You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
ugui/ugui.c

1039 lines
23 KiB

#define _DEFAULT_SOURCE
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include "raylib.h"
#include "ugui.h"
#include "timer.h"
#define RGBA(u) \
(UgColor) \
{ \
.r = (u >> 24) & 0xff, .g = (u >> 16) & 0xff, .b = (u >> 8) & 0xff, \
.a = (u >> 0) & 0xff \
}
#define DIV_FILL \
(UgRect) { .x = 0, .y = 0, .w = 0, .h = 0 }
#define MARK() \
do { \
printf("================== lmao ==================\n"); \
} while (0)
#define BIT(x) (1 << (x))
#define FTEST(e, f) ((e)->flags & (f))
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#define ABS(a) ((a) < 0 ? -(a) : (a))
#define CLAMP(x, min, max) ((x) < (min) ? (min) : ((x) > (max) ? (max) : (x)))
#define STACK_STEP 10
#define MAX_ELEMS 128
#define MAX_CMDS 256
#define ROOT_ID 1
typedef struct _UgCmd {
enum {
CMD_RECT = 0,
} type;
union {
struct {
UgRect rect;
UgColor color;
} rect;
};
} UgCmd;
typedef struct _UgFifo {
int size, in, out, count;
UgCmd *vec;
} UgFifo;
int ug_fifo_init(UgFifo *fifo, uint32_t size);
int ug_fifo_free(UgFifo *fifo);
int ug_fifo_enqueue(UgFifo *fifo, UgCmd *cmd);
int ug_fifo_dequeue(UgFifo *fifo, UgCmd *cmd);
int ug_fifo_init(UgFifo *fifo, uint32_t size)
{
if (fifo == NULL) {
return -1;
}
fifo->size = size;
fifo->in = 0;
fifo->out = 0;
fifo->count = 0;
fifo->vec = calloc(size, sizeof(UgCmd));
if (fifo->vec == NULL) {
return -1;
}
return 0;
}
int ug_fifo_free(UgFifo *fifo)
{
if (fifo != NULL && fifo->vec != NULL) {
free(fifo->vec);
fifo->size = 0;
fifo->in = 0;
fifo->out = 0;
fifo->count = 0;
}
return 0;
}
#define FIFO_STEP 10
int ug_fifo_enqueue(UgFifo *fifo, UgCmd *cmd)
{
if (fifo == NULL || cmd == NULL) {
return -1;
}
if (fifo->count >= fifo->size) {
// UgCmd *tmp = reallocarray(fifo->vec, fifo->size +
// fifo_STEP, sizeof(UgCmd)); if (tmp == NULL) { return -1;
// }
// fifo->vec = tmp;
// fifo->size += fifo_STEP;
return -1;
}
fifo->vec[fifo->in] = *cmd;
fifo->in = (fifo->in + 1) % fifo->size;
fifo->count++;
return 0;
}
int ug_fifo_dequeue(UgFifo *fifo, UgCmd *cmd)
{
if (fifo == NULL || cmd == NULL) {
return -1;
}
if (fifo->count <= 0) {
// UgCmd *tmp = reallocarray(fifo->vec, fifo->size +
// fifo_STEP, sizeof(UgCmd)); if (tmp == NULL) { return -1;
// }
// fifo->vec = tmp;
// fifo->size += fifo_STEP;
return -1;
}
*cmd = fifo->vec[fifo->out];
fifo->out = (fifo->out + 1) % fifo->size;
fifo->count--;
return 0;
}
enum InputEventFlags {
INPUT_CTX_SIZE = 1 << 0, // window size was changed
INPUT_CTX_FOCUS = 1 << 1, // window focus changed
INPUT_CTX_MOUSEMOVE = 1 << 2, // mouse was moved
INPUT_CTX_MOUSEBTN = 1 << 3, // mouse button pressed or released
};
struct _UgCtx {
enum {
row = 0,
column,
floating,
} layout;
UgTree tree;
UgElemCache cache;
UgFifo fifo;
struct {
int width, height;
} size;
struct { // css box model
UgRect padding;
UgRect border;
UgRect margin;
UgColor bgcolor; // background color
UgColor fgcolor; // foreground color
UgColor bcolor; // border color
} style;
// input structure, it describes the events received between frames
struct {
// flags: lists which input events have been received
uint32_t flags;
int has_focus;
UgPoint mouse_pos, mouse_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
uint32_t mouse_down;
uint32_t mouse_updated;
} input;
int div_using; // tree node indicating the current active div
};
// layouting
int ug_layout_set_row(UgCtx *ctx);
int ug_layout_set_column(UgCtx *ctx);
int ug_layout_set_floating(UgCtx *ctx);
// these reset the offsets introduced by the previous elements
int ug_layout_next_row(UgCtx *ctx);
int ug_layout_next_column(UgCtx *ctx);
int ug_div_begin(UgCtx *ctx, const char *label, UgRect div);
int ug_div_end(UgCtx *ctx);
int ug_input_window_size(UgCtx *ctx, int width, int height);
// static UgId djb2(const char *str);
static UgId FNV_1a(const char *str);
int ug_button(UgCtx *ctx, const char *label, UgRect size);
static UgRect position_element(UgCtx *ctx, UgElem *parent, UgRect rect, int style);
// search the element of the corresponding id in the cache, if no element is found
// insert a new one of that id. Return the pointer to the element
static int search_or_insert(UgCtx *ctx, UgElem **elem, UgId id)
{
int is_new = 0;
uint32_t cache_idx;
UgElem *c_elem = ug_cache_search(&ctx->cache, id);
if (c_elem == NULL) {
UgElem tmp = {.id = id};
c_elem = ug_cache_insert_new(&ctx->cache, &tmp, &cache_idx);
is_new = 1;
}
*elem = c_elem;
return is_new;
}
static int is_point_in_rect(UgPoint p, UgRect r)
{
if ((p.x >= r.x && p.x <= r.x + r.w) && (p.y >= r.y && p.y <= r.y + r.h)) {
return 1;
}
return 0;
}
static int get_parent(UgCtx *ctx, UgElem **parent)
{
// take a reference to the parent
// FIXME: if the tree held pointers to the elements then no more
// redundant cache search
UgId parent_id = ug_tree_get(&ctx->tree, ctx->div_using);
*parent = ug_cache_search(&ctx->cache, parent_id);
if (parent == NULL) {
// Error, did you forget to do frame_begin()?
return -1;
}
return 0;
}
int ug_init(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
*ctx = (UgCtx) {0};
ug_tree_init(&ctx->tree, MAX_ELEMS);
ug_fifo_init(&ctx->fifo, MAX_CMDS);
ctx->cache = ug_cache_init();
ctx->layout = row;
ctx->div_using = 0;
// TODO: add style config
ctx->style.margin = (UgRect) {1, 1, 1, 1};
ctx->style.padding = (UgRect) {0};
ctx->style.border = (UgRect) {0};
ctx->style.bgcolor = (UgColor) {0};
ctx->style.fgcolor = (UgColor) {0};
ctx->style.bcolor = (UgColor) {0};
return 0;
}
int ug_destroy(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
ug_tree_destroy(&ctx->tree);
ug_cache_free(&ctx->cache);
ug_fifo_free(&ctx->fifo);
return 0;
}
static void print_tree(UgCtx *ctx)
{
printf("ctx->tree: [");
for (int c = -1, x; (x = ug_tree_level_order_it(&ctx->tree, 0, &c)) != -1;) {
printf(
"[%d:%d,%.4lx], ",
x,
ug_tree_parentof(&ctx->tree, x),
ug_tree_get(&ctx->tree, x) & 0xffff
);
}
printf("[-1]]\n");
}
int ug_frame_begin(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
// 1. Create the root div element
UgRect space = {
.x = 0,
.y = 0,
.w = ctx->size.width,
.h = ctx->size.height,
};
UgElem root = {
.id = ROOT_ID,
.type = ETYPE_DIV,
.flags = 0,
.rect = space,
.div =
{
.layout = DIV_LAYOUT_ROW,
.origin_r = {0},
.origin_c = {0},
.color_bg = {0},
},
};
// 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
if (ctx->input.flags & INPUT_CTX_SIZE) {
root.flags |= ELEM_UPDATED;
}
// 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
if (ctx->input.has_focus) {
root.flags |= ELEM_HASFOCUS;
}
// FIXME: check errors
// 2. Get the root element from the cache and update it
UgElem *c_elem;
int is_new = search_or_insert(ctx, &c_elem, root.id);
// flags always need to be set to the new flags
c_elem->flags = root.flags;
if (is_new || FTEST(&root, ELEM_UPDATED)) {
*c_elem = root;
}
// 3. Push the root element into the element tree
ctx->div_using = ug_tree_add(&ctx->tree, root.id, 0);
if (ctx->div_using < 0) {
printf("why?\n");
return -1;
}
// print_tree(ctx);
// The root element does not push anything to the stack
// TODO: add a background color taken from a theme or config
printf("##### Frame Begin #####\n");
return 0;
}
int ug_frame_end(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
// 1. clear the tree
ug_tree_prune(&ctx->tree, 0);
// 2. clear input fields
ctx->input.flags = 0;
// draw mouse position
#if 1
UgCmd cmd = {
.type = CMD_RECT,
.rect =
{
.rect =
{
.x = ctx->input.mouse_pos.x - 2,
.y = ctx->input.mouse_pos.y - 2,
.w = 4,
.h = 4,
},
.color = RGBA(0xff00ffff),
},
};
ug_fifo_enqueue(&(ctx->fifo), &cmd);
#endif
printf("##### Frame End #####\n\n");
return 0;
}
// Window size was changed
int ug_input_window_size(UgCtx *ctx, int width, int height)
{
if (ctx == NULL) {
return -1;
}
if (width <= 0 || height <= 0) {
return -1;
}
if (width >= 0) {
ctx->size.width = width;
}
if (height >= 0) {
ctx->size.height = height;
}
ctx->input.flags |= INPUT_CTX_SIZE;
return 0;
}
// Window gained/lost focus
int ug_input_changefoucs(UgCtx *ctx, int has_focus)
{
if (ctx == NULL) {
return -1;
}
// 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->input.has_focus != (!!has_focus)) {
ctx->input.flags |= INPUT_CTX_FOCUS;
}
ctx->input.has_focus = !!has_focus;
return 0;
}
enum ug_mouse_buttons {
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),
};
const uint32_t mouse_supported_mask =
UG_BTN_LEFT | UG_BTN_MIDDLE | UG_BTN_RIGHT | UG_BTN_4 | UG_BTN_5;
// Mouse Button moved
int ug_input_mouse_button(UgCtx *ctx, uint32_t button_mask)
{
if (ctx == NULL) {
return -1;
}
if (button_mask & ~mouse_supported_mask) {
return -1;
}
ctx->input.mouse_updated = ctx->input.mouse_down ^ button_mask;
ctx->input.mouse_down = button_mask;
ctx->input.flags |= INPUT_CTX_MOUSEBTN;
printf(
"Mouse Down: %s%s%s%s%s\n",
button_mask & UG_BTN_LEFT ? "BTN_LEFT " : "",
button_mask & UG_BTN_RIGHT ? "BTN_RIGHT " : "",
button_mask & UG_BTN_MIDDLE ? "BTN_MIDDLE " : "",
button_mask & UG_BTN_4 ? "BTN_4 " : "",
button_mask & UG_BTN_5 ? "BTN_5 " : ""
);
return 0;
}
// Mouse was moved, report absolute position
int ug_input_mouse_abs(UgCtx *ctx, int x, int y) { return 1; }
// Mouse was moved, report relative motion
int ug_input_mouse_delta(UgCtx *ctx, int dx, int dy)
{
if (ctx == NULL) {
return -1;
}
ctx->input.mouse_delta.x = dx;
ctx->input.mouse_delta.y = dy;
int mx, my;
mx = ctx->input.mouse_pos.x + dx;
my = ctx->input.mouse_pos.y + dy;
ctx->input.mouse_pos.x = CLAMP(mx, 0, ctx->size.width);
ctx->input.mouse_pos.y = CLAMP(my, 0, ctx->size.height);
ctx->input.flags |= INPUT_CTX_MOUSEMOVE;
return 0;
}
static UgId FNV_1a(const char *str)
{
const uint64_t fnv_off = 0xcbf29ce484222325;
const uint64_t fnv_prime = 0x100000001b3;
uint64_t hash = fnv_off;
for (uint32_t c; (c = str[0]) != 0; str++) {
hash ^= c;
hash *= fnv_prime;
}
return hash;
}
#if 0
static UgId djb2(const char *str)
{
uint64_t hash = 5381;
uint32_t c;
while ((c = (str++)[0]) != 0) {
hash = ((hash << 5) + hash) + c;
} /* hash * 33 + c */
return hash;
}
#endif
int ug_div_begin(UgCtx *ctx, const char *label, UgRect div)
{
if (ctx == NULL || label == NULL) {
return -1;
}
UgId id = FNV_1a(label);
UgElem *c_elem;
int is_new = search_or_insert(ctx, &c_elem, id);
// FIXME: why save the id in the tree and not something more direct like
// the element pointer or the index into the cache vector?
int div_node = ug_tree_add(&ctx->tree, id, ctx->div_using);
if (div_node < 0) {
// do something
printf("Error adding to tree\n");
}
UgElem *parent;
if (get_parent(ctx, &parent)) {
return -1;
}
print_tree(ctx);
// Use the current div
ctx->div_using = div_node;
// 1. Fill the element fields
// this resets the flags
c_elem->type = ETYPE_DIV;
c_elem->flags = 0;
// do layout and update flags only if the element was updated
if (is_new || FTEST(parent, ELEM_UPDATED)) {
// 2. layout the element
c_elem->rect = position_element(ctx, parent, div, 0);
// 3. Mark the element as updated
c_elem->flags |= ELEM_UPDATED;
// 4. Fill the div fields
c_elem->div.layout = parent->div.layout;
c_elem->div.origin_c = (UgPoint) {
.x = c_elem->rect.x,
.y = c_elem->rect.y,
};
c_elem->div.color_bg = RGBA(0xff0000ff);
c_elem->div.origin_r = c_elem->div.origin_c;
} else if (FTEST(parent, ELEM_HASFOCUS)) {
if (is_point_in_rect(ctx->input.mouse_pos, c_elem->rect)) {
c_elem->flags |= ELEM_HASFOCUS;
}
} else {
// TODO: check active
// TODO: check scrollbars
// TODO: check resizeable
}
// Add the background to the draw stack
UgCmd cmd = {
.type = CMD_RECT,
.rect =
{
.rect = c_elem->rect,
.color = c_elem->div.color_bg,
},
};
ug_fifo_enqueue(&ctx->fifo, &cmd);
return 0;
}
int ug_div_end(UgCtx *ctx)
{
// the div_using returns to the parent of the current one
ctx->div_using = ug_tree_parentof(&ctx->tree, ctx->div_using);
return 0;
}
// position the rectangle inside the parent according to the layout
static UgRect position_element(UgCtx *ctx, UgElem *parent, UgRect rect, int style)
{
UgRect elem_rect = {0};
UgPoint origin = {0};
// 1. Select the right origin
switch (parent->div.layout) {
case DIV_LAYOUT_ROW:
origin = parent->div.origin_r;
break;
case DIV_LAYOUT_COLUMN:
origin = parent->div.origin_c;
break;
case DIV_LAYOUT_FLOATING: // none
default:
// Error
break;
}
// 2. Position the rect
elem_rect.x = origin.x + rect.x;
elem_rect.y = origin.y + rect.y;
// 3. Calculate width & height
// TODO: what about negative values?
// FIXME: account for origin offset!!
elem_rect.w = rect.w > 0 ? rect.w : parent->rect.w;
elem_rect.h = rect.h > 0 ? rect.h : parent->rect.h;
// 4. Update the origins of the parent
parent->div.origin_r = (UgPoint) {
.x = elem_rect.x + elem_rect.w,
.y = elem_rect.y,
};
parent->div.origin_c = (UgPoint) {
.x = elem_rect.x,
.y = elem_rect.y + elem_rect.h,
};
// if using the style then apply margins
// FIXME: this does not work
if (style && parent->div.layout != DIV_LAYOUT_FLOATING) {
elem_rect.x += ctx->style.margin.x;
elem_rect.y += ctx->style.margin.y;
// total keep-out borders
UgRect margin_tot = {
.x = ctx->style.padding.x + ctx->style.border.x +
ctx->style.margin.x,
.y = ctx->style.padding.y + ctx->style.border.y +
ctx->style.margin.y,
.w = ctx->style.padding.w + ctx->style.border.x +
ctx->style.margin.w,
.h = ctx->style.padding.h + ctx->style.border.x +
ctx->style.margin.h,
};
parent->div.origin_r.x += margin_tot.x + margin_tot.w;
// parent->div.origin_r.y += margin_tot.h;
// parent->div.origin_c.x += margin_tot.w;
parent->div.origin_c.y += margin_tot.y + margin_tot.h;
}
/*
printf(
"positioning rect: %lx {%d %d %d %d}(%d %d %d %d) -> {%d %d %d
%d}\n", parent->id, rect.x, rect.y, rect.w, rect.h, parent->rect.x,
parent->rect.y,
parent->rect.w,
parent->rect.h,
elem_rect.x,
elem_rect.y,
elem_rect.w,
elem_rect.h
);
*/
return elem_rect;
}
int ug_button(UgCtx *ctx, const char *label, UgRect size)
{
if (ctx == NULL || label == NULL) {
return -1;
}
UgId id = FNV_1a(label);
// TODO: do layouting if the element is new or the parent has updated
UgElem *c_elem;
int is_new = search_or_insert(ctx, &c_elem, id);
// add it to the tree
ug_tree_add(&ctx->tree, id, ctx->div_using);
print_tree(ctx);
UgElem *parent;
if (get_parent(ctx, &parent)) {
return -1;
}
// 1. Fill the element fields
// this resets the flags
c_elem->type = ETYPE_BUTTON;
c_elem->flags = 0;
UgColor bg_color = RGBA(0x0000ffff);
// if the element is new or the parent was updated then redo layout
if (is_new || FTEST(parent, ELEM_UPDATED)) {
// 2. Layout
c_elem->rect = position_element(ctx, parent, size, 1);
// TODO: 3. Fill the button specific fields
} else if (FTEST(parent, ELEM_HASFOCUS)) {
if (is_point_in_rect(ctx->input.mouse_pos, c_elem->rect)) {
c_elem->flags |= ELEM_HASFOCUS;
bg_color = RGBA(0x00ff00ff);
}
} else {
// TODO: Check for interactions
}
// Draw the button
UgCmd cmd = {
.type = CMD_RECT,
.rect =
{
.rect = c_elem->rect,
.color = bg_color,
},
};
ug_fifo_enqueue(&ctx->fifo, &cmd);
return 0;
}
int ug_layout_set_row(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
UgId parent_id = ug_tree_get(&ctx->tree, ctx->div_using);
UgElem *parent = ug_cache_search(&ctx->cache, parent_id);
if (parent == NULL) {
// Error, did you forget to do frame_begin()?
return -1;
}
if (parent->type != ETYPE_DIV) {
// what?
return -1;
}
parent->div.layout = DIV_LAYOUT_ROW;
return 0;
}
int ug_layout_set_column(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
UgId parent_id = ug_tree_get(&ctx->tree, ctx->div_using);
UgElem *parent = ug_cache_search(&ctx->cache, parent_id);
if (parent == NULL) {
// Error, did you forget to do frame_begin()?
return -1;
}
if (parent->type != ETYPE_DIV) {
// what?
return -1;
}
parent->div.layout = DIV_LAYOUT_COLUMN;
return 0;
}
int ug_layout_set_floating(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
UgId parent_id = ug_tree_get(&ctx->tree, ctx->div_using);
UgElem *parent = ug_cache_search(&ctx->cache, parent_id);
if (parent == NULL) {
// Error, did you forget to do frame_begin()?
return -1;
}
if (parent->type != ETYPE_DIV) {
// what?
return -1;
}
parent->div.layout = DIV_LAYOUT_FLOATING;
return 0;
}
int ug_layout_next_row(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
UgId parent_id = ug_tree_get(&ctx->tree, ctx->div_using);
UgElem *parent = ug_cache_search(&ctx->cache, parent_id);
if (parent == NULL) {
// Error, did you forget to do frame_begin()?
return -1;
}
if (parent->type != ETYPE_DIV) {
// what?
return -1;
}
parent->div.origin_r = (UgPoint) {
.x = parent->rect.x,
.y = parent->div.origin_c.y,
};
parent->div.origin_c = parent->div.origin_r;
return 0;
}
int ug_layout_next_column(UgCtx *ctx)
{
if (ctx == NULL) {
return -1;
}
UgId parent_id = ug_tree_get(&ctx->tree, ctx->div_using);
UgElem *parent = ug_cache_search(&ctx->cache, parent_id);
if (parent == NULL) {
// Error, did you forget to do frame_begin()?
return -1;
}
if (parent->type != ETYPE_DIV) {
// what?
return -1;
}
parent->div.origin_c = (UgPoint) {
.x = parent->div.origin_r.x,
.y = parent->rect.y,
};
parent->div.origin_r = parent->div.origin_c;
return 0;
}
#if 1
int main(void)
{
UgCtx ctx;
ug_init(&ctx);
int width = 800, height = 450;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(width, height, "Ugui Test");
ug_input_window_size(&ctx, width, height);
double median_times[10][4] = {0};
size_t frame = 0;
double median_input, median_layout, median_draw, median_tot;
// Main loop
while (!WindowShouldClose()) {
const int PARTIAL_INPUT = 0;
const int PARTIAL_LAYOUT = 1;
const int PARTIAL_DRAW = 2;
timer_start();
/*** Start Input Handling ***/
if (IsWindowResized()) {
width = GetScreenWidth();
height = GetScreenHeight();
ug_input_window_size(&ctx, width, height);
}
ug_input_changefoucs(&ctx, IsWindowFocused());
// FIXME: In raylib it doesn't seem to be a quick way to check if
// a mouse input event was received, so for now just use
// the delta information
Vector2 mousedelta = GetMouseDelta();
if (mousedelta.x || mousedelta.y) {
ug_input_mouse_delta(&ctx, mousedelta.x, mousedelta.y);
}
uint32_t mask = 0;
mask |= IsMouseButtonDown(MOUSE_BUTTON_LEFT) ? UG_BTN_LEFT : 0;
mask |= IsMouseButtonDown(MOUSE_BUTTON_RIGHT) ? UG_BTN_RIGHT : 0;
mask |= IsMouseButtonDown(MOUSE_BUTTON_MIDDLE) ? UG_BTN_MIDDLE : 0;
ug_input_mouse_button(&ctx, mask);
timer_partial(PARTIAL_INPUT);
/*** End Input Handling ***/
/*** Start UI Handling ***/
ug_frame_begin(&ctx);
// main div, fill the whole window
ug_div_begin(&ctx, "main", DIV_FILL);
{
ug_layout_set_column(&ctx);
ug_button(
&ctx,
"button0",
(UgRect) {.y = 100, .x = 100, .w = 30, .h = 30}
);
ug_layout_next_column(&ctx);
ug_button(&ctx, "button1", (UgRect) {.w = 30, .h = 30});
ug_layout_next_column(&ctx);
ug_button(&ctx, "button2", (UgRect) {.w = 30, .h = 30});
}
ug_div_end(&ctx);
ug_frame_end(&ctx);
timer_partial(PARTIAL_LAYOUT);
/*** End UI Handling ***/
/*** Start UI Drawing ***/
BeginDrawing();
// ClearBackground(BLACK);
printf("----- Draw Begin -----\n");
Color c;
for (UgCmd cmd; ug_fifo_dequeue(&ctx.fifo, &cmd) >= 0;) {
switch (cmd.type) {
case CMD_RECT:
printf(
"draw rect x=%d y=%d w=%d h=%d\n",
cmd.rect.rect.x,
cmd.rect.rect.y,
cmd.rect.rect.w,
cmd.rect.rect.h
);
c = (Color) {
.r = cmd.rect.color.r,
.g = cmd.rect.color.g,
.b = cmd.rect.color.b,
.a = cmd.rect.color.a,
};
DrawRectangle(
cmd.rect.rect.x,
cmd.rect.rect.y,
cmd.rect.rect.w,
cmd.rect.rect.h,
c
);
break;
default:
printf("Unknown cmd type: %d\n", cmd.type);
break;
}
}
printf("----- Draw End -----\n\n");
EndDrawing();
timer_partial(PARTIAL_DRAW);
timer_stop();
/*** End UI Drawing ***/
median_times[frame][PARTIAL_INPUT] =
1e3 * timer_get_sec(PARTIAL_INPUT);
median_times[frame][PARTIAL_LAYOUT] =
1e3 * timer_get_sec(PARTIAL_LAYOUT);
median_times[frame][PARTIAL_DRAW] =
1e3 * timer_get_sec(PARTIAL_DRAW);
median_times[frame][3] = 1e3 * timer_get_sec(-1);
frame += 1;
frame %= 10;
if (frame == 0) {
median_input = 0;
median_layout = 0;
median_draw = 0;
median_tot = 0;
for (size_t i = 0; i < 10; i++) {
median_input += median_times[i][PARTIAL_INPUT];
median_layout += median_times[i][PARTIAL_LAYOUT];
median_draw += median_times[i][PARTIAL_DRAW];
median_tot += median_times[i][3];
}
median_input /= 10;
median_layout /= 10;
median_draw /= 10;
median_tot /= 10;
}
printf("input time: %lfms\n", median_input);
printf("layout time: %lfms\n", median_layout);
printf("draw time: %lfms\n", median_draw);
printf("total time: %lfms\n", median_tot);
// Throttle Frames
// TODO: add an fps limit, time frame generation and log it
const float TARGET_FPS = 100;
float wait_time = MAX((1.0 / TARGET_FPS) - timer_get_sec(-1), 0);
WaitTime(wait_time);
}
CloseWindow();
ug_destroy(&ctx);
return 0;
}
#endif