64 lines
2.8 KiB
C
64 lines
2.8 KiB
C
// ----------------------------------------------------------------------------
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// game ui
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typedef struct guiskin_t {
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void (*drawrect)(void* userdata, const char *skin, const char *fallback, vec4 rect);
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void (*getskinsize)(void* userdata, const char *skin, const char *fallback, vec2 *size);
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void (*getscissorrect)(void* userdata, const char *skin, const char *fallback, vec4 rect, vec4 *dims);
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bool (*ismouseinrect)(void* userdata, const char *skin, const char *fallback, vec4 rect);
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void (*free)(void* userdata);
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void *userdata;
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} guiskin_t;
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API void gui_pushskin(guiskin_t skin);
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API void* gui_userdata();
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API vec2 gui_getskinsize(const char *skin, const char *fallback);
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API bool gui_ismouseinrect(const char *skin, const char *fallback, vec4 rect);
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API vec4 gui_getscissorrect(const char *skin, const char *fallback, vec4 rect);
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// --
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API void gui_panel_id(int id, vec4 rect, const char *skin);
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API void gui_rect_id(int id, vec4 rect, const char *skin);
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API void gui_label_id(int id, const char *text, vec4 rect);
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API bool gui_button_id(int id, vec4 rect, const char *skin);
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API bool gui_button_label_id(int id, const char *text, vec4 rect, const char *skin);
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API bool gui_slider_id(int id, vec4 rect, const char *skin, float min, float max, float step, float *value);
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API bool gui_slider_label_id(int id, const char *text, vec4 rect, const char *skin, float min, float max, float step, float *value);
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API void gui_panel_end();
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API void gui_popskin();
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// helpers
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#define gui_panel(...) gui_panel_id(__LINE__, __VA_ARGS__)
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#define gui_rect(...) gui_rect_id(__LINE__, __VA_ARGS__)
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#define gui_label(...) gui_label_id(__LINE__, __VA_ARGS__)
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#define gui_button(...) gui_button_id(__LINE__, __VA_ARGS__)
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#define gui_button_label(...) gui_button_label_id(__LINE__, __VA_ARGS__)
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#define gui_slider(...) gui_slider_id(__LINE__, __VA_ARGS__)
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#define gui_slider_label(...) gui_slider_label_id(__LINE__, __VA_ARGS__)
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// default renderers
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typedef struct skinned_t {
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atlas_t atlas;
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float scale;
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} skinned_t;
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// The skinning engine depends on an Aseprite asset with slices set up.
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// While you can specify your own skins for various GUI widgets, some
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// skin variants are hardcoded and expected to be present in your asset:
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//
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// gui_panel():
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// - "panel" (overridable)
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// gui_button():
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// - "button" (base overridable)
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// - "_hover" (ex. "scarybtn_hover")
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// - "_press"
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// gui_rect():
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// - no defaults, always pass your own skin/slice name
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// gui_slider():
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// - "slider" (overridable)
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// - "slider_cursor" (partially overridable, ex. "bigslider_cursor")
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// - "_hover" (ex. "slider_cursor_hover")
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// - "_press"
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//
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API guiskin_t gui_skinned(const char *asefile, float scale);
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