Reindent UI

This commit is contained in:
Henrik Rydgård 2012-10-29 14:49:09 +01:00
parent ef01fc2121
commit 4b123b25cc
6 changed files with 422 additions and 410 deletions

View File

@ -15,50 +15,50 @@ ScreenManager::~ScreenManager() {
}
void ScreenManager::switchScreen(Screen *screen) {
if (dialog_.size())
{
WLOG("Switching screens - dropping the whole dialog stack");
while (dialog_.size())
pop();
}
// TODO: is this still true?
// Note that if a dialog is found, this will be a silent background switch that
// will only become apparent if the dialog is closed. The previous screen will stick around
// until that switch.
if (nextScreen_ != 0) {
FLOG("WTF? Already had a nextScreen_");
}
if (screen != currentScreen_) {
nextScreen_ = screen;
if (dialog_.size())
{
WLOG("Switching screens - dropping the whole dialog stack");
while (dialog_.size())
pop();
}
// TODO: is this still true?
// Note that if a dialog is found, this will be a silent background switch that
// will only become apparent if the dialog is closed. The previous screen will stick around
// until that switch.
if (nextScreen_ != 0) {
FLOG("WTF? Already had a nextScreen_");
}
if (screen != currentScreen_) {
nextScreen_ = screen;
nextScreen_->setScreenManager(this);
}
}
}
void ScreenManager::update(InputState &input) {
if (dialog_.size()) {
dialog_.back()->update(input);
return;
}
if (dialog_.size()) {
dialog_.back()->update(input);
return;
}
if (nextScreen_) {
ILOG("Screen switch!");
Screen *temp = currentScreen_;
ILOG("Screen switch!");
Screen *temp = currentScreen_;
currentScreen_ = nextScreen_;
delete temp;
temp = 0;
delete temp;
temp = 0;
nextScreen_ = 0;
}
if (currentScreen_) {
currentScreen_->update(input);
}
}
}
void ScreenManager::render() {
if (dialog_.size()) {
dialog_.back()->render();
return;
}
if (dialog_.size()) {
dialog_.back()->render();
return;
}
if (currentScreen_) {
currentScreen_->render();
}
@ -76,53 +76,53 @@ void ScreenManager::deviceLost()
}
Screen *ScreenManager::topScreen() {
if (dialog_.size())
return dialog_.back();
else
return currentScreen_;
if (dialog_.size())
return dialog_.back();
else
return currentScreen_;
}
void ScreenManager::shutdown() {
if (nextScreen_) {
delete nextScreen_;
nextScreen_ = 0;
}
if (currentScreen_) {
delete currentScreen_;
currentScreen_ = 0;
}
if (nextScreen_) {
delete nextScreen_;
nextScreen_ = 0;
}
if (currentScreen_) {
delete currentScreen_;
currentScreen_ = 0;
}
}
void ScreenManager::push(Screen *screen) {
screen->setScreenManager(this);
dialog_.push_back(screen);
dialog_.push_back(screen);
}
void ScreenManager::pop() {
if (dialog_.size()) {
delete dialog_.back();
dialog_.pop_back();
} else {
ELOG("Can't push when no dialog is shown");
}
if (dialog_.size()) {
delete dialog_.back();
dialog_.pop_back();
} else {
ELOG("Can't push when no dialog is shown");
}
}
void ScreenManager::finishDialog(const Screen *dialog, DialogResult result)
{
if (!dialog_.size()) {
ELOG("Must be in a dialog to finishDialog");
return;
}
Screen *dlg = dialog_.back();
if (dialog != dialog_.back())
{
ELOG("Wrong dialog being finished!");
return;
}
if (dialog_.size()) {
dialog_.pop_back();
}
Screen *caller = topScreen();
caller->dialogFinished(dialog, result);
delete dialog;
if (!dialog_.size()) {
ELOG("Must be in a dialog to finishDialog");
return;
}
Screen *dlg = dialog_.back();
if (dialog != dialog_.back())
{
ELOG("Wrong dialog being finished!");
return;
}
if (dialog_.size()) {
dialog_.pop_back();
}
Screen *caller = topScreen();
caller->dialogFinished(dialog, result);
delete dialog;
}

View File

@ -21,10 +21,10 @@
struct InputState;
enum DialogResult {
DR_OK,
DR_CANCEL,
DR_YES,
DR_NO,
DR_OK,
DR_CANCEL,
DR_YES,
DR_NO,
};
class ScreenManager;
@ -36,14 +36,14 @@ public:
virtual void update(InputState &input) = 0;
virtual void render() {}
virtual void deviceLost() {}
virtual void dialogFinished(const Screen *dialog, DialogResult result) {}
virtual void dialogFinished(const Screen *dialog, DialogResult result) {}
ScreenManager *screenManager() { return screenManager_; }
void setScreenManager(ScreenManager *sm) { screenManager_ = sm; }
private:
ScreenManager *screenManager_;
DISALLOW_COPY_AND_ASSIGN(Screen);
DISALLOW_COPY_AND_ASSIGN(Screen);
};
class Transition {
@ -60,22 +60,22 @@ public:
void update(InputState &input);
void render();
void deviceLost();
void shutdown();
void shutdown();
// Push a dialog box in front. Currently 1-level only.
void push(Screen *screen);
// Push a dialog box in front. Currently 1-level only.
void push(Screen *screen);
// Pops the dialog away.
void finishDialog(const Screen *dialog, DialogResult result = DR_OK);
// Pops the dialog away.
void finishDialog(const Screen *dialog, DialogResult result = DR_OK);
private:
void pop();
Screen *topScreen();
// Base screen. These don't "stack" and you can move in any order between them.
void pop();
Screen *topScreen();
// Base screen. These don't "stack" and you can move in any order between them.
Screen *currentScreen_;
Screen *nextScreen_;
// Dialog stack. These are shown "on top" of base screens and the Android back button works as expected.
// Used for options, in-game menus and other things you expect to be able to back out from onto something.
std::list<Screen *> dialog_;
// Dialog stack. These are shown "on top" of base screens and the Android back button works as expected.
// Used for options, in-game menus and other things you expect to be able to back out from onto something.
std::list<Screen *> dialog_;
};

484
ui/ui.cpp
View File

@ -19,29 +19,29 @@ static const Atlas *themeAtlas;
static UITheme theme;
void UIInit(const Atlas *atlas, const UITheme &ui_theme) {
ui_draw2d.SetAtlas(atlas);
ui_draw2d_front.SetAtlas(atlas);
themeAtlas = atlas;
theme = ui_theme;
memset(&uistate, 0, sizeof(uistate));
ui_draw2d.SetAtlas(atlas);
ui_draw2d_front.SetAtlas(atlas);
themeAtlas = atlas;
theme = ui_theme;
memset(&uistate, 0, sizeof(uistate));
}
void UIUpdateMouse(int i, float x, float y, bool down) {
if (down && !uistate.mousedown[i]) {
uistate.mousepressed[i] = 1;
uistate.mouseStartX[i] = x;
uistate.mouseStartY[i] = y;
} else {
uistate.mousepressed[i] = 0;
}
if (uistate.mousedown[i])
uistate.mouseframesdown[i]++;
else
uistate.mouseframesdown[i] = 0;
if (down && !uistate.mousedown[i]) {
uistate.mousepressed[i] = 1;
uistate.mouseStartX[i] = x;
uistate.mouseStartY[i] = y;
} else {
uistate.mousepressed[i] = 0;
}
if (uistate.mousedown[i])
uistate.mouseframesdown[i]++;
else
uistate.mouseframesdown[i] = 0;
uistate.mousex[i] = x;
uistate.mousey[i] = y;
uistate.mousedown[i] = down;
uistate.mousex[i] = x;
uistate.mousey[i] = y;
uistate.mousedown[i] = down;
}
void UIReset() {
@ -49,259 +49,265 @@ void UIReset() {
}
bool UIRegionHit(int i, int x, int y, int w, int h, int margin) {
// Input handling
if (uistate.mousex[i] < x - margin ||
uistate.mousey[i] < y - margin ||
uistate.mousex[i] >= x + w + margin ||
uistate.mousey[i] >= y + h + margin) {
return false;
} else {
return true;
}
// Input handling
if (uistate.mousex[i] < x - margin ||
uistate.mousey[i] < y - margin ||
uistate.mousex[i] >= x + w + margin ||
uistate.mousey[i] >= y + h + margin) {
return false;
} else {
return true;
}
}
void UIBegin() {
for (int i = 0; i < MAX_POINTERS; i++)
uistate.hotitem[i] = 0;
ui_draw2d.Begin();
ui_draw2d_front.Begin();
for (int i = 0; i < MAX_POINTERS; i++)
uistate.hotitem[i] = 0;
ui_draw2d.Begin();
ui_draw2d_front.Begin();
}
void UIEnd() {
for (int i = 0; i < MAX_POINTERS; i++) {
if (uistate.mousedown[i] == 0) {
uistate.activeitem[i] = 0;
} else {
if (uistate.activeitem[i] == 0) {
uistate.activeitem[i] = -1;
}
}
}
ui_draw2d.End();
ui_draw2d_front.End();
for (int i = 0; i < MAX_POINTERS; i++) {
if (uistate.mousedown[i] == 0) {
uistate.activeitem[i] = 0;
} else {
if (uistate.activeitem[i] == 0) {
uistate.activeitem[i] = -1;
}
}
}
ui_draw2d.End();
ui_draw2d_front.End();
if (uistate.ui_tick > 0)
uistate.ui_tick--;
if (uistate.ui_tick > 0)
uistate.ui_tick--;
}
void UIText(int x, int y, const char *text, uint32_t color, float scale, int align) {
UIText(theme.uiFont, x, y, text, color, scale, align);
UIText(theme.uiFont, x, y, text, color, scale, align);
}
void UIText(int font, int x, int y, const char *text, uint32_t color, float scale, int align) {
ui_draw2d.SetFontScale(scale, scale);
ui_draw2d.DrawTextShadow(font, text, x, y, color, align);
ui_draw2d.SetFontScale(1.0f, 1.0f);
ui_draw2d.SetFontScale(scale, scale);
ui_draw2d.DrawTextShadow(font, text, x, y, color, align);
ui_draw2d.SetFontScale(1.0f, 1.0f);
}
int UIButton(int id, const LayoutManager &layout, float w, const char *text, int button_align) {
float h = themeAtlas->images[theme.buttonImage].h;
float h = themeAtlas->images[theme.buttonImage].h;
float x, y;
layout.GetPos(&w, &h, &x, &y);
float x, y;
layout.GetPos(&w, &h, &x, &y);
if (button_align & ALIGN_HCENTER) x -= w / 2;
if (button_align & ALIGN_VCENTER) y -= h / 2;
if (button_align & ALIGN_RIGHT) x -= w;
if (button_align & ALIGN_BOTTOMRIGHT) y -= h;
if (button_align & ALIGN_HCENTER) x -= w / 2;
if (button_align & ALIGN_VCENTER) y -= h / 2;
if (button_align & ALIGN_RIGHT) x -= w;
if (button_align & ALIGN_BOTTOMRIGHT) y -= h;
int txOffset = 0;
int txOffset = 0;
int clicked = 0;
for (int i = 0; i < MAX_POINTERS; i++) {
// Check whether the button should be hot, use a generous margin for touch ease
if (UIRegionHit(i, x, y, w, h, 8)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) {
uistate.activeitem[i] = id;
int clicked = 0;
for (int i = 0; i < MAX_POINTERS; i++) {
// Check whether the button should be hot, use a generous margin for touch ease
if (UIRegionHit(i, x, y, w, h, 8)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) {
uistate.activeitem[i] = id;
}
}
}
if (uistate.hotitem[i] == id) {
if (uistate.activeitem[i] == id) {
// Button is both 'hot' and 'active'
txOffset = 2;
} else {
// Button is merely 'hot'
}
} else {
// button is not hot, but it may be active
}
if (uistate.hotitem[i] == id) {
if (uistate.activeitem[i] == id) {
// Button is both 'hot' and 'active'
txOffset = 2;
} else {
// Button is merely 'hot'
}
} else {
// button is not hot, but it may be active
}
// If button is hot and active, but mouse button is not
// down, the user must have clicked the button.
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
// If button is hot and active, but mouse button is not
// down, the user must have clicked the button.
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
uistate.activeitem[i] == id) {
clicked = 1;
}
}
clicked = 1;
}
}
// Render button
// Render button
ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w);
ui_draw2d.DrawTextShadow(theme.uiFont, text, x + w/2, y + h/2 + txOffset, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_VCENTER);
ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w);
ui_draw2d.DrawTextShadow(theme.uiFont, text, x + w/2, y + h/2 + txOffset, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_VCENTER);
uistate.lastwidget = id;
return clicked;
uistate.lastwidget = id;
return clicked;
}
int UIImageButton(int id, const LayoutManager &layout, float w, int image, int button_align) {
float h = 64;
float x, y;
layout.GetPos(&w, &h, &x, &y);
float h = 64;
float x, y;
layout.GetPos(&w, &h, &x, &y);
if (button_align & ALIGN_HCENTER) x -= w / 2;
if (button_align & ALIGN_VCENTER) y -= h / 2;
if (button_align & ALIGN_RIGHT) x -= w;
if (button_align & ALIGN_BOTTOMRIGHT) y -= h;
if (button_align & ALIGN_HCENTER) x -= w / 2;
if (button_align & ALIGN_VCENTER) y -= h / 2;
if (button_align & ALIGN_RIGHT) x -= w;
if (button_align & ALIGN_BOTTOMRIGHT) y -= h;
int txOffset = 0;
int clicked = 0;
for (int i = 0; i < MAX_POINTERS; i++) {
// Check whether the button should be hot, use a generous margin for touch ease
if (UIRegionHit(i, x, y, w, h, 8)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
uistate.activeitem[i] = id;
}
int txOffset = 0;
int clicked = 0;
for (int i = 0; i < MAX_POINTERS; i++) {
// Check whether the button should be hot, use a generous margin for touch ease
if (UIRegionHit(i, x, y, w, h, 8)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
uistate.activeitem[i] = id;
}
if (uistate.hotitem[i] == id) {
if (uistate.activeitem[i] == id) {
// Button is both 'hot' and 'active'
txOffset = 2;
} else {
// Button is merely 'hot'
}
} else {
// button is not hot, but it may be active
}
if (uistate.hotitem[i] == id) {
if (uistate.activeitem[i] == id) {
// Button is both 'hot' and 'active'
txOffset = 2;
} else {
// Button is merely 'hot'
}
} else {
// button is not hot, but it may be active§
}
// If button is hot and active, but mouse button is not
// down, the user must have clicked the button.
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
uistate.activeitem[i] == id) {
clicked = 1;
}
}
// If button is hot and active, but mouse button is not
// down, the user must have clicked the button.
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
uistate.activeitem[i] == id) {
clicked = 1;
}
}
// Render button
// Render button
ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w);
ui_draw2d.DrawImage(image, x + w/2, y + h/2 + txOffset, 1.0f, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_VCENTER);
ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w);
ui_draw2d.DrawImage(image, x + w/2, y + h/2 + txOffset, 1.0f, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_VCENTER);
uistate.lastwidget = id;
return clicked;
uistate.lastwidget = id;
return clicked;
}
int UICheckBox(int id, int x, int y, const char *text, int align, bool *value) {
const int h = 64;
float tw, th;
ui_draw2d.MeasureText(theme.uiFont, text, &tw, &th);
int w = themeAtlas->images[theme.checkOn].w + UI_SPACE + tw;
if (align & ALIGN_HCENTER) x -= w / 2;
if (align & ALIGN_VCENTER) y -= h / 2;
if (align & ALIGN_RIGHT) x -= w;
if (align & ALIGN_BOTTOMRIGHT) y -= h;
const int h = 64;
float tw, th;
ui_draw2d.MeasureText(theme.uiFont, text, &tw, &th);
int w = themeAtlas->images[theme.checkOn].w + UI_SPACE + tw;
if (align & ALIGN_HCENTER) x -= w / 2;
if (align & ALIGN_VCENTER) y -= h / 2;
if (align & ALIGN_RIGHT) x -= w;
if (align & ALIGN_BOTTOMRIGHT) y -= h;
int txOffset = 0;
int clicked = 0;
for (int i = 0; i < MAX_POINTERS; i++) {
int txOffset = 0;
int clicked = 0;
for (int i = 0; i < MAX_POINTERS; i++) {
// Check whether the button should be hot
if (UIRegionHit(i, x, y, w, h, 8)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
uistate.activeitem[i] = id;
}
// Check whether the button should be hot
if (UIRegionHit(i, x, y, w, h, 8)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
uistate.activeitem[i] = id;
}
// Render button
// Render button
if (uistate.hotitem[i] == id) {
if (uistate.activeitem[i] == id) {
// Button is both 'hot' and 'active'
txOffset = 2;
} else {
// Button is merely 'hot'
}
} else {
// button is not hot, but it may be active
}
// If button is hot and active, but mouse button is not
// down, the user must have clicked the button.
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
uistate.activeitem[i] == id) {
*value = !(*value);
clicked = 1;
}
}
if (uistate.hotitem[i] == id) {
if (uistate.activeitem[i] == id) {
// Button is both 'hot' and 'active'
txOffset = 2;
} else {
// Button is merely 'hot'
}
} else {
// button is not hot, but it may be active
}
// If button is hot and active, but mouse button is not
// down, the user must have clicked the button.
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
uistate.activeitem[i] == id) {
*value = !(*value);
clicked = 1;
}
}
ui_draw2d.DrawImage((*value) ? theme.checkOn : theme.checkOff, x, y+h/2, 1.0f, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
ui_draw2d.DrawTextShadow(theme.uiFont, text, x + themeAtlas->images[theme.checkOn].w + UI_SPACE, y + txOffset + h/2, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
ui_draw2d.DrawImage((*value) ? theme.checkOn : theme.checkOff, x, y+h/2, 1.0f, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
ui_draw2d.DrawTextShadow(theme.uiFont, text, x + themeAtlas->images[theme.checkOn].w + UI_SPACE, y + txOffset + h/2, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
uistate.lastwidget = id;
return clicked;
uistate.lastwidget = id;
return clicked;
}
void StringVectorListAdapter::drawItem(int item, int x, int y, int w, int h, bool selected) const
{
ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w);
ui_draw2d.DrawTextShadow(theme.uiFont, (*items_)[item].c_str(), x + UI_SPACE , y, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w);
ui_draw2d.DrawTextShadow(theme.uiFont, (*items_)[item].c_str(), x + UI_SPACE , y, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
}
UIList::UIList()
UIList::UIList()
: scrollY(0.0f), startDragY(0.0f), dragFinger(-1), selected(-1) {
movedDistanceY = 0.0f;
}
int UIList::Do(int id, int x, int y, int w, int h, UIListAdapter *adapter) {
int clicked = 0;
bool pointerDown = false;
for (int i = 0; i < MAX_POINTERS; i++) {
// Check whether the button should be hot
if (UIRegionHit(i, x, y, w, h, 0)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
uistate.activeitem[i] = id;
}
// UIList only cares about the first pointer for simplicity.
// Probably not much need to scroll one of these while dragging something
// else.
for (int i = 0; i < 1; i++) {
// Check for hover
if (UIRegionHit(i, x, y, w, h, 0)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) {
// Mousedown
uistate.activeitem[i] = id;
}
}
// If button is hot and active, but mouse button is not
// down, the user must have clicked a list item (unless after the last item).
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
uistate.activeitem[i] == id &&
selected != -1) {
clicked = 1;
}
}
// If button is hot and active, but mouse button is not
// down, the user must have clicked a list item (unless after the last item).
if (uistate.mousedown[i] == 0 &&
uistate.hotitem[i] == id &&
uistate.activeitem[i] == id &&
selected != -1) {
clicked = 1;
}
}
// render items
int itemHeight = adapter->itemHeight(0);
int numItems = adapter->getCount();
for (int i = 0; i < numItems; i++) {
int item_y = y + i * itemHeight - scrollY;
// render items
int itemHeight = adapter->itemHeight(0);
int numItems = adapter->getCount();
for (int i = 0; i < numItems; i++) {
int item_y = y + i * itemHeight - scrollY;
for (int k = 0; k < MAX_POINTERS; k++) {
if (uistate.mousedown[k] &&
uistate.mouseframesdown[k] > 10 &&
adapter->itemEnabled(i) &&
item_y >= y - itemHeight &&
adapter->itemEnabled(i) &&
item_y >= y - itemHeight &&
item_y <= y + h &&
UIRegionHit(k, x, item_y, w, itemHeight, 0)) {
printf("%i", item_y);
selected = i;
}
}
adapter->drawItem(i, x, item_y, w, itemHeight, i == selected);
}
uistate.lastwidget = id;
adapter->drawItem(i, x, item_y, w, itemHeight, i == selected);
}
uistate.lastwidget = id;
// Otherwise, no clicky.
return clicked;
// Otherwise, no clicky.
return clicked;
}
/*
@ -311,7 +317,7 @@ int image;
uint32_t bgColor;
};
struct SlideState
struct SlideState
{
float scroll;
@ -323,49 +329,49 @@ void UISlideChoice(int id, int y, const SlideItem *items, int numItems, SlideSta
// TODO
int UIHSlider(int id, int x, int y, int w, int max, int *value) {
// Calculate mouse cursor's relative y offset
int xpos = ((256 - 16) * *value) / max;
// Calculate mouse cursor's relative y offset
int xpos = ((256 - 16) * *value) / max;
for (int i = 0; i < MAX_POINTERS; i++) {
// Check for hotness
if (UIRegionHit(i, x+8, y+8, 16, 255, 0)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
uistate.activeitem[i] = id;
}
for (int i = 0; i < MAX_POINTERS; i++) {
// Check for hotness
if (UIRegionHit(i, x+8, y+8, 16, 255, 0)) {
uistate.hotitem[i] = id;
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
uistate.activeitem[i] = id;
}
// Update widget value
if (uistate.activeitem[i] == id) {
int mousepos = uistate.mousey[i] - (y + 8);
if (mousepos < 0) mousepos = 0;
if (mousepos > 255) mousepos = 255;
int v = (mousepos * max) / 255;
if (v != *value) {
*value = v;
return 1;
}
}
}
// Render the scrollbar
ui_draw2d.Rect(x, y, 32, 256+16, 0x777777);
// Update widget value
if (uistate.activeitem[i] == id) {
int mousepos = uistate.mousey[i] - (y + 8);
if (mousepos < 0) mousepos = 0;
if (mousepos > 255) mousepos = 255;
int v = (mousepos * max) / 255;
if (v != *value) {
*value = v;
return 1;
}
}
}
// Render the scrollbar
ui_draw2d.Rect(x, y, 32, 256+16, 0x777777);
ui_draw2d.Rect(x+8+xpos, y+8, 16, 16, 0xffffff);
ui_draw2d.Rect(x+8+xpos, y+8, 16, 16, 0xffffff);
return 0;
return 0;
}
/*
// TODO
int UIVSlider(int id, int x, int y, int h, int max, int *value) {
// Calculate mouse cursor's relative y offset
int ypos = ((256 - 16) * *value) / max;
// Calculate mouse cursor's relative y offset
int ypos = ((256 - 16) * *value) / max;
// Check for hotness
if (UIRegionHit(x+8, y+8, 16, 255, 0)) {
uistate.hotitem = id;
if (uistate.activeitem == 0 && uistate.mousedown)
uistate.activeitem = id;
}
// Check for hotness
if (UIRegionHit(x+8, y+8, 16, 255, 0)) {
uistate.hotitem = id;
if (uistate.activeitem == 0 && uistate.mousedown)
uistate.activeitem = id;
}
// Update widget value
if (uistate.activeitem == id) {
int mousepos = uistate.mousey - (y + 8);
@ -377,12 +383,12 @@ int UIVSlider(int id, int x, int y, int h, int max, int *value) {
return 1;
}
}
// Render the scrollbar
ui_draw2d.Rect(x, y, 32, 256+16, 0x777777);
ui_draw2d.Rect(x+8, y+8 + ypos, 16, 16, 0xffffff);
// Render the scrollbar
ui_draw2d.Rect(x, y, 32, 256+16, 0x777777);
return 0;
ui_draw2d.Rect(x+8, y+8 + ypos, 16, 16, 0xffffff);
return 0;
}
*/

162
ui/ui.h
View File

@ -31,84 +31,84 @@
class LayoutManager {
public:
virtual void GetPos(float *w, float *h, float *x, float *y) const = 0;
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_;
}
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_;
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_;
}
void Space(float x) {
x_ += x;
}
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;
}
private:
mutable float x_;
float y_;
float spacing_;
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_;
}
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_;
float x_;
mutable float y_;
float spacing_;
};
#ifndef MAX_POINTERS
#define MAX_POINTERS 8
#endif
// Mouse out of habit, applies just as well to touch events.
// UI does not yet support multitouch.
// "Mouse" out of habit, applies just as well to touch events.
// TODO: Change to "pointer"
// This struct is zeroed on init, so should be valid at that state.
// Never inherit from this.
struct UIState {
int mousex[MAX_POINTERS];
int mousey[MAX_POINTERS];
bool mousedown[MAX_POINTERS];
bool mousepressed[MAX_POINTERS];
short mouseframesdown[MAX_POINTERS];
int mousex[MAX_POINTERS];
int mousey[MAX_POINTERS];
bool mousedown[MAX_POINTERS];
bool mousepressed[MAX_POINTERS];
short mouseframesdown[MAX_POINTERS];
int mouseStartX[MAX_POINTERS];
int mouseStartY[MAX_POINTERS];
int mouseStartX[MAX_POINTERS];
int mouseStartY[MAX_POINTERS];
int hotitem[MAX_POINTERS];
int activeitem[MAX_POINTERS];
int hotitem[MAX_POINTERS];
int activeitem[MAX_POINTERS];
// keyboard focus, not currently used
int kbdwidget;
int lastwidget;
// keyboard focus, not currently used
int kbdwidget;
int lastwidget;
// 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;
// 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;
int ui_tick;
int ui_tick;
};
// This needs to be extern so that additional UI controls can be developed outside this file.
@ -119,15 +119,15 @@ 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;
extern DrawBuffer ui_draw2d_front; // for things that need to be on top of the rest
extern DrawBuffer ui_draw2d_front; // for things that need to be on top of the rest
struct UITheme {
int uiFont;
int uiFontSmall;
int uiFontSmaller;
int buttonImage;
int checkOn;
int checkOff;
int uiFont;
int uiFontSmall;
int uiFontSmaller;
int buttonImage;
int checkOn;
int checkOff;
};
// The atlas needs to stick around, the theme is copied.
@ -143,32 +143,32 @@ const int LARGE_BUTTON_WIDTH = 192;
const int BUTTON_HEIGHT = 72;
struct SlideItem {
const char *text;
int image;
uint32_t bgColor;
const char *text;
int image;
uint32_t bgColor;
};
struct UISlideState {
float scroll;
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; }
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(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;
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;
private:
const std::vector<std::string> *items_;
const std::vector<std::string> *items_;
};
@ -185,7 +185,7 @@ void UIReset();
// Returns 1 if clicked
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.
int UIImageButton(int id, const LayoutManager &layout, float w, int image_id, int button_align); // uses current UI atlas for fetching images.
// 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);
@ -205,17 +205,23 @@ void UISlideChoice(int id, int y, const SlideItem *items, int numItems, UISlideS
class UIList {
public:
UIList();
float scrollY;
float startDragY;
int dragFinger;
int selected;
// List view.
// return -1 = no selection
int Do(int id, int x, int y, int w, int h, UIListAdapter *adapter);
private:
DISALLOW_COPY_AND_ASSIGN(UIList);
public:
UIList();
bool scrolling;
int activePointer;
float scrollY;
float startDragY;
float movedDistanceY;
int dragFinger;
int selected;
// List view.
// return -1 = no selection
int Do(int id, int x, int y, int w, int h, UIListAdapter *adapter);
private:
DISALLOW_COPY_AND_ASSIGN(UIList);
};
// Call at end of frame.

View File

@ -10,13 +10,13 @@ TouchButton::TouchButton(const Atlas *atlas, int imageIndex, int overlayImageInd
memset(pointerDown, 0, sizeof(pointerDown));
w_ = atlas_->images[imageIndex_].w;
h_ = atlas_->images[imageIndex_].h;
rotationAngle_ = (float)rotationAngle * 3.1415927 / 180.0f;
isDown_ = false;
rotationAngle_ = (float)rotationAngle * 3.1415927 / 180.0f;
isDown_ = false;
}
void TouchButton::update(InputState &input_state)
{
isDown_ = false;
isDown_ = false;
for (int i = 0; i < MAX_POINTERS; i++) {
if (input_state.pointer_down[i] && isInside(input_state.pointer_x[i], input_state.pointer_y[i]))
isDown_ = true;
@ -31,12 +31,12 @@ void TouchButton::update(InputState &input_state)
void TouchButton::draw(DrawBuffer &db)
{
uint32_t color = 0xAAFFFFFF;
float scale = 1.0f;
if (isDown_) {
color = 0xFFFFFFFF;
scale = 2.0f;
}
uint32_t color = 0xAAFFFFFF;
float scale = 1.0f;
if (isDown_) {
color = 0xFFFFFFFF;
scale = 2.0f;
}
db.DrawImageRotated(imageIndex_, x_ + w_/2, y_ + h_/2, scale, rotationAngle_, color);
if (overlayImageIndex_ != -1)
db.DrawImageRotated(overlayImageIndex_, x_ + w_/2, y_ + h_/2, scale, rotationAngle_, color);

View File

@ -37,16 +37,16 @@ private:
float w_;
float h_;
bool isDown_;
bool isDown_;
// TODO: simplify into flags.
bool pointerDown[MAX_POINTERS];
};
// Multi-touch enabled virtual joystick
// Multi-touch enabled virtual joystick
// (any finger will work, simultaneously with other virtual button/stick actions).
class TouchStick
class TouchStick
{
public:
TouchStick(const Atlas *atlas, int bgImageIndex, int stickImageIndex, int stick);