ppsspp/ui/ui.h

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// Simple immediate mode UI implementation.
//
// Heavily inspired by Sol's tutorial at http://sol.gfxile.net/imgui/.
//
// A common pattern is Adapter classes for changing how things are drawn
// in lists, for example.
//
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// Immediate UI works great for overlay UI for games, for example, but is actually
// not really a good idea for full app UIs. Also, animations are difficult because
// there's not really any good place to store state.
//
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// hrydgard@gmail.com
#pragma once
// Simple ID generators. Absolutely no guarantee of collision avoidance if you implement
// multiple parts of a single screen of UI over multiple files unless you use IMGUI_SRC_ID.
#ifdef IMGUI_SRC_ID
#define GEN_ID ((IMGUI_SRC_ID) + (__LINE__))
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#define GEN_ID_LOOP(i) ((IMGUI_SRC_ID) + (__LINE__) + (i) * 13612)
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#else
#define GEN_ID (__LINE__)
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#define GEN_ID_LOOP(i) ((__LINE__) + (i) * 13612)
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#endif
#include "gfx_es2/draw_buffer.h"
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#include <string>
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#include <vector>
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class LayoutManager {
public:
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virtual void GetPos(float *w, float *h, float *x, float *y) const = 0;
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};
class Pos : public LayoutManager {
public:
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Pos(float x, float y) : x_(x), y_(y) {}
virtual void GetPos(float *w, float *h, float *x, float *y) const {
*x = x_;
*y = y_;
}
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private:
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float x_;
float y_;
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};
class HLinear : public LayoutManager {
public:
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HLinear(float x, float y, float spacing = 2.0f) : x_(x), y_(y), spacing_(spacing) {}
virtual void GetPos(float *w, float *h, float *x, float *y) const {
*x = x_;
*y = y_;
x_ += *w + spacing_;
}
void Space(float x) {
x_ += x;
}
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private:
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mutable float x_;
float y_;
float spacing_;
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};
class VLinear : public LayoutManager {
public:
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VLinear(float x, float y, float spacing = 2.0f) : x_(x), y_(y), spacing_(spacing) {}
virtual void GetPos(float *w, float *h, float *x, float *y) const {
*x = x_;
*y = y_;
y_ += *h + spacing_;
}
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private:
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float x_;
mutable float y_;
float spacing_;
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};
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#ifndef MAX_POINTERS
#define MAX_POINTERS 8
#endif
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// "Mouse" out of habit, applies just as well to touch events.
// TODO: Change to "pointer"
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// This struct is zeroed on init, so should be valid at that state.
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// Never inherit from this.
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struct UIState {
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int mousex[MAX_POINTERS];
int mousey[MAX_POINTERS];
bool mousedown[MAX_POINTERS];
bool mousepressed[MAX_POINTERS];
short mouseframesdown[MAX_POINTERS];
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int mouseStartX[MAX_POINTERS];
int mouseStartY[MAX_POINTERS];
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int hotitem[MAX_POINTERS];
int activeitem[MAX_POINTERS];
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// keyboard focus, not currently used
int kbdwidget;
int lastwidget;
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int ui_tick;
// deprecated: tempfloat
float tempfloat;
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};
// This needs to be extern so that additional UI controls can be developed outside this file.
extern UIState uistate;
struct Atlas;
// This is the drawbuffer used for UI. Remember to flush it at the end of the frame.
// TODO: One should probably pass it in through UIInit.
extern DrawBuffer ui_draw2d;
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extern DrawBuffer ui_draw2d_front; // for things that need to be on top of the rest
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struct UITheme {
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int uiFont;
int uiFontSmall;
int uiFontSmaller;
int buttonImage;
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int buttonSelected;
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int checkOn;
int checkOff;
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};
// The atlas needs to stick around, the theme is copied.
void UIInit(const Atlas *atlas, const UITheme &theme);
// Between these, UI components won't see pointer events.
void UIDisableBegin();
void UIDisableEnd();
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// Just lets you retrieve the theme that was passed into UIInit, for your own controls for example.
UITheme &UIGetTheme();
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// TODO: These don't really belong here.
const int UI_SPACE = 32;
const int SMALL_BUTTON_WIDTH = 128;
const int LARGE_BUTTON_WIDTH = 192;
const int BUTTON_HEIGHT = 72;
struct SlideItem {
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const char *text;
int image;
uint32_t bgColor;
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};
struct UISlideState {
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float scroll;
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};
// Implement this interface to style your lists
class UIListAdapter {
public:
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virtual size_t getCount() const = 0;
virtual void drawItem(int item, int x, int y, int w, int h, bool active) const = 0;
virtual float itemHeight(int itemIndex) const { return 64; }
virtual bool itemEnabled(int itemIndex) const { return true; }
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};
class StringVectorListAdapter : public UIListAdapter {
public:
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StringVectorListAdapter(const std::vector<std::string> *items) : items_(items) {}
virtual size_t getCount() const { return items_->size(); }
virtual void drawItem(int item, int x, int y, int w, int h, bool active) const;
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private:
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const std::vector<std::string> *items_;
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};
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// Utility functions, useful when implementing your own controls
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bool UIRegionHit(int pointerId, int x, int y, int w, int h, int margin);
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// Call at start of frame
void UIBegin();
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void UIUpdateMouse(int i, float x, float y, bool down);
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// Call when you switch screens
void UIReset();
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// Returns 1 if clicked
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int UIButton(int id, const LayoutManager &layout, float w, const char *text, int button_align);
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int UIImageButton(int id, const LayoutManager &layout, float w, int image_id, int button_align); // uses current UI atlas for fetching images.
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// Returns 1 if clicked, puts the value in *value (where it also gets the current state).
int UICheckBox(int id, int x, int y, const char *text, int align, bool *value);
// Vertical slider. Not yet working.
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// int UIVSlider(int id, int x, int y, int h, int max, int *value);
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// Horizontal slider. Not yet working.
int UIHSlider(int id, int x, int y, int w, int max, int *value);
// Draws static text, that does not participate in any focusing scheme etc, it just is.
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void UIText(int font, int x, int y, const char *text, uint32_t color, float scale = 1.0f, int align = ALIGN_TOPLEFT);
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void UIText(int x, int y, const char *text, uint32_t color, float scale = 1.0f, int align = ALIGN_TOPLEFT);
// Slide choice, like the Angry Birds level selector. Not yet working.
void UISlideChoice(int id, int y, const SlideItem *items, int numItems, UISlideState *state);
class UIList {
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public:
UIList();
bool scrolling;
int activePointer;
float startScrollY;
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float scrollY;
float lastX;
float lastY;
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float startDragY;
float movedDistanceY;
float inertiaY;
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int dragFinger;
int selected;
// List view.
// return -1 = no selection
int Do(int id, int x, int y, int w, int h, UIListAdapter *adapter);
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// Call this when the content has changed, to reset scroll position etc.
void contentChanged() {
scrollY = 0.0f;
inertiaY = 0.0f;
}
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private:
// TODO: Migrate to using these directly.
void pointerDown(int pointer, float x, float y);
void pointerUp(int pointer, float x, float y, bool inside);
void pointerMove(int pointer, float x, float y, bool inside);
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DISALLOW_COPY_AND_ASSIGN(UIList);
};
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// Call at end of frame.
// Do this afterwards (or similar):
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// ShaderManager::SetUIProgram();
// ui_draw2d.Flush(ShaderManager::Program());
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// ui_draw2d_front.Flush(ShaderManager::Program());
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void UIEnd();