2025-01-19 20:16:43 +01:00
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#pragma once
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/*
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MIT License
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2025-02-04 21:44:27 +01:00
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Copyright (c) 2024 - 2025 René Amthor (tobid7)
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2025-01-19 20:16:43 +01:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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2025-02-22 00:23:48 +01:00
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#include <pd/drivers/hid.hpp>
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#include <pd/core/tween.hpp>
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#include <pd/ui7/containers.hpp>
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#include <pd/ui7/drawlist.hpp>
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#include <pd/ui7/flags.hpp>
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#include <pd/ui7/id.hpp>
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namespace PD {
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namespace UI7 {
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class Menu : public SmartCtor<Menu> {
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public:
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Menu(ID id, Theme::Ref tl, Hid::Ref h) {
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theme = tl;
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this->inp = h;
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this->id = id;
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this->name = id.GetName();
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scrolling[0] = false;
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scrolling[1] = false;
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scrollbar[0] = false;
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scrollbar[1] = false;
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scroll_allowed[0] = false;
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scroll_allowed[1] = false;
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};
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~Menu() {}
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/// Objects ///
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/// @brief Render a Simple Label
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/// @param label The text to draw
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void Label(const std::string& label);
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/// @brief Render a Button
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/// @param label The buttons text
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/// @return if the button was pressed
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bool Button(const std::string& label);
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/// @brief Render a Checkbox
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/// @param label Label of the Checkbox
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/// @param v A value to update
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void Checkbox(const std::string& label, bool& v);
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/// @brief Render an Image
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/// @param img Texture reference of the image
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/// @param size a Custom Size if needed
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void Image(Texture::Ref img, vec2 size = 0.f);
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/// Basic API ///
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/// @brief Add the Next object to the same line
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void SameLine();
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/// @brief Add a Separator Line
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void Separator();
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/// @brief Render a Separator Line with a Text
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/// @todo determinate text position by current alignment
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/// @param label The Text to show
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void SeparatorText(const std::string& label);
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/// @brief Put the last Added Object into the Joinlist
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void Join();
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/// @brief Add the Last element to the join list
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/// and perform an alignment operation
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/// @param a Alignment Oeration(s)
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void JoinAlign(UI7Align a);
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/// @brief Align the Last Object
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/// @param a Alignment Operation
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void AfterAlign(UI7Align a);
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/// @brief Set a Temp alignment op for the next Object
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/// @param a Alignment Operation
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void NextAlign(UI7Align a) { tmpalign = a; }
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/// @brief Align Every Single Object by this operationset
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/// @param a Alignment
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void PushAlignment(UI7Align a) { alignment = a; }
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/// @brief Use default alignment
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void PopAlignment() { alignment = UI7Align_Default; }
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/// @brief Get a New Position depending on the Alignment
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/// @param pos Current Position
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/// @param size Object size
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/// @param view Viewport [position and size]
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/// @param a Alignment Operations
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/// @return new position based on the alignment
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static vec2 AlignPos(vec2 pos, vec2 size, vec4 view, UI7Align a);
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/// @brief Returns a Reference to the theme
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/// @return Reference to the base Theme of the context
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Theme::Ref GetTheme() { return theme; }
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/// @brief Directly return a Color by using the
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/// m->ThemeColor(UI7Color_Text) for example
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/// @param clr The Input UI7 Color
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/// @return The 32bit color value
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u32 ThemeColor(UI7Color clr) const { return theme->Get(clr); }
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/// API for Custom Objects
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/// @brief Handles the Position of Objects in Scrolling Menu
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/// @note As Containers have their own FUnc to handle this, this
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/// function is only useful to Render Live Objects whicch cannot be aligned
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/// by the internal Alignment Api
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/// @param pos position reference to write the new position to
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/// @param size size of the Object
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/// @return if the object can be skipped in rendering
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bool HandleScrolling(vec2& pos, const vec2& size);
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/// @brief Get the Cursor Position
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/// @return Cursor Pos
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vec2 Cursor() const { return cursor; }
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/// @brief Set the Cursor position
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/// @note The old Position can be restored with RestoreCursor
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/// @param v New Position
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void Cursor(const vec2& v) {
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bcursor = cursor;
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cursor = v;
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}
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/// @brief Restore to the last cursor Position
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void RestoreCursor() {
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cursor = bcursor;
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bcursor = vec2();
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}
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/// @brief Return if a Vertical Scrollbar exists
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bool HasVerticalScrollbar() { return scrollbar[1]; }
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/// @brief Return if a Horizontal Scrollbar exists
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bool HasHorizontalScrollbar() { return scrollbar[0]; }
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/// @brief Get the Titlebar height
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float TitleBarHeight() { return tbh; }
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/// @brief Set a Custom Titlebar heigt
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/// @note Could destroy some basic functionality
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void TitleBarHeight(float v) { tbh = v; }
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/// @brief Init the Cursor
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/// @note Useful when using with a Custom TitlebarHeight
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void CursorInit() { Cursor(vec2(5, tbh + 5)); }
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/// @brief Move the Cursor for new Object
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/// @param szs Size of the current Object
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void CursorMove(const vec2& szs);
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/// @brief Get the ViewArea of the Menu
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vec4 ViewArea() const { return view_area; }
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/// @brief Get the Main Area of the Menu
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/// (only relevant for input)
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vec4 MainArea() const { return main_area; }
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/// @brief Set a MainArea for input
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/// @param v Area where Objects can receive inputs
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void MainArea(const vec4& v) { main_area = v; }
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/// @brief Get The Scrolling offset
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vec2 ScrollOffset() const { return scrolling_off; }
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/// @brief Set a Scrolling offset
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/// @param v Custom Scrolling offset
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void ScrollOffset(const vec2& v) { scrolling_off = v; }
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/// @brief Get the Current Scrollmodification value
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vec2 ScrollMod() const { return scroll_mod; }
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/// @brief Animated Scroll to Position
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/// @param pos Destination Position
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void ScrollTo(vec2 pos) {
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scroll_anim.From(scrolling_off)
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.To(pos)
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.In(1.f)
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.As(scroll_anim.EaseInOutSine);
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}
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/// @brief Check if Still in ScrollAnimation
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bool IsAnimatedScroll() { return !scroll_anim.IsFinished(); }
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/// Objects API ///
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/// @brief Push an object to the current ListHandler
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/// @param obj Object reference to use
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/// @return Reference to the Object (from a time
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/// where ObjectPush(Container::New()) was used)
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Container::Ref ObjectPush(Container::Ref obj);
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/// @brief Search for an Object by an id
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/// @param id 32 Bit hash/id
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/// @return the found Object or nullptr
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Container::Ref FindIDObj(u32 id);
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/// Draw Lists ///
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/// @brief Background Layer Drawlist
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DrawList::Ref BackList() { return back; }
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/// @brief Setter for Background Layer Drawlist
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void BackList(DrawList::Ref v) { back = v; }
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/// @brief Main Layer Drawlist
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DrawList::Ref MainList() { return main; }
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/// @brief Setter for Main Layer Drawlist
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void MainList(DrawList::Ref v) { main = v; }
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/// @brief Foreground Layer Drawlist
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DrawList::Ref FrontList() { return front; }
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/// @brief Setter for Foreground Layer Drawlist
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void FrontList(DrawList::Ref v) { front = v; }
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/// Advanced ///
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/// @brief Display Debug Labels of the Menu
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void DebugLabels();
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/// Uneditable Stuff ///
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/// @brief Menu Name
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std::string GetName() const { return name; }
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/// @brief Menu ID [Hash of the Name]
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u32 GetID() const { return id; }
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private:
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/// Advanced Handlers
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void PreHandler(UI7MenuFlags flags);
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void PostHandler();
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/// Basic Settings
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void BackupCursor(const vec2& v) { bcursor = v; }
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vec2 SameLineCursor() const { return slcursor; }
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void SameLineCursor(const vec2& v) { slcursor = v; }
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void ViewArea(const vec4& v) { view_area = v; }
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void ScrollMod(const vec2& v) { scroll_mod = v; }
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UI7Align GetAlignment() {
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if (tmpalign) {
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auto t = tmpalign;
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tmpalign = 0;
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return t;
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}
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return alignment;
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}
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/// Internal Processing
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void Update(float delta);
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/// This ability is crazy useful
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friend class Context;
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/// Data
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UI7Align alignment = UI7Align_Default;
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UI7Align tmpalign = 0;
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UI7MenuFlags flags = 0;
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u32 id;
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std::string name;
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vec2 cursor;
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vec2 bcursor;
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vec2 slcursor;
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vec4 view_area;
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vec4 main_area;
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vec2 scrolling_off;
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bool scrolling[2];
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vec2 scroll_mod;
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float tbh;
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bool scrollbar[2];
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bool scroll_allowed[2];
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bool has_touch;
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Container::Ref tmp_parent;
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/// Objects API
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std::vector<Container::Ref> objects;
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std::vector<Container::Ref> idobjs;
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std::vector<Container*> join;
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int count_btn = 0;
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int count_cbx = 0;
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// DrawLists
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DrawList::Ref back;
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DrawList::Ref main;
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DrawList::Ref front;
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vec2 max;
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vec2 mouse;
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vec2 bslpos;
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vec2 last_size;
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// Theme
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2025-02-28 19:49:24 +01:00
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Theme::Ref theme;
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2025-01-29 03:14:29 +01:00
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// Input Reference
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Hid::Ref inp;
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2025-02-09 21:40:31 +01:00
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// Animations System
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Tween<vec2> scroll_anim;
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2025-01-19 20:16:43 +01:00
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};
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} // namespace UI7
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} // namespace PD
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