ref_is_valid(*cursor)) {
return VTreeError.INVALID_REFERENCE?;
}
// same for the parent, if it's invalid it can't have children
if (!tree.ref_is_valid(parent) || !tree.ref_is_present(parent)) {
return VTreeError.INVALID_REFERENCE?;
}
// find the first child, update the cursor and return the ref
for (isz i = *cursor; i < tree.size(); i++) {
if (tree.refs[i] == parent) {
*cursor = i + 1;
return i;
}
}
// if no children are found return -1
*cursor = -1;
return -1;
}
/* iterates trough every leaf of the subtree in the following manner
* node [x], x: visit order
* [0]
* / | \
* / [2] [3]
* [1] |
* / \ [6]
* [4] [5]
*/
fn isz! VTree.level_order_it(&tree, isz ref, isz *cursor)
{
if (cursor == null) {
return VTreeError.INVALID_ARGUMENT?;
}
isz[] queue = tree.ordered_refs;
// TODO: this could also be done when adding or removing elements
// first call, create a ref array ordered like we desire
if (*cursor == -1) {
*cursor = 0;
queue[..] = -1;
// iterate through the queue appending found children
isz pos, off;
do {
// printf ("ref=%d\n", ref);
for (isz i = 0; i < tree.size(); i++) {
if (tree.refs[i] == ref) {
queue[pos++] = i;
}
}
for (; ref == queue[off] && off < tree.size(); off++);
ref = queue[off];
} while (tree.ref_is_valid(ref));
// This line is why tree.ordered_refs has to be size+1
queue[off + 1] = -1;
}
// PRINT_ARR(queue, tree.size());
// return -1;
// on successive calls just iterate through the queue until we find an
// invalid ref, if the user set the cursor to -1 it means it has found what
// he needed, so free
if (*cursor < 0) {
return -1;
} else if (tree.ref_is_valid(*cursor)) {
return queue[(*cursor)++];
}
return -1;
}
fn isz! VTree.parentof(&tree, isz ref)
{
if (!tree.ref_is_valid(ref)) {
return VTreeError.INVALID_REFERENCE?;
}
if (!tree.ref_is_present(ref)) {
return VTreeError.REFERENCE_NOT_PRESENT?;
}
return tree.refs[ref];
}
fn ElemType! VTree.get(&tree, isz ref)
{
if (!tree.ref_is_valid(ref)) {
return VTreeError.INVALID_REFERENCE?;
}
if (!tree.ref_is_present(ref)) {
return VTreeError.REFERENCE_NOT_PRESENT?;
}
return tree.vector[ref];
}
fn void VTree.print(&tree)
{
for (isz i = 0; i < tree.size(); i++) {
if (tree.refs[i] == -1) {
continue;
}
io::printf("[%d] {parent=%d, data=", i, tree.refs[i]);
io::print(tree.vector[i]);
io::printn("}");
}
}

@ -1,11 +0,0 @@
CFLAGS = -Wall -Wextra -Wpedantic -std=c11 -g
LDFLAGS = -lSDL2 -lm
test: main.c ../ugui.c ../ugui.h ../def_style.h ../input.c
gcc ${CFLAGS} -c ../ugui.c -o ugui.o
gcc ${CFLAGS} -c ../input.c -o input.o
gcc ${CFLAGS} -c main.c -o main.o
gcc ${LDFLAGS} main.o ugui.o input.o -o test
clean:
rm -f main.o ugui.o

@ -1,268 +0,0 @@
#define _POSIX_C_SOURCE 200809l
#include <stdio.h>
#include <SDL2/SDL.h>
#include "../ugui.h"
#define STB_RECT_PACK_IMPLEMENTATION
#define STB_TRUETYPE_IMPLEMENTATION
#define STBTTF_IMPLEMENTATION
#include "stbttf.h"
SDL_Window *w;
SDL_Renderer *r;
ug_ctx_t *ctx;
STBTTF_Font *font;
void cleanup(void);
int main(void)
{
SDL_DisplayMode dm;
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_EnableScreenSaver();
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
SDL_EventState(SDL_DROPTEXT, SDL_ENABLE);
SDL_GetDesktopDisplayMode(0, &dm);
#ifdef SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR /* Available since 2.0.8 */
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 5)
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
w = SDL_CreateWindow("test",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
dm.w*0.8, dm.h*0.8,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
SDL_WINDOW_OPENGL );
//SDL_Surface *s;
//s = SDL_GetWindowSurface(w);
r = SDL_CreateRenderer(w, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
ug_vec2_t size, dsize;
SDL_GetWindowSize(w, &size.w, &size.h);
SDL_GL_GetDrawableSize(w, &dsize.w, &dsize.h);
float scale = 1.0;
scale = ((float)(size.w+size.h)/2)/((float)(dsize.w+dsize.h)/2);
float dpi;
int idx;
idx = SDL_GetWindowDisplayIndex(w);
SDL_GetDisplayDPI(idx, &dpi, NULL, NULL);
ctx = ug_ctx_new();
ug_ctx_set_displayinfo(ctx, scale, dpi);
ug_ctx_set_drawableregion(ctx, dsize);
// open font
font = STBTTF_OpenFont(r, "monospace.ttf", ctx->style_px->title.font_size.size.i);
// atexit(cleanup);
SDL_Event event;
char button_map[] = {
[SDL_BUTTON_LEFT & 0xff] = UG_BTN_LEFT,
[SDL_BUTTON_MIDDLE & 0xff] = UG_BTN_MIDDLE,
[SDL_BUTTON_RIGHT & 0xff] = UG_BTN_RIGHT,
[SDL_BUTTON_X1 & 0xff] = UG_BTN_4,
[SDL_BUTTON_X2 & 0xff] = UG_BTN_5,
};
do {
SDL_WaitEvent(&event);
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SHOWN:
(SDL_Log("Window %d shown", event.window.windowID));
break;
case SDL_WINDOWEVENT_HIDDEN:
(SDL_Log("Window %d hidden", event.window.windowID));
break;
case SDL_WINDOWEVENT_EXPOSED:
(SDL_Log("Window %d exposed", event.window.windowID));
break;
case SDL_WINDOWEVENT_MOVED:
(SDL_Log("Window %d moved to %d,%d",
event.window.windowID, event.window.data1,
event.window.data2));
break;
case SDL_WINDOWEVENT_RESIZED:
(SDL_Log("Window %d resized to %dx%d",
event.window.windowID, event.window.data1,
event.window.data2));
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
(SDL_Log("Window %d size changed to %dx%d",
event.window.windowID, event.window.data1,
event.window.data2));
size.w = event.window.data1;
size.h = event.window.data2;
// surface is invalidated every time the window
// is resized
//s = SDL_GetWindowSurface(w);
ug_ctx_set_drawableregion(ctx, size);
break;
case SDL_WINDOWEVENT_MINIMIZED:
(SDL_Log("Window %d minimized", event.window.windowID));
break;
case SDL_WINDOWEVENT_MAXIMIZED:
(SDL_Log("Window %d maximized", event.window.windowID));
break;
case SDL_WINDOWEVENT_RESTORED:
(SDL_Log("Window %d restored", event.window.windowID));
break;
case SDL_WINDOWEVENT_ENTER:
(SDL_Log("Mouse entered window %d",
event.window.windowID));
break;
case SDL_WINDOWEVENT_LEAVE:
(SDL_Log("Mouse left window %d", event.window.windowID));
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
(SDL_Log("Window %d gained keyboard focus",
event.window.windowID));
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
(SDL_Log("Window %d lost keyboard focus",
event.window.windowID));
break;
case SDL_WINDOWEVENT_CLOSE:
(SDL_Log("Window %d closed", event.window.windowID));
break;
#if SDL_VERSION_ATLEAST(2, 0, 5)
case SDL_WINDOWEVENT_TAKE_FOCUS:
(SDL_Log("Window %d is offered a focus", event.window.windowID));
break;
case SDL_WINDOWEVENT_HIT_TEST:
(SDL_Log("Window %d has a special hit test", event.window.windowID));
break;
#endif
default:
(SDL_Log("Window %d got unknown event %d",
event.window.windowID, event.window.event));
break;
}
break;
case SDL_QUIT:
(printf("Quitting\n"));
break;
case SDL_MOUSEMOTION:
ug_input_mousemove(ctx, event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
ug_input_mousemove(ctx, event.button.x, event.button.y);
ug_input_mousedown(ctx, button_map[event.button.button & 0xff]);
break;
case SDL_MOUSEBUTTONUP:
ug_input_mousemove(ctx, event.button.x, event.button.y);
ug_input_mouseup(ctx, button_map[event.button.button & 0xff]);
break;
default:
(printf("Unknown event: %d\n", event.type));
break;
}
ug_frame_begin(ctx);
//if (ctx->frame < 5000) {
// ug_container_menu_bar(ctx, "Menu fichissimo", (ug_size_t)SIZE_PX(24));
//} else if (ctx->frame == 5000) {
// ug_container_remove(ctx, "Menu fichissimo");
//}
ug_container_floating(ctx, "stupid name", (ug_div_t){.x=SIZE_PX(0), .y=SIZE_PX(0), .w=SIZE_PX(100), .h=SIZE_MM(75.0)});
ug_element_button(ctx, "float", "X", (ug_div_t){SQUARE(SIZE_MM(5))});
//ug_container_floating(ctx, "floating windoooooooow", (ug_div_t){.x=SIZE_PX(100), .y=SIZE_PX(0), .w=SIZE_PX(100), .h=SIZE_MM(75.0)});
//ug_container_sidebar(ctx, "Right Sidebar", (ug_size_t)SIZE_PX(300), UG_SIDE_RIGHT);
//ug_container_sidebar(ctx, "Left Sidebar", (ug_size_t)SIZE_PX(200), UG_SIDE_LEFT);
//ug_container_sidebar(ctx, "Bottom Sidebar", (ug_size_t)SIZE_MM(10), UG_SIDE_BOTTOM);
ug_container_sidebar(ctx, "Top Sidebar", (ug_size_t)SIZE_MM(40), UG_SIDE_TOP);
// ug_container_popup(ctx, "Annoying popup", (ug_div_t){.x=SIZE_MM(150), .y=SIZE_MM(150), .w=SIZE_PX(100), .h=SIZE_MM(75.0)});
//ug_container_body(ctx, "Main Body");
//if (ug_container_body(ctx, "Other Body"))
// printf("No space!\n");
ug_layout_row(ctx);
ug_layout_column(ctx);
ug_element_button(ctx, "button 1", "hey", (ug_div_t){SQUARE(SIZE_MM(10))});
//ug_element_button(ctx, "button 2", "lol", (ug_div_t){SQUARE(SIZE_MM(10))});
//ug_layout_next_row(ctx);
//ug_element_button(ctx, "button 3", "L", (ug_div_t){SQUARE(SIZE_MM(10))});
//ug_element_button(ctx, "button 4", "69", (ug_div_t){SQUARE(SIZE_MM(10))});
ug_layout_next_column(ctx);
ug_element_button(ctx, "button 5", "lmao", (ug_div_t){SQUARE(SIZE_MM(10))});
//ug_element_textbtn(ctx, "text button 1", "foo", (ug_div_t){.w = 0, .h = SIZE_PX(30)});
//ug_element_button(ctx, "button 6", "", (ug_div_t){SQUARE(SIZE_MM(10)),.x=SIZE_PX(-10)});
ug_container_body(ctx, "fill body");
ug_frame_end(ctx);
// fill background
// solid purple makes it easy to identify, same color as hl missing texture
SDL_SetRenderDrawColor(r, 0xff, 0, 0xdc, 0xff);
SDL_RenderClear(r);
for (ug_cmd_t *cmd = NULL; (cmd = ug_cmd_next(ctx));) {
switch (cmd->type) {
case UG_CMD_RECT:
{
ug_color_t col = cmd->rect.color;
SDL_Rect sr = {
.x = cmd->rect.x,
.y = cmd->rect.y,
.w = cmd->rect.w,
.h = cmd->rect.h,
};
SDL_SetRenderDrawColor(r, col.r, col.g, col.b, col.a);
SDL_RenderFillRect(r, &sr);
}
break;
case UG_CMD_TEXT:
SDL_SetRenderDrawColor(r, cmd->text.color.r, cmd->text.color.g, cmd->text.color.b, cmd->text.color.a);
STBTTF_RenderText(r, font, cmd->text.x, cmd->text.y, cmd->text.str);
break;
default: break;
}
}
SDL_RenderPresent(r);
} while (event.type != SDL_QUIT);
cleanup();
return 0;
}
void cleanup(void)
{
ug_ctx_free(ctx);
STBTTF_CloseFont(font);
SDL_DestroyRenderer(r);
SDL_DestroyWindow(w);
SDL_Quit();
}

Binary file not shown.

@ -1,623 +0,0 @@
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
STBRP_ASSERT(y <= best_y);
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

File diff suppressed because it is too large Load Diff

@ -1,212 +0,0 @@
#ifndef __STBTTF_H__
#define __STBTTF_H__
#include <SDL2/SDL.h>
#include "stb_rect_pack.h"
#include "stb_truetype.h"
/* STBTTF: A quick and dirty SDL2 text renderer based on stb_truetype and stdb_rect_pack.
* Benoit Favre 2019
*
* This header-only addon to the stb_truetype library allows to draw text with SDL2 from
* TTF fonts with a similar API to SDL_TTF without the bloat.
* The renderer is however limited by the integral positioning of SDL blit functions.
* It also does not parse utf8 text and only prints ASCII characters.
*
* This code is public domain.
*/
typedef struct {
stbtt_fontinfo* info;
stbtt_packedchar* chars;
SDL_Texture* atlas;
int texture_size;
float size;
float scale;
int ascent;
int baseline;
} STBTTF_Font;
/* Release the memory and textures associated with a font */
void STBTTF_CloseFont(STBTTF_Font* font);
/* Open a TTF font given a SDL abstract IO handler, for a given renderer and a given font size.
* Returns NULL on failure. The font must be deallocated with STBTTF_CloseFont when not used anymore.
* This function creates a texture atlas with prerendered ASCII characters (32-128).
*/
STBTTF_Font* STBTTF_OpenFontRW(SDL_Renderer* renderer, SDL_RWops* rw, float size);
/* Open a TTF font given a filename, for a given renderer and a given font size.
* Convinience function which calls STBTTF_OpenFontRW.
*/
STBTTF_Font* STBTTF_OpenFont(SDL_Renderer* renderer, const char* filename, float size);
/* Draw some text using the renderer draw color at location (x, y).
* Characters are copied from the texture atlas using the renderer SDL_RenderCopy function.
* Since that function only supports integral coordinates, the result is not great.
* Only ASCII characters (32 <= c < 128) are supported. Anything outside this range is ignored.
*/
void STBTTF_RenderText(SDL_Renderer* renderer, STBTTF_Font* font, float x, float y, const char *text);
/* Return the length in pixels of a text.
* You can get the height of a line by using font->baseline.
*/
float STBTTF_MeasureText(STBTTF_Font* font, const char *text);
#ifdef STBTTF_IMPLEMENTATION
void STBTTF_CloseFont(STBTTF_Font* font) {
if(font->atlas) SDL_DestroyTexture(font->atlas);
if(font->info) free(font->info);
if(font->chars) free(font->chars);
free(font);
}
STBTTF_Font* STBTTF_OpenFontRW(SDL_Renderer* renderer, SDL_RWops* rw, float size) {
Sint64 file_size = SDL_RWsize(rw);
unsigned char* buffer = malloc(file_size);
if(SDL_RWread(rw, buffer, file_size, 1) != 1) return NULL;
SDL_RWclose(rw);
STBTTF_Font* font = calloc(sizeof(STBTTF_Font), 1);
font->info = malloc(sizeof(stbtt_fontinfo));
font->chars = malloc(sizeof(stbtt_packedchar) * 96);
if(stbtt_InitFont(font->info, buffer, 0) == 0) {
free(buffer);
STBTTF_CloseFont(font);
return NULL;
}
// fill bitmap atlas with packed characters
unsigned char* bitmap = NULL;
font->texture_size = 32;
while(1) {
bitmap = malloc(font->texture_size * font->texture_size);
stbtt_pack_context pack_context;
stbtt_PackBegin(&pack_context, bitmap, font->texture_size, font->texture_size, 0, 1, 0);
stbtt_PackSetOversampling(&pack_context, 1, 1);
if(!stbtt_PackFontRange(&pack_context, buffer, 0, size, 32, 95, font->chars)) {
// too small
free(bitmap);
stbtt_PackEnd(&pack_context);
font->texture_size *= 2;
} else {
stbtt_PackEnd(&pack_context);
break;
}
}
// convert bitmap to texture
font->atlas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, font->texture_size, font->texture_size);
SDL_SetTextureBlendMode(font->atlas, SDL_BLENDMODE_BLEND);
Uint32* pixels = malloc(font->texture_size * font->texture_size * sizeof(Uint32));
static SDL_PixelFormat* format = NULL;
if(format == NULL) format = SDL_AllocFormat(SDL_PIXELFORMAT_RGBA32);
for(int i = 0; i < font->texture_size * font->texture_size; i++) {
pixels[i] = SDL_MapRGBA(format, 0xff, 0xff, 0xff, bitmap[i]);
}
SDL_UpdateTexture(font->atlas, NULL, pixels, font->texture_size * sizeof(Uint32));
free(pixels);
free(bitmap);
// setup additional info
font->scale = stbtt_ScaleForPixelHeight(font->info, size);
stbtt_GetFontVMetrics(font->info, &font->ascent, 0, 0);
font->baseline = (int) (font->ascent * font->scale);
free(buffer);
return font;
}
STBTTF_Font* STBTTF_OpenFont(SDL_Renderer* renderer, const char* filename, float size) {
SDL_RWops *rw = SDL_RWFromFile(filename, "rb");
if(rw == NULL) return NULL;
return STBTTF_OpenFontRW(renderer, rw, size);
}
void STBTTF_RenderText(SDL_Renderer* renderer, STBTTF_Font* font, float x, float y, const char *text) {
Uint8 r, g, b, a;
SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
SDL_SetTextureColorMod(font->atlas, r, g, b);
SDL_SetTextureAlphaMod(font->atlas, a);
for(int i = 0; text[i]; i++) {
if (text[i] >= 32 && text[i] < 128) {
//if(i > 0) x += stbtt_GetCodepointKernAdvance(font->info, text[i - 1], text[i]) * font->scale;
stbtt_packedchar* info = &font->chars[text[i] - 32];
SDL_Rect src_rect = {info->x0, info->y0, info->x1 - info->x0, info->y1 - info->y0};
SDL_Rect dst_rect = {x + info->xoff, y + info->yoff, info->x1 - info->x0, info->y1 - info->y0};
SDL_RenderCopy(renderer, font->atlas, &src_rect, &dst_rect);
x += info->xadvance;
}
}
}
float STBTTF_MeasureText(STBTTF_Font* font, const char *text) {
float width = 0;
for(int i = 0; text[i]; i++) {
if (text[i] >= 32 && text[i] < 128) {
//if(i > 0) width += stbtt_GetCodepointKernAdvance(font->info, text[i - 1], text[i]) * font->scale;
stbtt_packedchar* info = &font->chars[text[i] - 32];
width += info->xadvance;
}
}
return width;
}
/*******************
* Example program *
*******************
#include <stdio.h>
#define STB_RECT_PACK_IMPLEMENTATION
#define STB_TRUETYPE_IMPLEMENTATION
#define STBTTF_IMPLEMENTATION
#include "stbttf.h"
int main(int argc, char** argv) {
if(argc != 2) {
fprintf(stderr, "usage: %s <font>\n", argv[0]);
exit(1);
}
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow("stbttf", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_RenderSetLogicalSize(renderer, 640, 480);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
STBTTF_Font* font = STBTTF_OpenFont(renderer, argv[1], 32);
while(1) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) exit(0);
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// set color and render some text
SDL_SetRenderDrawColor(renderer, 128, 0, 0, 255);
STBTTF_RenderText(renderer, font, 50, 50, "This is a test");
// render the atlas to check its content
//SDL_Rect dest = {0, 0, font->texturesize, font->texturesize};
//SDL_RenderCopy(renderer, font->atlas, &dest, &dest);
SDL_RenderPresent(renderer);
SDL_Delay(1000 / 60);
}
STBTTF_CloseFont(font);
SDL_Quit();
}
*/
#endif
#endif

@ -0,0 +1,14 @@
bitstruct Bits : uint {
bool a : 0;
bool b : 1;
bool c : 2;
}
fn int main()
{
Bits a = {false, true, false};
Bits b = {true, true, false};
Bits c = a | b;
return 0;
}

@ -0,0 +1,10 @@
import std::io;
import std::collections::bitset;
def Bits = bitset::BitSet(<128>);
fn void main()
{
Bits b;
io::printn($typeof(b.data[0]).sizeof);
}

@ -0,0 +1,14 @@
import std::collections::map;
def Codepoint = uint;
fn uint Codepoint.hash(Codepoint code) => code < 128 ? code : ((uint)code).hash();
def CodeMap = map::HashMap(<Codepoint, Codepoint>);
fn int main()
{
CodeMap m;
m.new_init();
m.free();
return 0;
}

@ -0,0 +1,26 @@
struct CmdA {
int a, b;
}
struct CmdB {
float a, b;
}
union AnyCmd {
CmdA a;
CmdB b;
}
struct Cmd {
int type;
AnyCmd cmd;
}
fn int main()
{
Cmd c;
c.type = 1;
c.cmd.a = {.a = 1, .b = 2};
return 0;
}

@ -0,0 +1,7 @@
import std::io;
import vtree;
fn int main()
{
return 0;
}

@ -1,41 +1,72 @@
#define _POSIX_C_SOURCE 200809l module ugui;
#define STB_TRUETYPE_IMPLEMENTATION
#define STBTT_STATIC import cache;
#define STB_IMAGE_WRITE_IMPLEMENTATION //#include <grapheme.h>
//#include <assert.h>
//#include "stb_truetype.h"
//#include "stbimage_write.h"
// unicode code point, different type for a different hash
def Codepoint = uint;
/* width and height of a glyph contain the kering advance
* (u,v)
* +-------------*---+ -
* | ^ | | ^
* | |oy | | |
* | v | | |
* | .ii. | | |
* | @@@@@@. |<->| |
* | V@Mio@@o |adv| |h
* | :i. V@V | | |
* | :oM@@M | | |
* | :@@@MM@M | | |
* | @@o o@M | | |
* |<->:@@. M@M | | |
* |ox @@@o@@@@ | | |
* | :M@@V:@@.| | v
* +-------------*---+ -
* |<------------->|
* w
*/
struct Glyph {
Codepoint code;
uint u, v;
ushort w, h, a, x, y;
}
#include <grapheme.h> def GlyphCache = cache::Cache(<Codepoint, Glyph, 1024>);
#include <assert.h>
#include "font.h" // identity map the ASCII range
#include "stb_truetype.h" fn uint Codepoint.hash(Codepoint code) => code < 128 ? code : ((uint)code).hash();
#include "stb_image_write.h"
#include "util.h"
#include "generic_cache.h" struct FontAtlas {
static inline unsigned int hash(unsigned int code) uint width, height;
{ char* atlas;
// identity map the ascii range uint glyph_max_w, glyph_max_h;
return code < 128 ? code : hash_u32(code); int size;
int file_size;
char *file;
void *priv;
} }
CACHE_DECL(cache, struct font_glyph, hash, hash_cmp_u32)
#define UTF8(c) (c&0x80) macro is_utf8(char c) => c & 0x80;
#define BDEPTH 1 const uint BDEPTH = 1;
#define BORDER 4 const uint BORDER = 4;
// FIXME: as of now only monospaced fonts work correctly since no kerning information // FIXME: as of now only monospaced fonts look decent since no
// is stored // kerning information is stored
struct Priv @private {
struct priv {
stbtt_fontinfo stb; stbtt_fontinfo stb;
float scale; float scale;
int baseline; int baseline;
unsigned char *bitmap; unsigned char *bitmap;
struct cache c; struct cache c;
}; }
#define PRIV(x) ((struct priv *)x->priv) //#define PRIV(x) ((struct priv *)x->priv)
struct font_atlas * font_init(void) struct font_atlas * font_init(void)

@ -1,4 +0,0 @@
*.png
test
obj/**
objlist

@ -1,18 +0,0 @@
CC = gcc
# instrumentation flags
INFLAGS = -fsanitize=address,builtin,undefined
LDFLAGS = -lm -lgrapheme -lSDL2 -lGLEW -lGL ${INFLAGS}
CFLAGS = -ggdb3 -Wall -Wextra -pedantic -std=c11 -Wno-unused-function -fno-omit-frame-pointer ${INFLAGS}
.PHONY: clean all
all: test
font.o: font.c font.h stb_truetype.h stb_image_write.h util.h \
generic_cache.h generic_hash.h
main.o: main.c ren.h util.h
ren.o: ren.c util.h font.h ren.h generic_stack.h
util.o: util.c util.h
test: font.o main.o ren.o util.o
${CC} ${LDFLAGS} -o test font.o main.o ren.o util.o
clean:
rm -f test font.o main.o ren.o util.o

@ -1,8 +0,0 @@
#version 330 core
in vec4 col;
void main()
{
gl_FragColor = col;
}

@ -1,19 +0,0 @@
#version 330 core
uniform ivec2 viewsize;
layout(location = 0) in vec2 position;
layout(location = 2) in vec4 color;
out vec4 col;
void main()
{
vec2 v = vec2(float(viewsize.x), float(viewsize.y));
vec2 p = vec2(position.x*2.0/v.x - 1.0, 1.0 - position.y*2.0/v.y);
vec4 pos = vec4(p.x, p.y, 0.0f, 1.0f);
gl_Position = pos;
col = color;
}

@ -1,50 +0,0 @@
#ifndef _FONT_H
#define _FONT_H
#include <stdint.h>
/* width and height of a glyph contain the kering advance
* (u,v)
* +-------------*---+ -
* | ^ | | ^
* | |oy | | |
* | v | | |
* | .ii. | | |
* | @@@@@@. |<->| |
* | V@Mio@@o |adv| |
* | :i. V@V | | |
* | :oM@@M | | |
* | :@@@MM@M | | |
* | @@o o@M | | |
* |<->:@@. M@M | | |
* |ox @@@o@@@@ | | |
* | :M@@V:@@.| | v
* +-------------*---+ -
* |<------------->|
* w
*/
// TODO: the advance isn't unique for every pair of characters
struct font_glyph {
uint32_t codepoint;
uint32_t u, v;
uint16_t w, h, a, x, y;
};
struct font_atlas {
unsigned int width, height;
unsigned char *atlas;
unsigned int glyph_max_w, glyph_max_h;
int size;
int file_size;
char *file;
void *priv;
};
struct font_atlas * font_init(void);
int font_load(struct font_atlas *atlas, const char *path, int size);
int font_free(struct font_atlas *atlas);
const struct font_glyph * font_get_glyph_texture(struct font_atlas *atlas, unsigned int code, int *updated);
void font_dump(const struct font_atlas *atlas, const char *path);
#endif

@ -1,18 +0,0 @@
#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform ivec2 viewsize;
uniform ivec2 texturesize;
// texture uv coordinate in texture space
in vec2 uv;
uniform sampler2DRect ts;
const vec3 textcolor = vec3(1.0, 1.0, 1.0);
void main()
{
//gl_FragColor = vec4(1.0f,0.0f,0.0f,1.0f);
gl_FragColor = vec4(textcolor, texture(ts, uv));
}

@ -1,26 +0,0 @@
#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform ivec2 viewsize;
uniform ivec2 texturesize;
// both position and and uv are in pixels, they where converted to floats when
// passed to the shader
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 txcoord;
out vec2 uv;
void main()
{
vec2 v = vec2(float(viewsize.x), float(viewsize.y));
// vec2 p = vec2(position.x*2.0f/v.x - 1.0f, position.y*2.0f/v.y - 1.0f);
vec2 p = vec2(position.x*2.0/v.x - 1.0, 1.0 - position.y*2.0/v.y);
vec4 pos = vec4(p.x, p.y, 0.0f, 1.0f);
gl_Position = pos;
// since the texture is a GL_TEXTURE_RECTANGLE the coordintes do not need to
// be normalized
uv = vec2(txcoord.x, txcoord.y);
}

@ -1,126 +0,0 @@
#ifndef CACHE_GENERIC_H
#define CACHE_GENERIC_H
#include "generic_hash.h"
#define CACHE_SIZE 512
#define CACHE_NCYCLES (CACHE_SIZE*2/3)
#define CACHE_BSIZE (((CACHE_SIZE+0x3f)&(~0x3f))>>6)
#define CACHE_BRESET(b) for (int i = 0; i < CACHE_BSIZE; b[i++] = 0);
#define CACHE_BSET(b, x) b[(x)>>6] |= (uint64_t)1<<((x)&63)
#define CACHE_BTEST(b, x) (b[(x)>>6]&((uint64_t)1<<((x)&63)))
// FIXME: this cache implementation is not really generic since it expects an unsigned
// as the code and not a generic type
#define CACHE_CYCLE(c) \
{ \
if (++(c->cycles) > CACHE_NCYCLES) { \
for (int i = 0; i < CACHE_BSIZE; i++) { \
c->present[i] &= c->used[i]; \
c->used[i] = 0; \
} \
c->cycles = 0; \
} \
}
#define CACHE_DECL(name, type, hashfn, cmpfn) \
HASH_DECL(name##table, uint32_t, uint32_t, hashfn, cmpfn) \
struct name { \
struct name##table_ref *table; \
type *array; \
uint64_t *present, *used; \
int cycles; \
}; \
\
\
/* FIXME: check for allocation errors */ \
struct name name##_init(void) \
{ \
struct name##table_ref *t = name##table_create(CACHE_SIZE); \
type *a = malloc(sizeof(type)*CACHE_SIZE); \
uint64_t *p = malloc(sizeof(uint64_t)*CACHE_BSIZE); \
uint64_t *u = malloc(sizeof(uint64_t)*CACHE_BSIZE); \
CACHE_BRESET(p); \
CACHE_BRESET(u); \
return (struct name){.table=t, .array=a, .present=p, .used=u, 0}; \
} \
\
\
void name##_free(struct name *cache) \
{ \
if (cache) { \
name##table_destroy(cache->table); \
free(cache->array); \
free(cache->present); \
free(cache->used); \
} \
} \
\
\
const type * name##_search(struct name *cache, uint32_t code) \
{ \
if (!cache) return NULL; \
struct name##table_entry *r; \
r = name##table_search(cache->table, code); \
/* MISS */ \
if (!r || !cmpfn(code, r->code)) \
return NULL; \
/* MISS, the data is not valid (not present) */ \
if (!CACHE_BTEST(cache->present, r->data)) \
return NULL; \
/* HIT, set as recently used */ \
CACHE_BSET(cache->used, r->data); \
return (&cache->array[r->data]); \
} \
\
\
/* Look for a free spot in the present bitmap and return its index */ \
/* If there is no free space left then just return the first position */ \
int name##_get_free_spot(struct name *cache) \
{ \
if (!cache) return -1; \
int x = 0; \
for (int b = 0; b < CACHE_BSIZE; b++) { \
if (cache->present[b] == 0) x = 64; \
else x = __builtin_clzll(cache->present[b]); \
x = 64-x; \
if (!CACHE_BTEST(cache->present, x+64*b)) \
return x+64*b; \
} \
return 0; \
} \
\
\
const type * name##_insert_at(struct name *cache, const type *g, uint32_t code, int x)\
{ \
if (!cache) return NULL; \
type *spot = NULL; \
/* check if the spot is valid */ \
if (x < 0) return NULL; \
/* Set used and present */ \
CACHE_BSET(cache->present, x); \
CACHE_BSET(cache->used, x); \
CACHE_CYCLE(cache) \
spot = &(cache->array[x]); \
*spot = *g; \
struct name##table_entry e = { .code = code, .data = x}; \
if (!name##table_insert(cache->table, &e)) \
return NULL; \
return spot; \
} \
\
\
const type * name##_insert(struct name *cache, const type *g, uint32_t code, int *x)\
{ \
int y; \
if (!x) x = &y; \
*x = name##_get_free_spot(cache); \
return name##_insert_at(cache, g, code, *x); \
} \
#endif

@ -1,134 +0,0 @@
#ifndef _HASH_GENERIC
#define _HASH_GENERIC
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#define HASH_MAXSIZE 4096
// for fibonacci hashing, 2^{32,64}/<golden ratio>
#define HASH_RATIO32 ((uint64_t)2654435769u)
#define HASH_RATIO64 ((uint64_t)11400714819322457583u)
// salt for string hashing
#define HASH_SALT ((uint64_t)0xbabb0cac)
/* Ready-made compares */
static inline int hash_cmp_u32(uint32_t a, uint32_t b) { return a == b; }
static inline int hash_cmp_u64(uint64_t a, uint64_t b) { return a == b; }
static inline int hash_cmp_str(const char *a, const char *b) { return strcmp(a, b) == 0; }
/* Ready-made hashes */
static inline uint32_t hash_u64(uint64_t c)
{
return (uint64_t)((((uint64_t)c+HASH_SALT)*HASH_RATIO64)>>32);
}
static inline uint32_t hash_u32(uint32_t c)
{
return (uint32_t)((((uint64_t)c<<31)*HASH_RATIO64)>>32);
}
static inline uint32_t hash_str(const char *s)
{
uint32_t h = HASH_SALT;
const uint8_t *v = (const uint8_t *)(s);
for (int x = *s; x; x--) {
h += v[x-1];
h += h << 10;
h ^= h >> 6;
}
h += h << 3;
h ^= h >> 11;
h += h << 15;
return h;
}
#define HASH_DECL(htname, codetype, datatype, hashfn, cmpfn) \
struct htname##_entry { \
codetype code; \
datatype data; \
}; \
\
struct htname##_ref { \
uint32_t items, size, exp; \
struct htname##_entry bucket[]; \
}; \
\
\
struct htname##_ref * htname##_create(uint32_t size) \
{ \
if (!size || size > HASH_MAXSIZE) \
return NULL; \
/* round to the greater power of two */ \
/* FIXME: check for intger overflow here */ \
uint32_t exp = 32-__builtin_clz(size-1); \
size = 1<<(exp); \
/* FIXME: check for intger overflow here */ \
struct htname##_ref *ht = malloc(sizeof(struct htname##_ref)+sizeof(struct htname##_entry)*size); \
if (ht) { \
ht->items = 0; \
ht->size = size; \
ht->exp = exp; \
memset(ht->bucket, 0, sizeof(struct htname##_entry)*size); \
} \
return ht; \
} \
\
\
void htname##_destroy(struct htname##_ref *ht) \
{ \
if (ht) free(ht); \
} \
\
\
static uint32_t htname##_lookup(struct htname##_ref *ht, uint32_t hash, uint32_t idx) \
{ \
if (!ht) return 0; \
uint32_t mask = ht->size-1; \
uint32_t step = (hash >> (32 - ht->exp)) | 1; \
return (idx + step) & mask; \
} \
\
\
/* Find and return the element by code */ \
struct htname##_entry * htname##_search(struct htname##_ref *ht, codetype code)\
{ \
if (!ht) return NULL; \
uint32_t h = hashfn(code); \
for (uint32_t i=h, x=0; ; x++) { \
i = htname##_lookup(ht, h, i); \
if (x > (ht->size<<1) || \
!ht->bucket[i].code || \
cmpfn(ht->bucket[i].code, code) \
) { \
return &(ht->bucket[i]); \
} \
} \
return NULL; \
} \
\
\
/* FIXME: this simply overrides the found item */ \
struct htname##_entry * htname##_insert(struct htname##_ref *ht, struct htname##_entry *entry) \
{ \
struct htname##_entry *r = htname##_search(ht, entry->code); \
if (r) { \
if (!r->code) \
ht->items++; \
*r = *entry; \
} \
return r; \
} \
\
\
struct htname##_entry * htname##_remove(struct htname##_ref *ht, codetype code)\
{ \
if (!ht) return NULL; \
struct htname##_entry *r = htname##_search(ht, code); \
if (r) r->code = 0; \
return r; \
} \
#endif

@ -1,118 +0,0 @@
#ifndef _STACK_GENERIC_H
#define _STACK_GENERIC_H
#define STACK_STEP 8
#define STACK_SALT 0xbabb0cac
// FIXME: find a way to not re-hash the whole stack when removing one item
// incremental hash for every grow
#if STACK_DISABLE_HASH
#define STACK_HASH(p, s, h) {}
#else
#define STACK_HASH(p, s, h) \
{ \
unsigned char *v = (unsigned char *)(p); \
for (int x = (s); x; x--) { \
(h) += v[x-1]; \
(h) += (h) << 10; \
(h) ^= (h) >> 6; \
} \
(h) += (h) << 3; \
(h) ^= (h) >> 11; \
(h) += (h) << 15; \
}
#endif
// TODO: add a rolling hash
#define STACK_DECL(stackname, type) \
struct stackname { \
type *items; \
int size, idx, old_idx; \
unsigned int hash, old_hash; \
}; \
\
\
struct stackname stackname##_init(void) \
{ \
return (struct stackname){0, .hash = STACK_SALT}; \
} \
\
\
int stackname##_grow(struct stackname *stack, int step) \
{ \
if (!stack) \
return -1; \
stack->items = realloc(stack->items, (stack->size+step)*sizeof(type)); \
if(!stack->items) \
return -1; \
memset(&(stack->items[stack->size]), 0, step*sizeof(*(stack->items))); \
stack->size += step; \
return 0; \
} \
\
\
int stackname##_push(struct stackname *stack, type *e) \
{ \
if (!stack || !e) \
return -1; \
if (stack->idx >= stack->size) \
if (stackname##_grow(stack, STACK_STEP)) \
return -1; \
stack->items[stack->idx++] = *e; \
STACK_HASH(e, sizeof(type), stack->hash); \
return 0; \
} \
\
\
type stackname##_pop(struct stackname *stack) \
{ \
if (!stack || stack->idx == 0 || stack->size == 0) \
return (type){0}; \
stack->hash = STACK_SALT; \
STACK_HASH(stack->items, sizeof(type)*(stack->idx-1), stack->hash); \
return stack->items[stack->idx--]; \
} \
\
\
int stackname##_clear(struct stackname *stack) \
{ \
if (!stack) \
return -1; \
stack->old_idx = stack->idx; \
stack->old_hash = stack->hash; \
stack->hash = STACK_SALT; \
stack->idx = 0; \
return 0; \
} \
\
\
int stackname##_changed(struct stackname *stack) \
{ \
if (!stack) \
return -1; \
return stack->hash != stack->old_hash; \
} \
\
\
int stackname##_size_changed(struct stackname *stack) \
{ \
if (!stack) \
return -1; \
return stack->size != stack->old_idx; \
} \
\
\
int stackname##_free(struct stackname *stack) \
{ \
if (stack) { \
stackname##_clear(stack); \
if (stack->items) \
free(stack->items); \
} \
return 0; \
} \
#endif

@ -1,46 +0,0 @@
#!/bin/sh
genobj() {
#echo "$1" | sed -e 's/^/obj\//' -e 's/\.c/\.o/'
echo "$1" | sed -e 's/\.c/\.o/'
}
genrule() {
#gcc -MM "$1" | sed 's/^/obj\//'
gcc -MM "$1"
}
rm -f objlist
cat > Makefile << EOF
CC = gcc
# instrumentation flags
INFLAGS = -fsanitize=address,builtin,undefined
LDFLAGS = -lm -lgrapheme -lSDL2 -lGLEW -lGL \${INFLAGS}
CFLAGS = -ggdb3 -Wall -Wextra -pedantic -std=c11 \
-Wno-unused-function -fno-omit-frame-pointer \${INFLAGS}
.PHONY: clean all
all: test
EOF
for f in *.c; do
genrule $f >> Makefile
genobj $f >> objlist
done
mainrule='test: '
linkcmd=' ${CC} ${LDFLAGS} -o test '
cleanrule='clean:
rm -f test '
while IFS="" read -r line; do
mainrule="$mainrule $line"
linkcmd="$linkcmd $line"
cleanrule="$cleanrule $line"
done < objlist
echo "$mainrule" >> Makefile
echo "$linkcmd" >> Makefile
echo "$cleanrule" >> Makefile

@ -1,96 +0,0 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_video.h>
#include <stdlib.h>
#include <locale.h>
#include <stdio.h>
#include "ren.h"
#include "util.h"
//const char *str1 = "Ciao Mamma!\nprova: òçà°ù§|¬³¼$£ì\t";
const char *str1 = "ciao\tmamma";
const char *str2 = "The quick brown fox jumps over the lazy dog\n"
"чащах юга жил бы цитрус? Да, но фальшивый экземпляр!\n"
"Pijamalı hasta, yağız şoföre çabucak güvendi\n"
"Pchnąć w tę łódź jeża lub ośm skrzyń fig\n"
"イロハニホヘト チリヌルヲ ワカヨタレソ ツネナラム ウヰノオクヤマ ケフコエテ アサキユメミシ ヱヒモセスン\n"
"Kæmi ný öxi hér ykist þjófum nú bæði víl og ádrepa";
SDL_Window *win;
#define red 0xff0000ff
#define blue 0xffff0000
void draw(void)
{
static unsigned int frame = 0;
printf("frame: %d\n", frame++);
ren_clear();
//ren_render_box(10, 10, 400, 50, blue);
//if (ren_render_text(str1, 10, 10, 400, 50, 20))
// printf("text: %s\n", ren_strerror());
int w, h;
ren_get_text_box(str2, &w, &h, 20);
//printf("box for: %s -> (%d, %d)\n", str2, w, h);
ren_render_box(0, 0, w, h, blue);
ren_render_text(str2, 0, 0, w, h, 20);
// fixme: this causes a bug
const char *s = "ciao mamma";
ren_get_text_box(s, &w, &h, 12);
s = "stuff that was not in font size 12 -> чащаx";
ren_render_box(0, 200, w, h, red);
if (ren_render_text(s, 0, 200, 0xffff, 0xffff, 12))
printf("BUG\n");
SDL_GL_SwapWindow(win);
}
int main(void)
{
setlocale(LC_ALL, "en_US.UTF-8");
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "0");
win = SDL_CreateWindow(
"test render",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
500,
500,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (ren_init(win)) {
printf("renderer init error: %s\n", ren_strerror());
return 1;
}
SDL_Event e;
while(1) {
SDL_WaitEvent(&e);
if (e.type == SDL_QUIT)
break;
if (e.type == SDL_WINDOWEVENT) {
switch (e.window.event) {
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
ren_update_viewport(e.window.data1, e.window.data2);
draw();
break;
case SDL_WINDOWEVENT_EXPOSED:
draw();
break;
default: break;
}
}
}
ren_free();
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}

@ -1,826 +0,0 @@
#include <SDL2/SDL.h>
#include <GL/glew.h>
#include <SDL2/SDL_opengl.h>
#include <SDL2/SDL_video.h>
#include <ctype.h>
#include <grapheme.h>
#include <stdio.h>
#include "util.h"
#include "font.h"
#include "ren.h"
#define GLERR(x) \
{ \
int a = glGetError(); \
if (a != GL_NO_ERROR) \
printf("(%s:%d %s:%s) glError: 0x%x %s\n", \
__FILE__, __LINE__, __func__, x, a, glerr[a&0xff]); \
}
#define GL(f) f; GLERR(#f)
#define REN_RET(a,b) {ren_errno = b; return a;}
enum REN_ERR {
REN_SUCCESS = 0,
REN_ERRNO,
REN_INVAL,
REN_VERTEX,
REN_FRAGMENT,
REN_PROGRAM,
REN_COMPILE,
REN_LINK,
REN_TEXTURE,
REN_CONTEXT,
REN_GLEW,
REN_FONT,
REN_BUFFER,
REN_UNIFORM,
};
// TODO: make a macro for enum-associated string arrays
const char * ren_err_msg[] = {
[REN_SUCCESS] = "Success",
[REN_ERRNO] = "Look at errno",
[REN_INVAL] = "Invalid or NULL arguments",
[REN_VERTEX] = "Failed to create opengl vertex shader",
[REN_FRAGMENT] = "Failed to create opengl fragment shader",
[REN_PROGRAM] = "Failed to create opengl program",
[REN_COMPILE] = "Failed to compile shaders",
[REN_LINK] = "Failed to link shaders",
[REN_TEXTURE] = "Failed to create texture",
[REN_CONTEXT] = "Failed to create SDL OpenGL context",
[REN_GLEW] = "GLEW Error",
[REN_FONT] = "Font Error",
[REN_BUFFER] = "Failed to create opengl buffer",
[REN_UNIFORM] = "Failed to get uniform location",
};
#define ELEM(x) [x&0xff] = #x,
const char *glerr[] = {
ELEM(GL_INVALID_ENUM)
ELEM(GL_INVALID_VALUE)
ELEM(GL_INVALID_OPERATION)
ELEM(GL_OUT_OF_MEMORY)
};
#undef ELEM
// different stacks
#include "generic_stack.h"
STACK_DECL(vtstack, struct v_text)
STACK_DECL(vcstack, struct v_col)
struct ren_font {
struct font_atlas *font;
GLuint texture;
};
struct {
SDL_GLContext *gl;
struct ren_font *fonts;
int fonts_no;
GLuint font_prog;
GLuint box_prog;
GLuint font_buffer;
GLuint box_buffer;
GLint viewsize_loc;
GLint box_viewsize_loc;
GLint texturesize_loc;
struct vtstack font_stack;
struct vcstack box_stack;
int width, height;
int s_x, s_y, s_w, s_h;
int tabsize;
} ren = {0};
static int ren_errno;
// print shader compilation errors
static int shader_compile_error(GLuint shader, const char *path)
{
GLint status;
GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status))
if (status != GL_FALSE)
return 0;
GLint log_length;
GL(glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length))
GLchar *log_str = emalloc((log_length + 1)*sizeof(GLchar));
GL(glGetShaderInfoLog(shader, log_length, NULL, log_str))
const char *shader_type_str = NULL;
GLint shader_type;
GL(glGetShaderiv(shader, GL_SHADER_TYPE, &shader_type))
switch(shader_type) {
case GL_VERTEX_SHADER: shader_type_str = "vertex"; break;
case GL_GEOMETRY_SHADER: shader_type_str = "geometry"; break;
case GL_FRAGMENT_SHADER: shader_type_str = "fragment"; break;
}
fprintf(stderr, "Compile failure in %s shader %s:\n%s\n", shader_type_str, path, log_str);
efree(log_str);
return -1;
}
// print shader link errors
static int shader_link_error(GLuint prog)
{
GLint status;
GL(glGetProgramiv(prog, GL_LINK_STATUS, &status))
if (status != GL_FALSE)
return 0;
GLint log_length;
GL(glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &log_length))
GLchar *log_str = emalloc((log_length + 1)*sizeof(GLchar));
GL(glGetProgramInfoLog(prog, log_length, NULL, log_str))
fprintf(stderr, "Linker failure: %s\n", log_str);
efree(log_str);
return -1;
}
static GLuint shader_compile(const char *path, const char *shader, GLuint type)
{
GLuint s;
// initialize the vertex shader and get the corresponding id
s = GL(glCreateShader(type))
if (!s) REN_RET(0, REN_VERTEX)
// get the shader into opengl
GL(glShaderSource(s, 1, &shader, NULL))
GL(glCompileShader(s))
if (shader_compile_error(s, path))
REN_RET(0, REN_COMPILE)
return s;
}
const char * ren_strerror(void)
{
return ren_err_msg[ren_errno % (sizeof(ren_err_msg)/sizeof(char *))];
}
// compile a vertex shader (vs_path) and a fragment shader (fs_path) into an opengl
// program and return it's index
static GLuint ren_compile_program(const char *vs_path, const char *fs_path)
{
GLuint gl_vertshader, gl_fragshader, prog;
if (!vs_path || !fs_path)
REN_RET(0, REN_INVAL)
char *str = NULL;
dump_file(vs_path, &str, NULL);
if (!str) REN_RET(0, REN_ERRNO)
gl_vertshader = shader_compile(vs_path, str, GL_VERTEX_SHADER);
efree(str);
if (!gl_vertshader)
return 0;
dump_file(fs_path, &str, NULL);
if (!str) REN_RET(0, REN_ERRNO)
gl_fragshader = shader_compile(fs_path, str, GL_FRAGMENT_SHADER);
efree(str);
if (!gl_fragshader)
return 0;
// create the main program object, it is an amalgamation of all shaders
prog = GL(glCreateProgram())
if (!prog) REN_RET(0, REN_PROGRAM)
// attach the shaders to the program (set which shaders are present)
GL(glAttachShader(prog, gl_vertshader))
GL(glAttachShader(prog, gl_fragshader))
// then link the program (basically the linking stage of the program)
GL(glLinkProgram(prog))
if (shader_link_error(prog))
REN_RET(0, REN_LINK)
// after linking the shaders can be detached and the source freed from
// memory since the program is ready to use
GL(glDetachShader(prog, gl_vertshader))
GL(glDetachShader(prog, gl_fragshader))
return prog;
}
static void set_texture_parameters(GLuint type, GLuint wrap_s, GLuint wrap_t, GLuint upscale, GLuint downscale)
{
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s))
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t))
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, upscale))
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, downscale))
}
static GLuint ren_texturergb_2d(const char *buf, int w, int h, int upscale, int downscale)
{
GLuint t;
if (!buf || w <= 0 || h <= 0)
REN_RET(0, REN_INVAL)
GL(glGenTextures(1, &t))
if (!t) REN_RET(0, REN_TEXTURE)
GL(glBindTexture(GL_TEXTURE_2D, t))
GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, buf))
set_texture_parameters(GL_TEXTURE_2D, GL_REPEAT, GL_REPEAT, upscale, downscale);
return t;
}
static GLuint ren_texturergba_2d(const char *buf, int w, int h, int upscale, int downscale)
{
GLuint t;
if (!buf || w <= 0 || h <= 0)
REN_RET(0, REN_INVAL)
GL(glGenTextures(1, &t))
if (!t) REN_RET(0, REN_TEXTURE)
GL(glBindTexture(GL_TEXTURE_2D, t))
GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf))
set_texture_parameters(GL_TEXTURE_2D, GL_REPEAT, GL_REPEAT, upscale, downscale);
return t;
}
static GLuint ren_texturer_2d(const char *buf, int w, int h, int upscale, int downscale)
{
GLuint t;
if (!buf || w <= 0 || h <= 0)
REN_RET(0, REN_INVAL)
GL(glGenTextures(1, &t))
if (!t) REN_RET(0, REN_TEXTURE)
GL(glBindTexture(GL_TEXTURE_2D, t))
GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, buf))
set_texture_parameters(GL_TEXTURE_2D, GL_REPEAT, GL_REPEAT, upscale, downscale);
return t;
}
static GLuint ren_texturer_rect(const char *buf, int w, int h, int upscale, int downscale)
{
GLuint t;
if (!buf || w <= 0 || h <= 0)
REN_RET(0, REN_INVAL)
GL(glGenTextures(1, &t))
if (!t) REN_RET(0, REN_TEXTURE)
GL(glBindTexture(GL_TEXTURE_RECTANGLE, t))
GL(glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, buf))
// a limitation of recatngle textures is that the wrapping mode is limited
// to either clamp-to-edge or clamp-to-border
set_texture_parameters(GL_TEXTURE_RECTANGLE, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, upscale, downscale);
return t;
}
// FIXME: update only the newly generated character instead of the whole texture
static int update_font_texture(int idx)
{
GL(glUseProgram(ren.font_prog))
GL(glTexSubImage2D(
GL_TEXTURE_RECTANGLE,
0, 0, 0,
ren.fonts[idx].font->width,
ren.fonts[idx].font->height,
GL_RED,
GL_UNSIGNED_BYTE,
ren.fonts[idx].font->atlas))
//font_dump(ren.fonts[idx].font, "./atlas.png");
GL(glUseProgram(0));
return 0;
}
// loads a font and returns it's index in the fonts array
static int ren_load_font(int size, const char *path)
{
int idx = ren.fonts_no;
struct font_atlas *f;
ren.fonts = erealloc(ren.fonts, sizeof(struct ren_font)*(idx+1));
ren.fonts[idx].font = font_init();
f = ren.fonts[idx].font;
if (!f)
REN_RET(-1, REN_FONT)
if (!path)
path = DEFAULT_FONT;
if (font_load(f, path, size))
REN_RET(-1, REN_FONT)
//font_dump(f, "./atlas.png");
// load font texture (atlas)
ren.fonts[idx].texture = ren_texturer_rect(
(const char *)f->atlas,
f->width,
f->height,
GL_LINEAR, GL_LINEAR);
if (!ren.fonts[idx].texture)
return -1;
ren.fonts_no = idx+1;
return idx;
}
// returns the index to the ren.fonts array to the font with the correct size
// return -1 on errror
static int ren_get_font(int size)
{
for (int i = 0; i < ren.fonts_no; i++) {
if (ren.fonts[i].font->size == size)
return i;
}
// TODO: add a way to change font family
return ren_load_font(size, NULL);
}
int ren_init(SDL_Window *w)
{
// Initialize OpenGL
if (!w)
REN_RET(-1, REN_INVAL)
// using version 3 does not allow to use glVertexAttribPointer() without
// vertex buffer objects, so use compatibility mode
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
ren.gl = SDL_GL_CreateContext(w);
if (!ren.gl) {
printf("SDL: %s\n", SDL_GetError());
REN_RET(-1, REN_CONTEXT)
}
GL(glEnable(GL_BLEND))
GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA))
GL(glDisable(GL_CULL_FACE))
GL(glDisable(GL_DEPTH_TEST))
GL(glEnable(GL_SCISSOR_TEST))
GL(glEnable(GL_TEXTURE_2D))
GL(glEnable(GL_TEXTURE_RECTANGLE))
GLenum glew_err = glewInit();
if (glew_err != GLEW_OK)
REN_RET(glew_err, REN_GLEW);
// Create stacks
ren.font_stack = vtstack_init();
ren.box_stack = vcstack_init();
// generate the font buffer object
GL(glGenBuffers(1, &ren.font_buffer))
if (!ren.font_buffer) REN_RET(-1, REN_BUFFER)
GL(glGenBuffers(1, &ren.box_buffer))
if (!ren.box_buffer) REN_RET(-1, REN_BUFFER)
// Compile font shaders
ren.font_prog = ren_compile_program(FONT_VERSHADER, FONT_FRAGSHADER);
if (!ren.font_prog) return -1;
// create the uniforms, if the returned value is -1 then the uniform may have
// been optimized away, in any case do not return, just give a warning
ren.viewsize_loc = GL(glGetUniformLocation(ren.font_prog, "viewsize"))
if (ren.viewsize_loc == -1)
printf("uniform %s was optimized away\n", "viewsize");
ren.texturesize_loc = GL(glGetUniformLocation(ren.font_prog, "texturesize"))
if (ren.texturesize_loc == -1)
printf("uniform %s was optimized away\n", "texturesize");
// Compile box shaders
ren.box_prog = ren_compile_program(BOX_VERSHADER, BOX_FRAGSHADER);
if (!ren.box_prog) return -1;
ren.box_viewsize_loc = GL(glGetUniformLocation(ren.box_prog, "viewsize"))
if (ren.box_viewsize_loc == -1)
printf("uniform %s was optimized away\n", "viewsize");
// Finishing touches
ren.tabsize = REN_TABSIZE;
int width, height;
SDL_GetWindowSize(w, &width, &height);
ren_update_viewport(width, height);
GL(glClearColor(0.3f, 0.3f, 0.3f, 0.f))
GL(glClear(GL_COLOR_BUFFER_BIT))
return 0;
}
int ren_clear(void)
{
GL(glScissor(0, 0, ren.width, ren.height))
GL(glClear(GL_COLOR_BUFFER_BIT));
return 0;
}
// idx refers to the fonts array index, this means that when drawing the font stack
// only one font size at the time can be used
static int ren_draw_font_stack(int idx)
{
struct font_atlas *font = ren.fonts[idx].font;
GLuint font_texture = ren.fonts[idx].texture;
GL(glUseProgram(ren.font_prog))
GL(glBindTexture(GL_TEXTURE_RECTANGLE, font_texture))
GL(glViewport(0, 0, ren.width, ren.height))
// this has caused me some trouble, convert from image coordiates to viewport
GL(glScissor(ren.s_x, ren.height-ren.s_y-ren.s_h, ren.s_w, ren.s_h))
GL(glUniform2i(ren.viewsize_loc, ren.width, ren.height))
GL(glUniform2i(ren.texturesize_loc, font->width, font->height))
GL(glBindBuffer(GL_ARRAY_BUFFER, ren.font_buffer))
if (vtstack_changed(&ren.font_stack)) {
if (vtstack_size_changed(&ren.font_stack)) {
GL(glBufferData(
GL_ARRAY_BUFFER,
ren.font_stack.idx*sizeof(struct v_text),
ren.font_stack.items,
GL_DYNAMIC_DRAW))
} else {
GL(glBufferSubData(
GL_ARRAY_BUFFER,
0,
ren.font_stack.idx*sizeof(struct v_text),
ren.font_stack.items))
}
}
// when passing ints to glVertexAttribPointer they are automatically
// converted to floats
GL(glVertexAttribPointer(
REN_VERTEX_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_text),
0))
GL(glVertexAttribPointer(
REN_UV_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_text),
(void*)sizeof(vec2_i)))
GL(glEnableVertexAttribArray(REN_VERTEX_IDX))
GL(glEnableVertexAttribArray(REN_UV_IDX))
GL(glDrawArrays(GL_TRIANGLES, 0, ren.font_stack.idx))
GL(glDisableVertexAttribArray(REN_VERTEX_IDX))
GL(glDisableVertexAttribArray(REN_UV_IDX))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glBindTexture(GL_TEXTURE_RECTANGLE, 0))
GL(glUseProgram(0))
vtstack_clear(&ren.font_stack);
return 0;
}
static int ren_draw_box_stack(void)
{
GL(glUseProgram(ren.box_prog))
GL(glViewport(0, 0, ren.width, ren.height))
GL(glScissor(0, 0, ren.width, ren.height))
GL(glUniform2i(ren.box_viewsize_loc, ren.width, ren.height))
GL(glBindBuffer(GL_ARRAY_BUFFER, ren.box_buffer))
if(vcstack_changed(&ren.box_stack)) {
if (vcstack_size_changed(&ren.box_stack)) {
GL(glBufferData(
GL_ARRAY_BUFFER,
ren.box_stack.idx*sizeof(struct v_col),
ren.box_stack.items,
GL_DYNAMIC_DRAW))
} else {
GL(glBufferSubData(
GL_ARRAY_BUFFER,
0,
ren.box_stack.idx*sizeof(struct v_col),
ren.box_stack.items))
}
}
// when passing ints to glVertexAttribPointer they are automatically
// converted to floats
GL(glVertexAttribPointer(
REN_VERTEX_IDX,
2,
GL_INT,
GL_FALSE,
sizeof(struct v_col),
0))
// the color gets normalized
GL(glVertexAttribPointer(
REN_COLOR_IDX,
4,
GL_INT,
GL_TRUE,
sizeof(struct v_col),
(void*)sizeof(vec2_i)))
GL(glEnableVertexAttribArray(REN_VERTEX_IDX))
GL(glEnableVertexAttribArray(REN_COLOR_IDX))
GL(glDrawArrays(GL_TRIANGLES, 0, ren.box_stack.idx))
GL(glDisableVertexAttribArray(REN_VERTEX_IDX))
GL(glDisableVertexAttribArray(REN_COLOR_IDX))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glUseProgram(0))
vcstack_clear(&ren.box_stack);
return 0;
}
int ren_update_viewport(int w, int h)
{
ren.width = w;
ren.height = h;
return 0;
}
int ren_set_scissor(int x, int y, int w, int h)
{
ren.s_x = x;
ren.s_y = y;
ren.s_w = w;
ren.s_h = h;
return 0;
}
static int ren_push_glyph(const struct font_glyph *g, int gx, int gy)
{
/* x4,y4 x3,y3
* o-------------+
* |(x,y) /|
* | / |
* | 2 / |
* | / |
* | / |
* | / 1 |
* |/ |
* +-------------+
* x1,y1 x2,y2 */
struct v_text v;
struct font_glyph c;
c = *g;
//printf("g: u=%d v=%d w=%d h=%d a=%d x=%d y=%d\n", c.u, c.v, c.w, c.h, c.a, c.x, c.y);
//printf("v: x=%d y=%d u=%d v=%d\n", v.pos.x, v.pos.y, v.uv.u, v.uv.v);
// x1,y1
v = (struct v_text){
.pos = { .x = gx+c.x, .y = gy+c.y+c.h },
.uv = { .u = c.u, .v = c.v+c.h },
};
vtstack_push(&ren.font_stack, &v);
// x2,y2
v = (struct v_text){
.pos = { .x = gx+c.x+c.w, .y = gy+c.y+c.h },
.uv = { .u = c.u+c.w, .v = c.v+c.h },
};
vtstack_push(&ren.font_stack, &v);
// x3,y3
v = (struct v_text){
.pos = { .x = gx+c.x+c.w, .y = gy+c.y },
.uv = { .u = c.u+c.w, .v = c.v },
};
vtstack_push(&ren.font_stack, &v);
// x1,y1
v = (struct v_text){
.pos = { .x = gx+c.x, .y = gy+c.y+c.h },
.uv = { .u = c.u, .v = c.v+c.h },
};
vtstack_push(&ren.font_stack, &v);
// x3,y3
v = (struct v_text){
.pos = { .x = gx+c.x+c.w, .y = gy+c.y },
.uv = { .u = c.u+c.w, .v = c.v },
};
vtstack_push(&ren.font_stack, &v);
// x4,y4
v = (struct v_text){
.pos = { .x = gx+c.x, .y = gy+c.y },
.uv = { .u = c.u, .v = c.v },
};
vtstack_push(&ren.font_stack, &v);
return 0;
}
static const struct font_glyph * get_glyph(unsigned int code, int idx)
{
const struct font_glyph *g;
int updated;
g = font_get_glyph_texture(ren.fonts[idx].font, code, &updated);
if (!g)
REN_RET(NULL, REN_FONT);
if (updated) {
if (update_font_texture(idx))
REN_RET(NULL, REN_TEXTURE);
}
return g;
}
// TODO: reduce repeating patterns in ren_get_text_box() and ren_render_text()
int ren_get_text_box(const char *str, int *rw, int *rh, int size)
{
int w = 0, h = 0, x = 0, y = 0;
const struct font_glyph *g;
size_t off, ret;
uint32_t cp;
int idx = ren_get_font(size);
if (idx < 0)
return -1;
h = y = ren.fonts[idx].font->glyph_max_h;
for (off = 0; (ret = grapheme_decode_utf8(str+off, SIZE_MAX, &cp)) > 0 && cp != 0; off += ret) {
if (iscntrl(cp)) goto skip_get;
if (!(g = get_glyph(cp, idx)))
return -1;
x += g->x + g->a;
// FIXME: generalize this thing
skip_get:
switch (cp) {
case '\t': {
const struct font_glyph *sp = get_glyph(' ', idx);
if (!sp) return -1;
x += (sp->x + sp->a)*ren.tabsize;
}
break;
case '\r':
x = 0;
break;
case '\n':
// TODO: encode and/or store line height
y += ren.fonts[idx].font->glyph_max_h;
x = 0;
break;
default: break;
}
if (x > w) w = x;
if (y > h) h = y;
}
if (rw) *rw = w;
if (rh) *rh = h;
return 0;
}
int ren_render_text(const char *str, int x, int y, int w, int h, int size)
{
const struct font_glyph *g;
size_t ret, off;
uint32_t cp;
int gx = x, gy = y;
int idx = ren_get_font(size);
if (idx < 0)
return -1;
for (off = 0; (ret = grapheme_decode_utf8(str+off, SIZE_MAX, &cp)) > 0 && cp != 0; off += ret) {
// skip special characters that render a box (not present in font)
if (iscntrl(cp)) goto skip_render;
if (!(g = get_glyph(cp, idx)))
return -1;
// only push the glyph if it is inside the bounding box
if (gx <= x+w && gy <= y+h)
ren_push_glyph(g, gx, gy);
// TODO: possible kerning needs to be applied here
// TODO: handle other unicode control characters such as the
// right-to-left isolate (\u2067)
gx += g->x + g->a;
skip_render:
switch (cp) {
case '\t': {
const struct font_glyph *sp = get_glyph(' ', idx);
if (!sp) return -1;
gx += (sp->x + sp->a)*ren.tabsize;
}
break;
case '\r':
gx = x;
break;
case '\n':
gy += ren.fonts[idx].font->glyph_max_h;
gx = x;
break;
default: break;
}
}
ren_set_scissor(x, y, w, h);
ren_draw_font_stack(idx);
return 0;
}
// re-normalize color from 0-255 to 0-0x7fffffff, technically i'm dividing by 256 here
#define RENORM(x) (((unsigned long long)(x)*0x7fffffff)>>8)
#define R(x) (x&0xff)
#define G(x) ((x>>8)&0xff)
#define B(x) ((x>>16)&0xff)
#define A(x) ((x>>24)&0xff)
static int ren_push_box(int x, int y, int w, int h, unsigned int color)
{
/* x4,y4 x3,y3
* o-------------+
* |(x,y) /|
* | / |
* | 2 / |
* | / |
* | / |
* | / 1 |
* |/ |
* +-------------+
* x1,y1 x2,y2 */
struct v_col v;
vec4_i c = {
.r = RENORM(R(color)),
.g = RENORM(G(color)),
.b = RENORM(B(color)),
.a = RENORM(A(color)),
};
// x1, y1
v = (struct v_col){ .pos = { .x = x, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x2, y2
v = (struct v_col){ .pos = { .x = x+w, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x3, y3
v = (struct v_col){ .pos = { .x = x+w, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x1, y1
v = (struct v_col){ .pos = { .x = x, .y = y+h }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x3, y3
v = (struct v_col){ .pos = { .x = x+w, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
// x4, y4
v = (struct v_col){ .pos = { .x = x, .y = y }, .col = c };
vcstack_push(&ren.box_stack, &v);
return 0;
}
int ren_render_box(int x, int y, int w, int h, unsigned int color)
{
ren_push_box(x, y, w, h, color);
ren_draw_box_stack();
return 0;
}
int ren_free(void)
{
GL(glUseProgram(0))
GL(glBindBuffer(GL_ARRAY_BUFFER, 0))
GL(glDeleteProgram(ren.box_prog));
GL(glDeleteProgram(ren.font_prog));
GL(glDeleteBuffers(1, &ren.font_buffer))
for (int i = 0; i < ren.fonts_no; i++) {
GL(glDeleteTextures(1, &ren.fonts[i].texture))
font_free(ren.fonts[i].font);
}
SDL_GL_DeleteContext(ren.gl);
vtstack_free(&ren.font_stack);
vcstack_free(&ren.box_stack);
return 0;
}

@ -1,54 +0,0 @@
#ifndef _RENDERER_H
#define _RENDERER_H
#include <SDL2/SDL.h>
#define DEFAULT_FONT "/usr/share/fonts/TTF/FiraCode-Regular.ttf"
#define FONT_VERSHADER "./font_vertshader.glsl"
#define FONT_FRAGSHADER "./font_fragshader.glsl"
#define BOX_VERSHADER "./box_vertshader.glsl"
#define BOX_FRAGSHADER "./box_fragshader.glsl"
#define REN_VERTEX_IDX 0
#define REN_UV_IDX 1
#define REN_COLOR_IDX 2
#define REN_TABSIZE 8
typedef struct {
union { int x, u; };
union { int y, v; };
} vec2_i;
typedef struct {
union { int x, r; };
union { int y, g; };
union { int z, b; };
union { int w, a; };
} vec4_i;
// textured vertex
struct v_text {
vec2_i pos;
vec2_i uv;
};
// colored vertex
struct v_col {
vec2_i pos;
vec4_i col;
};
int ren_init(SDL_Window *sdl_window);
int ren_free(void);
const char * ren_strerror(void);
int ren_update_viewport(int w, int h);
int ren_set_scissor(int x, int y, int w, int h);
int ren_get_text_box(const char *str, int *rw, int *rh, int size);
int ren_render_text(const char *str, int x, int y, int w, int h, int size);
int ren_render_box(int x, int y, int w, int h, unsigned int color);
int ren_clear(void);
#endif

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

@ -1,126 +0,0 @@
#define _POSIX_C_SOURCE 200809l
#include <sys/mman.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h>
#include <errno.h>
#include <err.h>
#include <time.h>
#include "util.h"
const char *bit_rep[16] = {
[ 0] = "0000", [ 1] = "0001", [ 2] = "0010", [ 3] = "0011",
[ 4] = "0100", [ 5] = "0101", [ 6] = "0110", [ 7] = "0111",
[ 8] = "1000", [ 9] = "1001", [10] = "1010", [11] = "1011",
[12] = "1100", [13] = "1101", [14] = "1110", [15] = "1111",
};
void * emalloc(unsigned long int size)
{
void *r = malloc(size);
if (!r)
err(EXIT_FAILURE, "malloc() of size %ld", size);
return r;
}
void * ecalloc(unsigned long int nmemb, unsigned long int size)
{
void *r = calloc(nmemb, size);
if (!r)
err(EXIT_FAILURE, "calloc() of size %ld, nmemb %ld", size, nmemb);
return r;
}
void * erealloc(void *ptr, unsigned long int size)
{
void *r = realloc(ptr, size);
if (!r)
err(EXIT_FAILURE, "ralloc() of 0x%lx, to size %ld", (unsigned long)ptr, size);
return r;
}
void efree(void *ptr)
{
if (ptr)
free(ptr);
}
void map_file(const unsigned char **str, int *size, const char *path)
{
if (!path) {
errno = EINVAL;
err(EXIT_FAILURE, "NULL filename");
}
FILE *fp = fopen(path, "r");
if (!fp)
err(EXIT_FAILURE, "Cannot open file %s", path);
*size = lseek(fileno(fp), 0, SEEK_END);
if (*size == (off_t)-1)
err(EXIT_FAILURE, "lseek() failed");
*str = mmap(0, *size, PROT_READ, MAP_PRIVATE, fileno(fp), 0);
if (*str == (void*)-1)
err(EXIT_FAILURE, "mmap() failed");
if (fclose(fp))
err(EXIT_FAILURE, "Error closing file");
}
void dump_file(const char *path, char **buf, int *buf_len)
{
if (!path) {
errno = EINVAL;
err(EXIT_FAILURE, "NULL filename");
}
if (!buf) {
errno = EINVAL;
err(EXIT_FAILURE, "No buffer specified");
}
int m = 0;
if (!buf_len)
buf_len = &m;
FILE *fp = fopen(path, "r");
if (!fp)
err(EXIT_FAILURE, "Cannot open file %s", path);
*buf_len = lseek(fileno(fp), 0, SEEK_END);
rewind(fp);
if (*buf_len == (off_t)-1)
err(EXIT_FAILURE, "lseek() failed");
*buf = emalloc(*buf_len+1);
memset(*buf, 0, *buf_len+1);
int ret = fread(*buf, 1, *buf_len, fp);
if (ret != *buf_len)
err(EXIT_FAILURE, "fread() returned short %s", ferror(fp) ? "stream error" : feof(fp) ? "EOF reached" : "unknown error");
if (fclose(fp))
err(EXIT_FAILURE, "Error closing file");
}
void print_byte(unsigned char byte)
{
printf("%s%s", bit_rep[byte >> 4], bit_rep[byte & 0x0F]);
}
static struct timespec clock_start, clock_stop;
void stopwatch_start(void)
{
clock_gettime(CLOCK_MONOTONIC_COARSE, &clock_start);
}
double stopwatch_get(void)
{
clock_gettime(CLOCK_MONOTONIC_COARSE, &clock_stop);
return (clock_stop.tv_sec-clock_start.tv_sec)+(double)(clock_stop.tv_nsec-clock_start.tv_nsec)/(double)1000000000L;
}

@ -1,34 +0,0 @@
#ifndef _UTIL_H
#define _UTIL_H
#include <stdio.h>
void * emalloc(unsigned long int size);
void * ecalloc(unsigned long int nmemb, unsigned long int size);
void * erealloc(void *ptr, unsigned long int size);
void efree(void *ptr);
void map_file(const unsigned char **str, int *size, const char *path);
void dump_file(const char *path, char **buf, int *buf_len);
void print_byte(unsigned char byte);
void stopwatch_start(void);
double stopwatch_get(void);
#define TIME_SEC(f) \
{ \
stopwatch_start(); \
f; \
printf("\"%s\" took %f seconds", #f, stopwatch_get()); \
}
#define TIME_MS(f) \
{ \
stopwatch_start(); \
f; \
printf("\"%s\" took %f ms", #f, stopwatch_get()*1000.0f); \
}
#endif

1461
ugui.c

File diff suppressed because it is too large Load Diff

285
ugui.h

@ -1,285 +0,0 @@
#ifndef _UG_HEADER
#define _UG_HEADER
#define UG_STACK(T) struct { T *items; int idx, size, sorted; }
#define BIT(n) (1 << n)
#define RGBA_FORMAT(x) { .a=x&0xff, .b=(x>>8)&0xff, .g=(x>>16)&0xff, .r=(x>>24)&0xff }
#define RGB_FORMAT(x) { .a=0xff, .b=x&0xff, .g=(x>>8)&0xff, .r=(x>>16)&0xff }
#define SIZE_PX(x) { .size.i=x, .unit=UG_UNIT_PX }
#define SIZE_MM(x) { .size.f=x, .unit=UG_UNIT_MM }
#define SIZE_PT(x) { .size.f=x, .unit=UG_UNIT_PT }
#define SQUARE(x) .w = x, .h = x
// basic types
typedef unsigned int ug_id_t;
typedef struct { union {int x, w;}; union {int y, h;}; } ug_vec2_t;
typedef struct { unsigned char a, b, g, r; } ug_color_t;
typedef struct { int x, y, w, h; } ug_rect_t;
typedef struct { union {int i; float f;} size; int unit; } ug_size_t;
// div has information about the phisical dimension
typedef struct { ug_size_t x, y, w, h;} ug_div_t;
typedef enum {
UG_UNIT_PX = 0,
UG_UNIT_MM,
UG_UNIT_PT,
} ug_unit_t;
// element type
typedef struct {
ug_id_t id;
unsigned short int type;
unsigned short int flags;
ug_rect_t rect, rca;
const char *name;
union {
struct {
const char *txt;
} btn;
};
} ug_element_t;
enum {
UG_ELEM_BUTTON, // button
UG_ELEM_TXTBTN, // textual button, a button but without frame
UG_ELEM_CHECK, // checkbox
UG_ELEM_RADIO, // radio button
UG_ELEM_TOGGLE, // toggle button
UG_ELEM_LABEL, // simple text
UG_ELEM_UPDOWN, // text with two buttons up and down
UG_ELEM_TEXTINPUT, // text input box
UG_ELEM_TEXTBOX, // text surrounded by a box
UG_ELEM_IMG, // image, icon
UG_ELEM_SPACE, // takes up space
};
enum {
ELEM_CLIPPED = BIT(0),
};
// container type, a container is an entity that contains layouts, a container has
// a haight a width and their maximum values, in essence a container is a rectangular
// area that can be resized and sits somewhere on the drawable region
// the z index of a container is determined by it's position on the stack
typedef struct {
ug_id_t id;
const char *name;
ug_rect_t rect;
// absolute position rect
ug_rect_t rca;
unsigned int flags;
// layouting and elements
// total space used by elements, x and y are the starting coordinates
// for elements
ug_rect_t space;
// origin for in-row and in-column elements
ug_vec2_t c_orig, r_orig;
UG_STACK(ug_element_t) elem_stack;
ug_id_t selected_elem, hover_elem;
} ug_container_t;
// the container flags
enum {
UG_CNT_FLOATING = BIT(0), // is on top of everything else
UG_CNT_RESIZE_RIGHT = BIT(1), // can be resized from the right border
UG_CNT_RESIZE_BOTTOM = BIT(2), // can be resized from the bottom border
UG_CNT_RESIZE_LEFT = BIT(3), // can be resized from the left border
UG_CNT_RESIZE_TOP = BIT(4), // can be resized from the top border
UG_CNT_SCROLL_X = BIT(5), // can have horizontal scrolling
UG_CNT_SCROLL_Y = BIT(6), // can have vertical scrolling
UG_CNT_MOVABLE = BIT(7), // can be moved around
// container state
CNT_STATE_NONE = BIT(30),
CNT_STATE_MOVING = BIT(29),
CNT_STATE_RESIZE_T = BIT(28),
CNT_STATE_RESIZE_B = BIT(27),
CNT_STATE_RESIZE_L = BIT(26),
CNT_STATE_RESIZE_R = BIT(25),
CNT_STATE_RESIZE_D = BIT(24),
CNT_STATE_DELETE = BIT(23), // The container is marked for removal
// layouting
CNT_LAYOUT_COLUMN = BIT(22),
};
// style, defines default height, width, color, margins, borders, etc
// all dimensions should be taken as a reference when doing the layout since
// ultimately it's the layout that decides them. For example when deciding how to
// allocate space one can say that the default size of a region that allocates a
// slider has the style's default dimensions for a slider
typedef struct {
struct { ug_color_t bg, fg; } color;
ug_size_t margin;
struct {
ug_color_t color;
ug_size_t size;
} border;
struct {
struct { ug_color_t bg, fg; } color;
ug_size_t height, font_size;
} title;
struct {
struct { ug_color_t act, bg, fg, sel, br; } color;
ug_size_t font_size, border;
} btn;
} ug_style_t;
// render commands
struct ug_cmd_rect { int x, y, w, h; ug_color_t color; };
struct ug_cmd_text { int x, y, size; ug_color_t color; const char *str; };
typedef struct {
unsigned int type;
union {
struct ug_cmd_rect rect;
struct ug_cmd_text text;
};
} ug_cmd_t;
typedef enum {
UG_CMD_NULL = 0,
UG_CMD_RECT,
UG_CMD_TEXT,
} ug_cmd_type_t;
// window side
enum {
UG_SIDE_TOP = 0,
UG_SIDE_BOTTOM,
UG_SIDE_LEFT,
UG_SIDE_RIGHT,
};
// mouse buttons
enum {
UG_BTN_LEFT = BIT(0),
UG_BTN_MIDDLE = BIT(1),
UG_BTN_RIGHT = BIT(2),
UG_BTN_4 = BIT(3),
UG_BTN_5 = BIT(4),
};
// context
typedef struct {
// some style information
const ug_style_t *style;
// style_px is a style cache where all measurements are already in pixels
const ug_style_t *style_px;
// ppi: pixels per inch
// ppm: pixels per millimeter
// ppd: pixels per dot
float ppi, ppm, ppd;
float last_ppi, last_ppm, last_ppd;
// containers need to know how big the "main container" is so that all
// the relative positioning work
ug_vec2_t size;
ug_rect_t origin;
// which context and element we are hovering
ug_id_t hover_cnt;
// active is updated on mousedown and released on mouseup
// the id of the "active" element, active means different things for
// different elements, for exaple active for a button means to be pressed,
// and for a text box it means to be focused
ug_id_t active_cnt, last_active_cnt;
// id of the selected container, used for layout
// NOTE: since the stacks can be relocated with realloc it is better not
// to use a pointer here, even tough it would be better for efficiency
ug_id_t selected_cnt;
// count the frames for fun
unsigned long int frame;
// mouse data
struct {
ug_vec2_t pos;
ug_vec2_t last_pos;
ug_vec2_t delta;
ug_vec2_t scroll_delta;
// mouse.update: a mask of the mouse buttons that are being updated
unsigned char update;
// mouse.hold: a mask of the buttons that are being held
unsigned char hold;
} mouse;
// keyboard key pressed
struct {
unsigned char update;
unsigned char hold;
} key;
// input text buffer
char input_text[32];
// stacks
UG_STACK(ug_container_t) cnt_stack;
UG_STACK(ug_cmd_t) cmd_stack;
// command stack iterator
int cmd_it;
} ug_ctx_t;
// context initialization
ug_ctx_t * ug_ctx_new(void);
void ug_ctx_free(ug_ctx_t *ctx);
// updates the context with user information
// ppi: pixels per inch, the scale used for all em/mm to pixel calculations
// scale: it is the scale between the physical pixels on the screen and the pixels
// on the buffer, if unsure set to 1.0
int ug_ctx_set_displayinfo(ug_ctx_t *ctx, float scale, float ppi);
int ug_ctx_set_drawableregion(ug_ctx_t *ctx, ug_vec2_t size);
int ug_ctx_set_style(ug_ctx_t *ctx, const ug_style_t *style);
// define containers, name is used as a salt for the container id, all sizes are
// the default ones, resizing is done automagically with internal state
// 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_div_t div);
// like a floating container but cannot be resized
int ug_container_popup(ug_ctx_t *ctx, const char *name, ug_div_t div);
// a menu bar is a container of fixed height, cannot be resized and sits at the
// top of the window
int ug_container_menu_bar(ug_ctx_t *ctx, const char *name, ug_size_t height);
// a sidebar is a variable size container anchored to one side of the window
int ug_container_sidebar(ug_ctx_t *ctx, const char *name, ug_size_t size, int side);
// a body is a container that scales with the window, sits at it's center and cannot
// be resized, it also fills all the available space
int ug_container_body(ug_ctx_t *ctx, const char *name);
// mark a conatiner for removal, it will be freed at the next frame beginning if
// name is NULL then use the selected container
int ug_container_remove(ug_ctx_t *ctx, const char *name);
// get the drawable area of the container, if name is NULL then use the selected
// container
ug_rect_t ug_container_get_rect(ug_ctx_t *ctx, const char *name);
// layouting, the following functions define how different ui elements are placed
// inside the selected container. A new element is aligned respective to the
// previous element and/or to the container, particularly elements can be placed
// in a row or a column.
int ug_layout_row(ug_ctx_t *ctx);
int ug_layout_column(ug_ctx_t *ctx);
int ug_layout_next_row(ug_ctx_t *ctx);
int ug_layout_next_column(ug_ctx_t *ctx);
// elements
int ug_element_button(ug_ctx_t *ctx, const char *name, const char *txt, ug_div_t dim);
int ug_element_textbtn(ug_ctx_t *ctx, const char *name, const char *txt, ug_div_t dim);
// Input functions
int ug_input_mousemove(ug_ctx_t *ctx, int x, int y);
int ug_input_mousedown(ug_ctx_t *ctx, unsigned int mask);
int ug_input_mouseup(ug_ctx_t *ctx, unsigned int mask);
int ug_input_scroll(ug_ctx_t *ctx, int x, int y);
// TODO: other input functions
// Frame handling
int ug_frame_begin(ug_ctx_t *ctx);
int ug_frame_end(ug_ctx_t *ctx);
// Commands
// get the next command, save iteration state inside 'iterator'
ug_cmd_t * ug_cmd_next(ug_ctx_t *ctx);
#undef UG_STACK
#undef BIT
#endif
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