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.
//
// 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:
virtual void GetPos(float *w, float *h, float *x, float *y) const = 0;
};
class Pos : public LayoutManager {
public:
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_;
}
private:
float x_;
float y_;
};
class HLinear : public LayoutManager {
public:
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_;
}
private:
mutable float x_;
float y_;
float spacing_;
};
class VLinear : public LayoutManager {
public:
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_;
}
private:
float x_;
mutable float y_;
float spacing_;
};
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// Mouse out of habit, applies just as well to touch events.
// UI does not yet support multitouch.
struct UIState {
int mousex;
int mousey;
int mousedown;
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int mousepressed;
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int mouseStartX;
int mouseStartY;
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int lastx;
int lasty;
int deltax;
int deltay;
int hotitem;
int activeitem;
// keyboard focus, not currently used
int kbdwidget;
int lastwidget;
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// Used by controls that need to keep track of the initial value for drags, for example.
// Should probably be indexed by finger - would be neat to be able to move two knobs at the same time.
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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void UIInit(const Atlas *atlas, int uiFont, int buttonImage, int checkOn, int checkOff);
// 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 {
const char *text;
int image;
uint32_t bgColor;
};
struct UISlideState {
float scroll;
};
// Implement this interface to style your lists
class UIListAdapter {
public:
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; }
};
class StringVectorListAdapter : public UIListAdapter {
public:
StringVectorListAdapter(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;
private:
std::vector<std::string> *items_;
};
struct UIListState {
UIListState() : scrollY(0.0f), selected(-1) {}
float scrollY;
int selected;
};
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// Utility functions, useful when implementing your own controls
bool UIRegionHit(int x, int y, int w, int h, int margin);
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// Call at start of frame
void UIBegin();
void UIUpdateMouse(float x, float y, int buttons);
// Returns 1 if clicked
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int UIButton(int id, const LayoutManager &layout, float w, const char *text, int button_align);
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.
int UIVSlider(int id, int x, int y, int h, int max, int *value);
// 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);
// List view.
// return -1 = no selection
int UIList(int id, int x, int y, int w, int h, UIListAdapter *adapter, UIListState *state);
// Call at end of frame.
// Do this afterwards (or similar):
// ShaderManager::SetUIProgram();
// ui_draw2d.Flush(ShaderManager::Program());
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// ui_draw2d_front.Flush(ShaderManager::Program());
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void UIEnd();