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ugui/ugui.h

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5.5 KiB

#ifndef _UG_HEADER
#define _UG_HEADER
#define UG_STACK(T) struct { T *items; int idx; int size; }
#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=x, .unit=UG_UNIT_PX }
#define SIZE_MM(x) { .size=x, .unit=UG_UNIT_MM }
#define SIZE_PT(x) { .size=x, .unit=UG_UNIT_PT }
// basic types
typedef unsigned int ug_id_t;
typedef struct { union {int x, w;}; union {int y, h;}; } ug_vec2_t;
typedef struct { int x, y, w, h; } ug_rect_t;
typedef struct { unsigned char a, b, g, r; } ug_color_t;
typedef struct { int size, unit; } ug_size_t;
typedef enum {
UG_UNIT_PX = 0,
UG_UNIT_MM,
UG_UNIT_PT,
} ug_unit_t;
// 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;
ug_unit_t unit;
ug_rect_t rect;
ug_vec2_t max_size;
unsigned int flags;
} ug_container_t;
// the container flags
enum {
UG_CNT_MOVABLE = BIT(0), // can be moved
UG_CNT_RESIZABLE = BIT(1), // can be resized
UG_CNT_SCROLL_X = BIT(2), // can have horizontal scrolling
UG_CNT_SCROLL_Y = BIT(3), // can have vertical scrolling
};
// 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 color, alt_color;
ug_size_t size, alt_size;
} text;
ug_color_t bg_color;
// base sizes for all elements, some elements should be different, like
// buttons and other things that need to stand out
struct {
ug_size_t width, height, border_width;
ug_color_t color, hover_color, active_color;
} base;
// a button should stand out, hence the different colors
struct {
ug_color_t bg_color, hover_color, active_color;
} button;
// a checkbox should be smaller than a button
struct {
ug_size_t width, height, tick_size;
ug_color_t tick_color;
} checkbox;
// a slider can be thinner and generally wider than a button
struct {
ug_size_t width, height;
} slider;
// the text color, dimension and the background of a text display can be
// different
struct {
ug_color_t text_color, bg_color;
ug_size_t text_size;
} textdisplay;
} ug_style_t;
// 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 scale, ppi, ppm, ppd;
// containers need to know how big the "main container" is so that all
// the relative positioning work
ug_vec2_t size;
// which context and element we are hovering
struct {
ug_id_t cnt, elem;
} hover;
// 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;
// count the frames for fun
unsigned long int frame;
// current measurement unit
ug_unit_t unit;
// mouse data
struct {
ug_vec2_t pos;
ug_vec2_t last_pos;
ug_vec2_t delta;
ug_vec2_t scroll_delta;
// down/pressed masks get updated on mousedown, whereas down_mask
// only on mouseup, so the masks differ by the buttons that were
// released
// FIXME: is this the best way to approach this?
unsigned char down_mask;
unsigned char press_mask;
} mouse;
// keyboard key pressed
struct {
unsigned char down_mask;
unsigned char press_mask;
} key;
// input text buffer
char input_text[32];
// stacks
UG_STACK(ug_container_t) container_stack;
} ug_ctx_t;
// context initialization
ug_ctx_t *ug_new_ctx(void);
void ug_free_ctx(ug_ctx_t *ctx);
// updates the context with user information
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);
int ug_ctx_set_unit(ug_ctx_t *ctx, ug_unit_t unit);
// 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_rect_t rect);
// like a floating container but cannot be resized
int ug_container_popup(ug_ctx_t *ctx, const char *name, ug_rect_t rect);
// 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, int 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, int width);
// a body is a container that scales with the window, sits at it's center and cannot
// be resized
int ug_container_body(ug_ctx_t *ctx, const char *name);
#undef UG_STACK
#undef BIT
#endif