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ugui/ugui.h

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#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 int type;
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
};
// 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_DELETE = BIT(24), // The container is marked for removal
// layouting
CNT_LAYOUT_COLUMN = BIT(23),
};
// 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 active, bg, fg; } color;
ug_size_t font_size;
} 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
struct {
ug_id_t cnt, elem;
ug_id_t cnt_last, elem_last;
} hover;
// 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
struct {
ug_id_t cnt, elem;
} active;
struct {
ug_id_t cnt, elem;
} last_active;
// 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
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);
// 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