Initial Cross Platform Work
This commit is contained in:
@ -1,153 +1,166 @@
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 René Amthor (tobid7)
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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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#include <pd/core/common.hpp>
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#include <pd/core/strings.hpp>
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#include <pd/core/vec.hpp>
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#include <pd/drivers/hid.hpp>
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#include <pd/ui7/drawlist.hpp>
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#include <pd/ui7/io.hpp>
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namespace PD {
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namespace UI7 {
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/**
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* Container base class all Objects are based on
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* @note this class can be used to create custom Objects as well
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*/
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class Container : public SmartCtor<Container> {
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public:
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Container() = default;
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/**
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* Constructor with pos and Size
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* @param pos Container Position
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* @param size Container Size
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*/
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Container(const vec2& pos, const vec2& size) : pos(pos), size(size) {}
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/**
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* Constructor by a vec4 box
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* @param box Box containing top left and bottom right coords
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*/
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Container(const vec4& box) : pos(box.xy()), size(box.zw() - box.xy()) {}
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~Container() = default;
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/**
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* Init Function Required by every Object that uses
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* Render or Input functions
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* @param io IO Reference
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* @param l DrawList Reference
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*/
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void Init(UI7::IO::Ref io, UI7::DrawList::Ref l) {
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list = l;
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this->io = io;
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this->screen = io->Ren->CurrentScreen();
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}
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/** Setter for Position */
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void SetPos(const vec2& pos) { this->pos = pos; }
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/** Setter for Size */
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void SetSize(const vec2& size) { this->size = size; }
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/** Getter for Position */
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vec2 GetPos() { return pos; }
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/** Getter for Size */
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vec2 GetSize() { return size; }
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/**
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* Get the Containers Final Position
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* for Rendering and Input (if it has a parent Object)
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*/
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vec2 FinalPos() {
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vec2 res = pos;
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if (parent) {
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/// Probably should use parant->FinalPos here
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res += parent->GetPos();
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}
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return res;
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}
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/** Setter for Parent Container */
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void SetParent(Container::Ref v) { parent = v; }
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/** Getter for Parent Container */
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Container::Ref GetParent() { return parent; }
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/** Check if Rendering can be skipped */
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bool Skippable() const { return skippable; }
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/** Check if the Object got a timeout (ID OBJ Relevant) */
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bool Removable() const { return rem; }
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/**
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* Handles Scrolling by scrolling pos as well as
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* Time for Remove for ID Objects
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* @param scrolling Scrolling Position
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* @param viewport Viewport to check if the Object is skippable
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*/
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void HandleScrolling(vec2 scrolling, vec4 viewport);
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/** Template function for Input Handling */
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virtual void HandleInput() {}
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/** Tamplate function for Object rendering */
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virtual void Draw() {}
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/** Template function to update internal data (if needed) */
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virtual void Update() {}
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/**
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* Function to unlock Input after Rendering is done in
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* Menu::Update
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* @note This is used if the Object got Input Handled directly after creation
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* to not check for Inputs twice
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*/
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void UnlockInput() { inp_done = false; }
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/** Get the Objects ID (if it is an ID object)*/
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u32 GetID() const { return id; }
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/**
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* Set ID for ID Objects
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* @param id Object ID (hashed prefix+objname+prefixed_counter)
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*/
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void SetID(u32 id) { this->id = id; }
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protected:
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/** used to skip Input/Render preocessing ot not*/
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bool skippable = false;
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/** value to check if an ID Object goes out of lifetime*/
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bool rem = false;
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/** Time of the last use (set by HandleScrolling)*/
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u64 last_use = 0;
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/** Input done or not for current frame*/
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bool inp_done = false;
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/** Reference to the Screen to draw the Object on*/
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Screen::Ref screen;
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/** Container Position*/
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vec2 pos;
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/** Container Size*/
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vec2 size;
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/** Reference to the Drawlist to Draw to*/
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UI7::DrawList::Ref list;
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/** IO Reference for Renderer and Theme */
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UI7::IO::Ref io;
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/** Reference to the parent container*/
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Container::Ref parent;
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/** Object ID (0 if unused)*/
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u32 id = 0;
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};
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} // namespace UI7
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} // namespace PD
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 René Amthor (tobid7)
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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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|
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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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#include <pd/core/core.hpp>
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#include <pd/ui7/drawlist.hpp>
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#include <pd/ui7/io.hpp>
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#include <pd/ui7/pd_p_api.hpp>
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namespace PD {
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namespace UI7 {
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/**
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* Container base class all Objects are based on
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* @note this class can be used to create custom Objects as well
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*/
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class PD_UI7_API Container : public SmartCtor<Container> {
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public:
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Container() = default;
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/**
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* Constructor with pos and Size
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* @param pos Container Position
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* @param size Container Size
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*/
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Container(const fvec2& pos, const fvec2& size) : pos(pos), size(size) {}
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/**
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* Constructor by a vec4 box
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* @param box Box containing top left and bottom right coords
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*/
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Container(const fvec4& box)
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: pos(fvec2(box.x, box.y)), size(fvec2(box.z - box.x, box.w - box.y)) {}
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~Container() = default;
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/**
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* Init Function Required by every Object that uses
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* Render or Input functions
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* @param io IO Reference
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* @param l DrawList Reference
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*/
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void Init(UI7::IO::Ref io, UI7::DrawList::Ref l) {
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list = l;
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this->io = io;
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// this->screen = io->Ren->CurrentScreen();
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}
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/** Setter for Position */
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void SetPos(const fvec2& pos) { this->pos = pos; }
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/** Setter for Size */
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void SetSize(const fvec2& size) { this->size = size; }
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/** Getter for Position */
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fvec2 GetPos() { return pos; }
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/** Getter for Size */
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fvec2 GetSize() { return size; }
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/**
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* Get the Containers Final Position
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* for Rendering and Input (if it has a parent Object)
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*/
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fvec2 FinalPos() {
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vec2 res = pos;
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if (parent) {
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/// Probably should use parant->FinalPos here
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res += parent->GetPos();
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}
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return res;
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}
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/** Setter for Parent Container */
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void SetParent(Container::Ref v) { parent = v; }
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/** Getter for Parent Container */
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Container::Ref GetParent() { return parent; }
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/** Check if Rendering can be skipped */
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bool Skippable() const { return skippable; }
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/** Check if the Object got a timeout (ID OBJ Relevant) */
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bool Removable() const { return rem; }
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/**
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* Handles Scrolling by scrolling pos as well as
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* Time for Remove for ID Objects
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* @param scrolling Scrolling Position
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* @param viewport Viewport to check if the Object is skippable
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*/
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void HandleScrolling(fvec2 scrolling, fvec4 viewport);
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/** Template function for Input Handling */
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virtual void HandleInput() {}
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/** Tamplate function for Object rendering */
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virtual void Draw() {}
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/** Template function to update internal data (if needed) */
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virtual void Update() {}
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/** Internal Input Handler */
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void HandleInternalInput();
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/**
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* Function to unlock Input after Rendering is done in
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* Menu::Update
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* @note This is used if the Object got Input Handled directly after creation
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* to not check for Inputs twice
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*/
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void UnlockInput() { inp_done = false; }
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/** Get the Objects ID (if it is an ID object)*/
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u32 GetID() const { return id; }
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/**
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* Set ID for ID Objects
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* @param id Object ID (hashed prefix+objname+prefixed_counter)
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*/
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void SetID(u32 id) { this->id = id; }
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/** Get a reference to IO */
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UI7::IO::Ref GetIO() { return io; }
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protected:
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/** used to skip Input/Render preocessing ot not*/
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bool skippable = false;
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/** value to check if an ID Object goes out of lifetime*/
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bool rem = false;
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/** Time of the last use (set by HandleScrolling)*/
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u64 last_use = 0;
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/** Input done or not for current frame*/
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bool inp_done = false;
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/** Reference to the Screen to draw the Object on*/
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// Screen::Ref screen;
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/** Container Position*/
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fvec2 pos;
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/** Container Size*/
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fvec2 size;
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/** Reference to the Drawlist to Draw to*/
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UI7::DrawList::Ref list;
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/** IO Reference for Renderer and Theme */
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UI7::IO::Ref io;
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/** Reference to the parent container*/
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Container::Ref parent;
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/** Object ID (0 if unused)*/
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u32 id = 0;
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/** Internal Flags */
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u32 pFlags = 0;
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/** Is Selected? */
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bool pSelected = false;
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/** Was Pressed */
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bool pPressed = false;
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/** Was Pressed Twice */
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bool pPressedTwice = false;
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};
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} // namespace UI7
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} // namespace PD
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