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