#include #include #include #include #include #include #include "ugui.h" #define SALT 0xbabb0cac #define DEF_SCALE 1.0 #define DEF_PPI 96.0 #define STACK_STEP 64 #define PPI_PPM(ppi, scale) (ppi * scale * 0.03937008) #define PPI_PPD(ppi, scale) (PPI_PPM(ppi, scale) * 0.3528) #define IS_VALID_UNIT(u) (u==UG_UNIT_PX||u==UG_UNIT_MM||u==UG_UNIT_PT) #define UG_ERR(...) err(errno, "__FUNCTION__: " __VA_ARGS__) #define BETWEEN(x, min, max) (x <= max && x >= min) #define INTERSECTS(v, r) (BETWEEN(v.x, r.x, r.x+r.w) && BETWEEN(v.y, r.y, r.y+r.h)) #define CAP(x, s) { if (x < s) x = s; } // default style // TODO: fill default style static const ug_style_t default_style = { .text = { .color = RGB_FORMAT(0xffffff), .alt_color = RGB_FORMAT(0xbbbbbb), .size = SIZE_PX(16), .alt_size = SIZE_PX(12), }, .cnt = { .bg_color = RGB_FORMAT(0x0000ff), .border.t = SIZE_PX(3), .border.b = SIZE_PX(3), .border.l = SIZE_PX(3), .border.r = SIZE_PX(3), .border.color = RGB_FORMAT(0x00ff00), .titlebar.height = SIZE_PX(20), .titlebar.bg_color = RGB_FORMAT(0xbababa), }, }; static const ug_vec2_t max_size = {{10e6}, {10e6}}; static ug_style_t style_cache = {0}; /*=============================================================================* * Common Functions * *=============================================================================*/ // grow a stack #define GROW_STACK(S) \ { \ S.items = realloc(S.items, (S.size+STACK_STEP)*sizeof(*(S.items))); \ if(!S.items) \ UG_ERR("Could not allocate stack #S: %s", strerror(errno)); \ memset(&(S.items[S.size]), 0, STACK_STEP*sizeof(*(S.items))); \ S.size += STACK_STEP; \ } #define GET_FROM_STACK(S, c) \ { \ if (S.idx >= S.size) \ GROW_STACK(S); \ c = &(S.items[S.idx++]); \ } #define RESET_STACK(S) \ { \ memset(S.items, 0, S.idx*sizeof(*(S.items))); \ S.idx = 0; \ } #define MOUSEDOWN(ctx, btn) (ctx->mouse.press_mask & ctx->mouse.down_mask & btn) #define MOUSEUP(ctx, btn) (ctx->mouse.press_mask & ~ctx->mouse.down_mask & btn) // https://en.wikipedia.org/wiki/Jenkins_hash_function static ug_id_t hash(const void *data, unsigned int size) { if (!size) return 0; ug_id_t hash = SALT; unsigned char *v = (unsigned char *)data; for (; size; size--) { hash += v[size-1]; hash += hash << 10; hash ^= hash >> 6; } hash += hash << 3; hash ^= hash >> 11; hash += hash << 15; return hash; } // update the style cache with the correct sizes in pixels and colors static void update_style_cache(ug_ctx_t *ctx) { const ug_style_t *s = ctx->style; // FIME: use the correct units and convert, for now assume default style style_cache = *s; } void push_rect_command(ug_ctx_t *ctx, const ug_rect_t *rect, ug_color_t color) { ug_cmd_t *c; GET_FROM_STACK(ctx->cmd_stack, c); c->type = UG_CMD_RECT; c->rect.x = rect->x; c->rect.y = rect->y; c->rect.w = rect->w; c->rect.h = rect->h; c->rect.color = color; } /*=============================================================================* * Context Operations * *=============================================================================*/ // creates a new context, fills with default values, ctx is ready for ug_start() ug_ctx_t *ug_ctx_new(void) { ug_ctx_t *ctx = malloc(sizeof(ug_ctx_t)); if (!ctx) err(errno, "__FUNCTION__:" "Could not allocate context: %s", strerror(errno)); memset(ctx, 0, sizeof(ug_ctx_t)); ctx->unit = UG_UNIT_PX; ctx->style = &default_style; ctx->style_px = &style_cache; ug_ctx_set_displayinfo(ctx, DEF_SCALE, DEF_PPI); // TODO: allocate stacks return ctx; } void ug_ctx_free(ug_ctx_t *ctx) { if (!ctx) { warn("__FUNCTION__:" "Trying to free a null context"); return; } free(ctx->cmd_stack.items); free(ctx->cnt_stack.items); free(ctx); // NOTE: do not free style since the default is statically allocated, let // the user take care of it instead } #define TEST_CTX(ctx) { if (!ctx) return -1; } int ug_ctx_set_displayinfo(ug_ctx_t *ctx, float scale, float ppi) { TEST_CTX(ctx); if (scale <= 0 || ppi < 20.0) return -1; ctx->ppm = PPI_PPM(scale, ppi); ctx->ppd = PPI_PPM(scale, ppi); ctx->ppi = ppi; update_style_cache(ctx); return 0; } int ug_ctx_set_drawableregion(ug_ctx_t *ctx, ug_vec2_t size) { TEST_CTX(ctx); if (size.w <= 0 || size.h <= 0) return -1; ctx->size.w = size.w; ctx->size.h = size.h; // FIXME: do I need to do something like update_container_size() here? // maybe it is redundant since each frame not every conatiner is // re-added return 0; } int ug_ctx_set_style(ug_ctx_t *ctx, const ug_style_t *style) { TEST_CTX(ctx); if (!style) return -1; // TODO: validate style ctx->style = style; update_style_cache(ctx); return 0; } int ug_ctx_set_unit(ug_ctx_t *ctx, ug_unit_t unit) { TEST_CTX(ctx); if (!IS_VALID_UNIT(unit)) return -1; ctx->unit = unit; return 0; } /*=============================================================================* * Container Operations * *=============================================================================*/ // get a new or existing container handle static ug_container_t *get_container(ug_ctx_t *ctx, ug_id_t id) { ug_container_t *c = NULL; for (int i = 0; i < ctx->cnt_stack.idx; i++) { if (ctx->cnt_stack.items[i].id == id) { c = &(ctx->cnt_stack.items[i]); break; } } // if the container was not already there allocate a new one if (!c) GET_FROM_STACK(ctx->cnt_stack, c); return c; } // update the container dimensions and position according to the context information, // also handle resizing, moving, ect. if allowed by the container static void update_container(ug_ctx_t *ctx, ug_container_t *cnt) { // use millimeters as common screen-relative units if (cnt->unit == UG_UNIT_PT) { cnt->rect.fx *= ctx->ppd; cnt->rect.fy *= ctx->ppd; cnt->rect.fw *= ctx->ppd; cnt->rect.fh *= ctx->ppd; } // recalculate position if (cnt->unit != UG_UNIT_PX) { cnt->rect_abs.x = roundf(cnt->rect.fx * ctx->ppm); cnt->rect_abs.y = roundf(cnt->rect.fy * ctx->ppm); cnt->rect_abs.w = roundf(cnt->rect.fw * ctx->ppm); cnt->rect_abs.h = roundf(cnt->rect.fh * ctx->ppm); } /* * Container style: * * rect_abs(0,0) * v * +-----------------------------------------------+ * | Titlebar | * +-----------------------------------------------+ * |+---------------------------------------------+| * ||\ ^ Border Top ^ || * || \_ rect(0,0) || * || || * || || * || || * || || * || || * || || * || || * || < Border Left || * || Border Right > || * || || * || || * || || * || || * |+---------------------------------------------+| * +-----------------------------------------------+ * ^ Border Bottom ^ */ const ug_style_t *s = ctx->style_px; // 0 -> take all the space, <0 -> take absolute if (cnt->rect_abs.w < 0) cnt->rect_abs.w = -cnt->rect_abs.w; if (cnt->rect_abs.h < 0) cnt->rect_abs.h = -cnt->rect_abs.h; if (cnt->rect_abs.w == 0) { cnt->rect_abs.w = ctx->size.w - s->cnt.border.l.size - s->cnt.border.r.size ; } else { cnt->rect_abs.w += s->cnt.border.r.size + s->cnt.border.l.size; } if (cnt->rect_abs.h == 0) { cnt->rect_abs.h = ctx->size.h - s->cnt.border.t.size - s->cnt.border.b.size ; } else { cnt->rect_abs.h += s->cnt.border.t.size + s->cnt.border.b.size; } if (cnt->flags & UG_CNT_MOVABLE) cnt->rect_abs.h += s->cnt.titlebar.height.size; // the window may have been resized so cap the position to the window size if (cnt->rect_abs.x > ctx->size.w) cnt->rect_abs.x = ctx->size.x - cnt->rect_abs.w; if (cnt->rect_abs.y > ctx->size.h) cnt->rect_abs.y = ctx->size.y - cnt->rect_abs.h; // <0 -> relative to the right margin if (cnt->rect_abs.x < 0) cnt->rect_abs.x = ctx->size.x - cnt->rect_abs.w + cnt->rect_abs.x; if (cnt->rect_abs.y < 0) cnt->rect_abs.y = ctx->size.y - cnt->rect_abs.h + cnt->rect_abs.y; // if we had focus the frame before, then do shit // FIXME: if this is a brand new container then do we need to handle user // inputs, since all inputs lag one frame, then it would make no sense if (ctx->hover.cnt_last != cnt->id) goto cnt_draw; // mouse pressed handle resize, for simplicity containers can only // be resized from the bottom and right border if (!(ctx->mouse.down_mask & UG_BTN_LEFT) || !(cnt->flags & (UG_CNT_RESIZABLE | UG_CNT_MOVABLE))) goto cnt_draw; ug_vec2_t mpos = ctx->mouse.pos; int minx, maxx, miny, maxy; int delta_x = 0, delta_y = 0, delta_w = 0, delta_h = 0; // handle movable windows if (cnt->flags & UG_CNT_MOVABLE) { minx = cnt->rect_abs.x; maxx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.l.size; miny = cnt->rect_abs.y; maxy = cnt->rect_abs.y + s->cnt.titlebar.height.size; if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) { cnt->rect_abs.x += ctx->mouse.delta.x; cnt->rect_abs.y += ctx->mouse.delta.y; delta_x = ctx->mouse.delta.x; delta_y = ctx->mouse.delta.y; } } if (cnt->flags & UG_CNT_RESIZABLE) { // right border resize minx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.r.size; maxx = cnt->rect_abs.x + cnt->rect_abs.w; miny = cnt->rect_abs.y; maxy = cnt->rect_abs.y + cnt->rect_abs.h; if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) { cnt->rect_abs.w += ctx->mouse.delta.x; CAP(cnt->rect_abs.w, 0); delta_w = ctx->mouse.delta.x; } // bottom border resize minx = cnt->rect_abs.x; maxx = cnt->rect_abs.x + cnt->rect_abs.w; miny = cnt->rect_abs.y + cnt->rect_abs.h - s->cnt.border.b.size; maxy = cnt->rect_abs.y + cnt->rect_abs.h; if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) { cnt->rect_abs.h += ctx->mouse.delta.y; CAP(cnt->rect_abs.h, s->text.size.size); delta_h = ctx->mouse.delta.y; } } if (delta_x || delta_y || delta_w || delta_h) { if (cnt->unit == UG_UNIT_PX) { cnt->rect = cnt->rect_abs; } else { if (cnt->rect.fx < 0) cnt->rect.fx = cnt->rect_abs.x / ctx->ppm; if (cnt->rect.fy < 0) cnt->rect.fy = cnt->rect_abs.y / ctx->ppm; cnt->rect.fx += delta_x / ctx->ppm; cnt->rect.fy += delta_y / ctx->ppm; cnt->rect.fw += delta_w / ctx->ppm; cnt->rect.fh += delta_h / ctx->ppm; } } // TODO: what if I want to close a floating container? // Maybe add a UG_CNT_CLOSABLE flag? // TODO: what about scrolling? how do we know if we need to draw // a scroll bar? Maybe add that information inside the // container structure cnt_draw: // push the appropriate rectangles to the drawing stack // push outline push_rect_command(ctx, &cnt->rect_abs, s->cnt.border.color); // push titlebar ug_rect_t titlebar = { .x = (cnt->rect_abs.x + s->cnt.border.l.size), .y = (cnt->rect_abs.y + s->cnt.border.t.size), .w = (cnt->rect_abs.w - s->cnt.border.r.size - s->cnt.border.l.size), .h = s->cnt.titlebar.height.size, }; push_rect_command(ctx, &titlebar, s->cnt.titlebar.bg_color); // push main body ug_rect_t body = { .x = (cnt->rect_abs.x + s->cnt.border.l.size), .y = (cnt->rect_abs.y + s->cnt.border.t.size), .w = (cnt->rect_abs.w - s->cnt.border.l.size - s->cnt.border.r.size), .h = (cnt->rect_abs.h - s->cnt.border.t.size - s->cnt.border.b.size), }; if (cnt->flags & UG_CNT_MOVABLE) { body.y += s->cnt.titlebar.height.size + s->cnt.border.t.size; body.h -= s->cnt.titlebar.height.size + s->cnt.border.t.size; } push_rect_command(ctx, &body, s->cnt.bg_color); // TODO: push other rects } // 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_rect_t rect) { TEST_CTX(ctx); // TODO: verify rect ug_id_t id = name ? hash(name, strlen(name)) : hash(&rect, sizeof(ug_rect_t)); ug_container_t *cnt = get_container(ctx, id); if (cnt->id) { // nothing? maybe we can skip updating all dimensions and stuff } else { cnt->id = id; cnt->max_size = max_size; cnt->rect = rect; cnt->unit = ctx->unit; cnt->flags = UG_CNT_MOVABLE | UG_CNT_RESIZABLE | UG_CNT_SCROLL_X | UG_CNT_SCROLL_Y ; } update_container(ctx, cnt); return 0; } /*=============================================================================* * Input Handling * *=============================================================================*/ 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.press_mask |= mask; ctx->mouse.down_mask |= mask; return 0; } int ug_input_mouseup(ug_ctx_t *ctx, unsigned int mask) { TEST_CTX(ctx); ctx->mouse.down_mask &= ~mask; return 0; } /*=============================================================================* * Frame Handling * *=============================================================================*/ // At the beginning of a frame assume that all input has been passed to the context // update the mouse delta and reset the command stack int ug_frame_begin(ug_ctx_t *ctx) { TEST_CTX(ctx); // TODO: add a way to mark a container for removal from the stack, and then // remove it here to save space // update mouse delta ctx->mouse.delta.x = ctx->mouse.pos.x - ctx->mouse.last_pos.x; ctx->mouse.delta.y = ctx->mouse.pos.y - ctx->mouse.last_pos.y; // clear command stack RESET_STACK(ctx->cmd_stack); // update hover index ug_vec2_t v = ctx->mouse.pos; // printf("mouse: x=%d, y=%d\n", ctx->mouse.pos.x, ctx->mouse.pos.x); for (int i = 0; i < ctx->cnt_stack.idx; i++) { ug_rect_t r = ctx->cnt_stack.items[i].rect_abs; if (INTERSECTS(v, r)) { ctx->hover.cnt = ctx->cnt_stack.items[i].id; // printf("intersects! %.8x\n", ctx->hover.cnt); } } return 0; } // At the end of a frame reset inputs int ug_frame_end(ug_ctx_t *ctx) { TEST_CTX(ctx); ctx->input_text[0] = '\0'; ctx->key.press_mask = 0; ctx->mouse.press_mask = 0; ctx->mouse.scroll_delta = (ug_vec2_t){0}; ctx->mouse.last_pos = ctx->mouse.pos; // reset hover, it has to be calculated at frame beginning ctx->hover.cnt_last = ctx->hover.cnt; ctx->hover.elem_last = ctx->hover.elem; ctx->hover.cnt = 0; ctx->hover.elem = 0; return 0; }