ppsspp/Common/UI/UI.h
2024-10-23 10:55:46 +02:00

60 lines
1.8 KiB
C++

// 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.
//
// 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.
//
// 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 (int)((IMGUI_SRC_ID) + (__LINE__))
#define GEN_ID_LOOP(i) (int)((IMGUI_SRC_ID) + (__LINE__) + (i) * 13612)
#else
#define GEN_ID (__LINE__)
#define GEN_ID_LOOP(i) ((__LINE__) + ((int)i) * 13612)
#endif
#include <string>
#include <vector>
#include "Common/Render/DrawBuffer.h"
#include "Common/Input/InputState.h"
class UIContext;
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;
// TODO: These don't really belong here.
// Implement this interface to style your lists
class UIListAdapter {
public:
virtual ~UIListAdapter() {}
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) {}
size_t getCount() const override { return items_->size(); }
private:
const std::vector<std::string> *items_;
};