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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
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# define GEN_ID (int)((IMGUI_SRC_ID) + (__LINE__))
# define GEN_ID_LOOP(i) (int)((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 Texture ;
class UIContext ;
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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 ;
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// 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 ) ;
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// 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
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void UIBegin ( const GLSLProgram * shader ) ;
// Call at end of frame.
void UIEnd ( ) ;
void UIFlush ( ) ;
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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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int UITextureButton ( UIContext * ctx , int id , const LayoutManager & layout , float w , float h , Texture * texture , 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 ) ;
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void UIText ( int font , const LayoutManager & layout , const char * text , uint32_t color , float scale = 1.0f , int align = ALIGN_TOPLEFT ) ;
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// Slide choice, like the Angry Birds level selector. Not yet working.
void UISlideChoice ( int id , int y , const SlideItem * items , int numItems , UISlideState * state ) ;
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class UIList {
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public :
UIList ( ) ;
bool scrolling ;
int activePointer ;
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float startScrollY ;
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float scrollY ;
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float lastX ;
float lastY ;
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float startDragY ;
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float movedDistanceX ;
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float movedDistanceY ;
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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 :
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// TODO: Migrate to using these directly.
void pointerDown ( int pointer , float x , float y ) ;
void pointerUp ( int pointer , float x , float y , bool inside ) ;
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void pointerMove ( int pointer , float x , float y , bool inside ) ;
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DISALLOW_COPY_AND_ASSIGN ( UIList ) ;
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} ;
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