// ---------------------------------------------------------------------------- // game ui (utils) API vec2i draw_window_ui(); API void draw_rect(int rgba, vec2 start, vec2 end ); API void draw_rect_tex( texture_t texture, int rgba, vec2 start, vec2 end ); API void draw_rect_sheet( texture_t spritesheet, vec2 tex_start, vec2 tex_end, int rgba, vec2 start, vec2 end ); #define draw_rect_borders(color, x, y, w, h, borderWeight) do { \ int x1 = (x); \ int y1 = (y); \ int x2 = (x) + (w) - 1; \ int y2 = (y) + (h) - 1; \ draw_rect(color, vec2(x1, y1), vec2(x2, y1 + (borderWeight) - 1)); \ draw_rect(color, vec2(x1, y1), vec2(x1 + (borderWeight) - 1, y2)); \ draw_rect(color, vec2(x1, y2 - (borderWeight) + 1), vec2(x2, y2)); \ draw_rect(color, vec2(x2 - (borderWeight) + 1, y1), vec2(x2, y2)); \ } while(0) // #define lay_draw_rect(rgba, rect) draw_rect(rgba, vec2(rect.e[0], rect.e[1]), vec2(rect.e[0]+rect.e[2], rect.e[1]+rect.e[3])) // #define lay_draw_rect_borders(rgba, rect, borderWeight) draw_rect_borders(rgba, rect.e[0], rect.e[1], rect.e[2], rect.e[3], borderWeight) // #define lay_draw_rect_tex(tex, rgba, rect) draw_rect_tex(tex, rgba, vec2(rect.e[0], rect.e[1]), vec2(rect.e[0]+rect.e[2], rect.e[1]+rect.e[3])) // #define l2m(rect) (vec4(rect.e[0]+rect.e[2], rect.e[1]+rect.e[3])) #define v42v2(rect) vec2(rect.x,rect.y), vec2(rect.z,rect.w) vec2i draw_window_ui() { vec2 dpi = ifdef(osx, window_dpi(), vec2(1,1)); int w = window_width(); int h = window_height(); return vec2i(w/dpi.x, h/dpi.y); } void draw_rect_sheet( 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; // glEnable( GL_BLEND ); 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 ); // glDisable( GL_BLEND ); } void draw_rect_tex( texture_t texture, int rgba, vec2 start, vec2 end ) { draw_rect_sheet(texture, vec2(0, 0), vec2(texture.w, texture.h), rgba, start, end); } void draw_rect(int rgba, vec2 start, vec2 end ) { draw_rect_tex((texture_t){0}, rgba, start, end); } // ---------------------------------------------------------------------------- // game ui 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 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; } static gui_state_t *gui_getstate(int id, int kind) { if (!ctl_states) map_init(ctl_states, less_int, hash_int); static gui_state_t st={0}; st.kind=kind; return map_find_or_add(ctl_states, id, st); } bool (gui_button)(int id, vec4 r, const char *skin) { gui_state_t *entry = gui_getstate(id, GUI_BUTTON); bool was_clicked=0; entry->hover = false; if (input(MOUSE_X) > r.x && input(MOUSE_X) < r.z && input(MOUSE_Y) > r.y && input(MOUSE_Y) < r.w) { if (input_up(MOUSE_L) && entry->held) { was_clicked=1; } entry->held = input_held(MOUSE_L); entry->hover = true; } else if (input_up(MOUSE_L) && entry->held) { entry->held = false; } if (last_skin->draw_rect_func) last_skin->draw_rect_func(last_skin->userdata, *entry, skin, r); else { draw_rect(entry->held ? 0x111111FF : entry->hover ? 0xEEEEEEFF : 0xFFFFFFFF, v42v2(r)); } return was_clicked; } void (gui_panel)(int id, vec4 r, const char *skin) { gui_state_t *entry = gui_getstate(id, GUI_PANEL); if (last_skin->draw_rect_func) last_skin->draw_rect_func(last_skin->userdata, *entry, skin?skin:"panel", r); else { draw_rect(0xFFFFFFFF, v42v2(r)); } } /* 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, const char *fallback) { #define atlas_loop(n)\ for (int i = 0; i < array_count(a->slices); i++)\ if (!strcmp(quark_string(&a->db, a->slices[i].name), n))\ return &a->slice_frames[a->slices[i].frames[0]]; atlas_loop(name); atlas_loop(fallback); return NULL; #undef atlas_loop } static void skinned_draw_missing_rect(vec4 r) { draw_rect_tex(texture_checker(), 0xFFFFFFFF, v42v2(r)); } static void skinned_draw_sprite(float scale, atlas_t *a, atlas_slice_frame_t *f, vec4 r) { if (!f->has_9slice) { draw_rect_sheet(a->tex, v42v2(f->bounds), 0xFFFFFFFF, v42v2(r)); return; } vec4 outer = f->bounds; 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}; draw_rect_sheet(a->tex, v42v2(center_slice), 0xFFFFFFFF, v42v2(center)); draw_rect_sheet(a->tex, v42v2(top_left_slice), 0xFFFFFFFF, v42v2(top_left)); draw_rect_sheet(a->tex, v42v2(top_right_slice), 0xFFFFFFFF, v42v2(top_right)); draw_rect_sheet(a->tex, v42v2(bottom_left_slice), 0xFFFFFFFF, v42v2(bottom_left)); draw_rect_sheet(a->tex, v42v2(bottom_right_slice), 0xFFFFFFFF, v42v2(bottom_right)); draw_rect_sheet(a->tex, v42v2(top_middle_slice), 0xFFFFFFFF, v42v2(top)); draw_rect_sheet(a->tex, v42v2(bottom_middle_slice), 0xFFFFFFFF, v42v2(bottom)); draw_rect_sheet(a->tex, v42v2(middle_left_slice), 0xFFFFFFFF, v42v2(left)); draw_rect_sheet(a->tex, v42v2(middle_right_slice), 0xFFFFFFFF, v42v2(right)); } static void skinned_draw_rect(void* userdata, gui_state_t state, const char *skin, vec4 r) { skinned_t *a = C_CAST(skinned_t*, userdata); switch (state.kind) { case GUI_BUTTON: { char *btn = va("%s%s", skin?skin:a->button, state.held?"_press":state.hover?"_hover":""); atlas_slice_frame_t *f = skinned_getsliceframe(&a->atlas, btn, skin?skin:a->button); if (!f) skinned_draw_missing_rect(r); else skinned_draw_sprite(a->scale, &a->atlas, f, r); } break; } } static void skinned_preset_skins(skinned_t *s) { s->panel = "panel"; s->button = "button"; } guiskin_t gui_skinned(const char *inifile, float scale) { skinned_t *a = REALLOC(0, sizeof(skinned_t)); a->atlas = atlas_create(inifile, 0); a->scale = scale?scale:1.0f; guiskin_t skin={0}; skin.userdata = a; skin.draw_rect_func = skinned_draw_rect; skin.free = skinned_free; skinned_preset_skins(a); return skin; }