// ---------------------------------------------------------------------------- // game ui (utils) API void gui_drawrect( texture_t spritesheet, vec2 tex_start, vec2 tex_end, int rgba, vec2 start, vec2 end ); #define v42v2(rect) vec2(rect.x,rect.y), vec2(rect.z,rect.w) void gui_drawrect( texture_t texture, vec2 tex_start, vec2 tex_end, int rgba, vec2 start, vec2 end ) { float gamma = 1; static int program = -1, vbo = -1, vao = -1, u_inv_gamma = -1, u_tint = -1, u_has_tex = -1, u_window_width = -1, u_window_height = -1; vec2 dpi = ifdef(osx, window_dpi(), vec2(1,1)); if( program < 0 ) { const char* vs = vfs_read("shaders/rect_2d.vs"); const char* fs = vfs_read("shaders/rect_2d.fs"); program = shader(vs, fs, "", "fragcolor" , NULL); ASSERT(program > 0); u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma"); u_tint = glGetUniformLocation(program, "u_tint"); u_has_tex = glGetUniformLocation(program, "u_has_tex"); u_window_width = glGetUniformLocation(program, "u_window_width"); u_window_height = glGetUniformLocation(program, "u_window_height"); glGenVertexArrays( 1, (GLuint*)&vao ); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); } start = mul2(start, dpi); end = mul2(end, dpi); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GLenum texture_type = texture.flags & TEXTURE_ARRAY ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; glUseProgram( program ); glUniform1f( u_inv_gamma, 1.0f / (gamma + !gamma) ); glBindVertexArray( vao ); glActiveTexture( GL_TEXTURE0 ); glBindTexture( texture_type, texture.id ); glUniform1i(u_has_tex, (texture.id != 0)); glUniform1f(u_window_width, (float)window_width()); glUniform1f(u_window_height, (float)window_height()); vec4 rgbaf = {((rgba>>24)&255)/255.f, ((rgba>>16)&255)/255.f,((rgba>>8)&255)/255.f,((rgba>>0)&255)/255.f}; glUniform4fv(u_tint, GL_TRUE, &rgbaf.x); // normalize texture regions if (texture.id != 0) { tex_start.x /= texture.w; tex_start.y /= texture.h; tex_end.x /= texture.w; tex_end.y /= texture.h; } GLfloat vertices[] = { // Positions // UVs start.x, start.y, tex_start.x, tex_start.y, end.x, start.y, tex_end.x, tex_start.y, end.x, end.y, tex_end.x, tex_end.y, start.x, start.y, tex_start.x, tex_start.y, end.x, end.y, tex_end.x, tex_end.y, start.x, end.y, tex_start.x, tex_end.y }; glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat))); glDrawArrays( GL_TRIANGLES, 0, 6 ); profile_incstat("Render.num_drawcalls", +1); profile_incstat("Render.num_triangles", +2); glBindTexture( texture_type, 0 ); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glBindVertexArray( 0 ); glBindBuffer(GL_ARRAY_BUFFER, 0); glUseProgram( 0 ); } // ---------------------------------------------------------------------------- // game ui typedef union gui_state_t { struct { bool held; bool hover; }; } gui_state_t; static __thread array(guiskin_t) skins=0; static __thread guiskin_t *last_skin=0; static __thread map(int, gui_state_t) ctl_states=0; //@leak static __thread array(vec4) scissor_rects=0; static __thread bool any_widget_used=0; void gui_pushskin(guiskin_t skin) { array_push(skins, skin); last_skin = array_back(skins); } void gui_popskin() { if (!last_skin) return; if (last_skin->free) last_skin->free(last_skin->userdata); array_pop(skins); last_skin = array_count(skins) ? array_back(skins) : NULL; } void *gui_userdata() { return last_skin->userdata; } vec2 gui_getskinsize(const char *skin, const char *fallback) { vec2 size={0}; if (last_skin->getskinsize) last_skin->getskinsize(last_skin->userdata, skin, fallback, &size); return size; } bool gui_ismouseinrect(const char *skin, const char *fallback, vec4 rect) { if (last_skin->ismouseinrect) return last_skin->ismouseinrect(last_skin->userdata, skin, fallback, rect); return false; } vec4 gui_getscissorrect(const char *skin, const char *fallback, vec4 rect) { vec4 scissor = rect; if (last_skin->getscissorrect) last_skin->getscissorrect(last_skin->userdata, skin, fallback, rect, &scissor); return scissor; } static gui_state_t *gui_getstate(int id) { if (!ctl_states) map_init(ctl_states, less_int, hash_int); return map_find_or_add(ctl_states, id, (gui_state_t){0}); } void gui_panel_id(int id, vec4 rect, const char *skin) { (void)id; vec4 scissor={0, 0, window_width(), window_height()}; if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, skin, NULL, rect); // scissor = gui_getscissorrect(skin, NULL, rect); scissor = rect; if (!array_count(scissor_rects)) glEnable(GL_SCISSOR_TEST); glScissor(scissor.x, window_height()-scissor.w-scissor.y, scissor.z, scissor.w); array_push(scissor_rects, scissor); } void gui_panel_end() { ASSERT(array_count(scissor_rects)); array_pop(scissor_rects); if (array_count(scissor_rects)) { vec4 scissor = *array_back(scissor_rects); glScissor(scissor.x, scissor.y, scissor.z, scissor.w); } else { glDisable(GL_SCISSOR_TEST); } } bool gui_button_id(int id, vec4 r, const char *skin) { gui_state_t *entry = gui_getstate(id); bool was_clicked=0; skin=skin?skin:"button"; char *btn = va("%s%s", skin, entry->held?"_press":entry->hover?"_hover":""); if (gui_ismouseinrect(btn, skin, r)) { if (input_up(MOUSE_L) && entry->held) { was_clicked=1; } if (!any_widget_used) { any_widget_used = entry->held = input_held(MOUSE_L); entry->hover = true; } } else { entry->hover = false; } if (input_up(MOUSE_L) && entry->held) { entry->held = false; any_widget_used = false; } if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, btn, skin, r); return was_clicked; } bool gui_button_label_id(int id, const char *text, vec4 rect, const char *skin) { gui_state_t *entry = gui_getstate(id); bool state = gui_button_id(id, rect, skin); vec2 buttonsize={0}; skin=skin?skin:"button"; char *btn = va("%s%s", skin, entry->held?"_press":entry->hover?"_hover":""); buttonsize = gui_getskinsize(btn, skin); vec2 textsize = font_rect(text); vec2 pos; pos.x = rect.x + max(buttonsize.x*.5f, rect.z*.5f) - textsize.x*.5f; pos.y = rect.y + max(buttonsize.y*.5f, rect.w*.5f) - textsize.y*.5f; font_goto(pos.x, pos.y); font_print(text); return state; } static float slider2posx(float min, float max, float value, float step, float w) { float norm = value - min; float range = max - min; float rel = norm / range; float res = w * rel; return step==0.0f?res:(round(res/step)*step); } static float posx2slider(vec4 rect, float min, float max, float xpos, float step) { xpos = clampf(xpos, rect.x, rect.x+rect.z); double rel = (xpos - rect.x) / rect.z; float res = min + (rel * (max - min)); return step==0.0f?res:(round(res/step)*step); } bool gui_slider_id(int id, vec4 rect, const char *skin, float min, float max, float step, float *value) { gui_state_t *entry = gui_getstate(id); skin = skin?skin:"slider"; char *cursorskin = va("%s_cursor%s", skin, entry->held?"_press":entry->hover?"_hover":""); char *fbcursor = va("%s_cursor", skin); if (gui_ismouseinrect(skin, NULL, rect) && !any_widget_used) { any_widget_used = entry->held = input_held(MOUSE_L); entry->hover = true; } else if (input_up(MOUSE_L) && entry->held) { entry->held = false; any_widget_used = false; } else { entry->hover = false; } float old_value = *value; if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, skin, NULL, rect); vec2 slidersize={0}, cursorsize={0}; vec4 usablerect = gui_getscissorrect(skin, NULL, rect); slidersize = gui_getskinsize(skin, NULL); cursorsize = gui_getskinsize(cursorskin, fbcursor); if (entry->held) { *value = posx2slider(usablerect, min, max, input(MOUSE_X), step); } float sliderx = slider2posx(min, max, *value, step, usablerect.z); vec2 cursorpos = vec2(sliderx+(usablerect.x-rect.x)-cursorsize.x*.5f, (slidersize.y*.5f - cursorsize.y*.5f)); vec4 cursorrect = rect; cursorrect.x += cursorpos.x; cursorrect.y += cursorpos.y; cursorrect.z = cursorsize.x; cursorrect.w = max(cursorsize.y, rect.w); if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, cursorskin, fbcursor, cursorrect); return entry->held && (old_value!=*value); } bool gui_slider_label_id(int id, const char *text, vec4 rect, const char *skin, float min, float max, float step, float *value) { bool state = gui_slider_id(id, rect, skin, min, max, step, value); vec2 slidersize={0}; skin=skin?skin:"slider"; slidersize = gui_getskinsize(skin, NULL); vec2 textsize = font_rect(text); vec2 pos; pos.x = rect.x + max(slidersize.x, rect.z) + 8 /*padding*/; pos.y = rect.y + max(slidersize.y*.5f, rect.w*.5f) - textsize.y*.5f; font_goto(pos.x, pos.y); font_print(text); return state; } void gui_rect_id(int id, vec4 r, const char *skin) { (void)id; if (last_skin->drawrect) last_skin->drawrect(last_skin->userdata, skin, NULL, r); } void gui_label_id(int id, const char *text, vec4 rect) { (void)id; font_goto(rect.x, rect.y); font_print(text); } /* skinned */ static void skinned_free(void* userdata) { skinned_t *a = C_CAST(skinned_t*, userdata); atlas_destroy(&a->atlas); FREE(a); } static atlas_slice_frame_t *skinned_getsliceframe(atlas_t *a, const char *name) { if (!name) return NULL; for (int i = 0; i < array_count(a->slices); i++) if (!strcmp(quark_string(&a->db, a->slices[i].name), name)) return &a->slice_frames[a->slices[i].frames[0]]; // PRINTF("slice name: '%s' is missing in atlas!\n", name); return NULL; } static void skinned_draw_missing_rect(vec4 r) { vec4 size = vec4(0, 0, texture_checker().w, texture_checker().h); gui_drawrect(texture_checker(), v42v2(size), 0x800080FF, v42v2(r)); } static bool skinned_ismouseinrect(void *userdata, const char *skin, const char *fallback, vec4 r) { skinned_t *a = C_CAST(skinned_t*, userdata); atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin); if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback); if (!f) return false; vec4 outer = f->bounds; r.x -= f->pivot.x*a->scale; r.y -= f->pivot.y*a->scale; r.z += r.x; r.w += r.y; if ((r.z-r.x) < (outer.z-outer.x) * a->scale) { r.z = r.x + (outer.z-outer.x) * a->scale; } if ((r.w-r.y) < (outer.w-outer.y) * a->scale) { r.w = r.y + (outer.w-outer.y) * a->scale; } return (input(MOUSE_X) > r.x && input(MOUSE_X) < r.z && input(MOUSE_Y) > r.y && input(MOUSE_Y) < r.w); } static void skinned_draw_sprite(float scale, atlas_t *a, atlas_slice_frame_t *f, vec4 r) { vec4 outer = f->bounds; r.x -= f->pivot.x*scale; r.y -= f->pivot.y*scale; r.z += r.x; r.w += r.y; // Ensure dest rectangle is large enough to render the whole element if ((r.z-r.x) < (outer.z-outer.x) * scale) { r.z = r.x + (outer.z-outer.x) * scale; } if ((r.w-r.y) < (outer.w-outer.y) * scale) { r.w = r.y + (outer.w-outer.y) * scale; } if (!f->has_9slice) { gui_drawrect(a->tex, v42v2(f->bounds), 0xFFFFFFFF, v42v2(r)); return; } vec4 core = f->core; core.x += outer.x; core.y += outer.y; core.z += outer.x; core.w += outer.y; // Define the 9 slices vec4 top_left_slice = {outer.x, outer.y, core.x, core.y}; vec4 top_middle_slice = {core.x, outer.y, core.z, core.y}; vec4 top_right_slice = {core.z, outer.y, outer.z, core.y}; vec4 middle_left_slice = {outer.x, core.y, core.x, core.w}; vec4 center_slice = core; vec4 middle_right_slice = {core.z, core.y, outer.z, core.w}; vec4 bottom_left_slice = {outer.x, core.w, core.x, outer.w}; vec4 bottom_middle_slice = {core.x, core.w, core.z, outer.w}; vec4 bottom_right_slice = {core.z, core.w, outer.z, outer.w}; vec4 top_left = {r.x, r.y, r.x + (core.x - outer.x) * scale, r.y + (core.y - outer.y) * scale}; vec4 top_right = {r.z - (outer.z - core.z) * scale, r.y, r.z, r.y + (core.y - outer.y) * scale}; vec4 bottom_left = {r.x, r.w - (outer.w - core.w) * scale, r.x + (core.x - outer.x) * scale, r.w}; vec4 bottom_right = {r.z - (outer.z - core.z) * scale, r.w - (outer.w - core.w) * scale, r.z, r.w}; vec4 top = {top_left.z, r.y, top_right.x, top_left.w}; vec4 bottom = {bottom_left.z, bottom_left.y, bottom_right.x, r.w}; vec4 left = {r.x, top_left.w, top_left.z, bottom_left.y}; vec4 right = {top_right.x, top_right.w, r.z, bottom_right.y}; vec4 center = {top_left.z, top_left.w, top_right.x, bottom_right.y}; gui_drawrect(a->tex, v42v2(center_slice), 0xFFFFFFFF, v42v2(center)); gui_drawrect(a->tex, v42v2(top_left_slice), 0xFFFFFFFF, v42v2(top_left)); gui_drawrect(a->tex, v42v2(top_right_slice), 0xFFFFFFFF, v42v2(top_right)); gui_drawrect(a->tex, v42v2(bottom_left_slice), 0xFFFFFFFF, v42v2(bottom_left)); gui_drawrect(a->tex, v42v2(bottom_right_slice), 0xFFFFFFFF, v42v2(bottom_right)); gui_drawrect(a->tex, v42v2(top_middle_slice), 0xFFFFFFFF, v42v2(top)); gui_drawrect(a->tex, v42v2(bottom_middle_slice), 0xFFFFFFFF, v42v2(bottom)); gui_drawrect(a->tex, v42v2(middle_left_slice), 0xFFFFFFFF, v42v2(left)); gui_drawrect(a->tex, v42v2(middle_right_slice), 0xFFFFFFFF, v42v2(right)); } static void skinned_draw_rect(void* userdata, const char *skin, const char *fallback, vec4 r) { skinned_t *a = C_CAST(skinned_t*, userdata); atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin); if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback); if (!f) skinned_draw_missing_rect(r); else skinned_draw_sprite(a->scale, &a->atlas, f, r); } void skinned_getskinsize(void *userdata, const char *skin, const char *fallback, vec2 *size) { skinned_t *a = C_CAST(skinned_t*, userdata); atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin); if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback); if (f) { size->x = (f->bounds.z-f->bounds.x)*a->scale; size->y = (f->bounds.w-f->bounds.y)*a->scale; } } static void skinned_getscissorrect(void* userdata, const char *skin, const char *fallback, vec4 rect, vec4 *dims) { skinned_t *a = C_CAST(skinned_t*, userdata); atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, skin); if (!f && fallback) f = skinned_getsliceframe(&a->atlas, fallback); if (!f) return; *dims = rect; if (!f->has_9slice) return; vec2 skinsize, coresize; skinsize.x = (f->bounds.z-f->bounds.x)*a->scale; skinsize.y = (f->bounds.w-f->bounds.y)*a->scale; coresize.x = (f->core.z-f->core.x)*a->scale; coresize.y = (f->core.w-f->core.y)*a->scale; dims->x += f->core.x*a->scale; dims->y += f->core.y*a->scale; dims->z -= (skinsize.x - coresize.x); dims->w -= (skinsize.y - coresize.y); } guiskin_t gui_skinned(const char *asefile, float scale) { skinned_t *a = REALLOC(0, sizeof(skinned_t)); a->atlas = atlas_create(asefile, 0); a->scale = scale?scale:1.0f; guiskin_t skin={0}; skin.userdata = a; skin.drawrect = skinned_draw_rect; skin.getskinsize = skinned_getskinsize; skin.ismouseinrect = skinned_ismouseinrect; skin.getscissorrect = skinned_getscissorrect; skin.free = skinned_free; return skin; }