#pragma once /* MIT License Copyright (c) 2024 - 2025 René Amthor (tobid7) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include #include #include #include #include #include namespace PD { namespace UI7 { /** Menu Class for UI7 */ class Menu : public SmartCtor { public: /** * Menu COnstructor (Unly used by UI7::Context) * @param id ID of the Menu * @param io IO Config Reference */ Menu(ID id, UI7::IO::Ref io) { /// Setup the Input Data this->io = io; this->id = id; this->name = id.GetName(); /// Set Default Values here scrolling[0] = false; scrolling[1] = false; scrollbar[0] = false; scrollbar[1] = false; scroll_allowed[0] = false; scroll_allowed[1] = false; } ~Menu() = default; // Objects /** * Render a Simple Label * @param label The text to draw */ void Label(const std::string& label); /** * Render a Button * @param label The buttons text * @return if the button was pressed */ bool Button(const std::string& label); /** * Render a Checkbox * @param label Label of the Checkbox * @param v A value to update */ void Checkbox(const std::string& label, bool& v); /** * Render an Image * @param img Texture reference of the image * @param size a Custom Size if needed */ void Image(Texture::Ref img, vec2 size = 0.f, LI::Rect uv = vec4(0)); /** * Color Edit Object that opens a popup editor if clicked * @param label Name of the Edit field * @param color Color reference to edit */ void ColorEdit(const std::string& label, u32* color); // Basic API /** * Create a Tree Node * @param id String ID of the Node * @return node open or not */ bool BeginTreeNode(const UI7::ID& id); /** * End a Tree Node */ void EndTreeNode(); /** Add the Next Objext to the same line */ void SameLine(); /** Add a Separator Line */ void Separator(); /** * Render a Separator Line with a Text * @todo determinate text position by current alignment * @param label The Text to show */ void SeparatorText(const std::string& label); /** Put the last Added Object into the Joinlist */ void Join(); /** * Add the Last element to the join list * and perform an alignment operation * @param a Alignment Oeration(s) */ void JoinAlign(UI7Align a); /** * Align the Last Object * @param a Alignment Operation */ void AfterAlign(UI7Align a); /** * Set a Temp alignment op for the next Object * @param a Alignment Operation */ void NextAlign(UI7Align a) { tmpalign = a; } /** * Align Every Single Object by this operationset * @param a Alignment */ void PushAlignment(UI7Align a) { alignment = a; } /** Use default alignment */ void PopAlignment() { alignment = UI7Align_Default; } /** * Get a New Position depending on the Alignment * @param pos Current Position * @param size Object size * @param view Viewport [position and size] * @param a Alignment Operations * @return new position based on the alignment */ static vec2 AlignPos(vec2 pos, vec2 size, vec4 view, UI7Align a); /** * Returns a Reference to the theme * @return Reference to the base Theme of the context */ Theme::Ref GetTheme() { return io->Theme; } /** * Directly return a Color by using the * m->ThemeColor(UI7Color_Text) for example * @param clr The Input UI7 Color * @return The 32bit color value */ u32 ThemeColor(UI7Color clr) const { return io->Theme->Get(clr); } /** * Get IO Reference * @return io Reference */ UI7::IO::Ref GetIO() { return io; } // API for Custom Objects /** * Handles the Position of Objects in Scrolling Menu * @note As Containers have their own FUnc to handle this, this * function is only useful to Render Live Objects whicch cannot be aligned * by the internal Alignment Api * @param pos position reference to write the new position to * @param size size of the Object * @return if the object can be skipped in rendering */ bool HandleScrolling(vec2& pos, const vec2& size); /** * Get the Cursor Position * @return Cursor Pos */ vec2 Cursor() const { return view_area.xy() + cursor; } /** * Set the Cursor position * @note The old Position can be restored with RestoreCursor * @param v New Position */ void Cursor(const vec2& v) { bcursor = cursor; cursor = v; } /** Restore to the last cursor Position */ void RestoreCursor() { cursor = bcursor; bcursor = vec2(); } /** Return if a Vertical Scrollbar exists */ bool HasVerticalScrollbar() { return scrollbar[1]; } /** Return if a Horizontal Scrollbar exists */ bool HasHorizontalScrollbar() { return scrollbar[0]; } /** Get the Titlebar height */ float TitleBarHeight() { return tbh; } /** * Set a Custom Titlebar heigt * @note Could destroy some basic functionality */ void TitleBarHeight(float v) { tbh = v; } /** * Init the Cursor * @note Useful when using with a Custom TitlebarHeight */ void CursorInit() { Cursor(io->MenuPadding + vec2(0, tbh)); } /** * Move the Cursor for new Object * @param szs Size of the current Object */ void CursorMove(const vec2& szs); /** Get the ViewArea of the Menu */ vec4 ViewArea() const { return view_area; } /** * Get the Main Area of the Menu * (only relevant for input) */ vec4 MainArea() const { return main_area; } /** * Set a MainArea for input * @param v Area where Objects can receive inputs */ void MainArea(const vec4& v) { main_area = v; } /** Get The Scrolling offset */ vec2 ScrollOffset() const { return scrolling_off; } /** * Set a Scrolling offset * @param v Custom Scrolling offset */ void ScrollOffset(const vec2& v) { scrolling_off = v; } /** Get the Current Scrollmodification value */ vec2 ScrollMod() const { return scroll_mod; } /** * Animated Scroll to Position * @param pos Destination Position */ void ScrollTo(vec2 pos) { scroll_anim.From(scrolling_off) .To(pos) .In(1.f) .As(scroll_anim.EaseInOutSine); } /** Check if Still in ScrollAnimation */ bool IsAnimatedScroll() { return !scroll_anim.IsFinished(); } // Objects API /** * Push an object to the current ListHandler * @param obj Object reference to use * @return Reference to the Object (from a time * where ObjectPush(Container::New()) was used) */ Container::Ref ObjectPush(Container::Ref obj); /** * Search for an Object by an id * @param id 32 Bit hash/id * @return the found Object or nullptr */ Container::Ref FindIDObj(u32 id); /** * Create a Parent Container to move and edit all sub * instances at once */ void CreateParent(); /** Destory the parent container (if one active) */ void DestroyParent() { tmp_parent = nullptr; } // Draw List /** Get DrawList */ DrawList::Ref GetDrawList() { return main; } // Advanced /** * Display Debug Labels of a Menu * @param m Menu to display Data from * @param t Target to Write the Labels into */ static void DebugLabels(Menu::Ref m, Menu::Ref t = nullptr); // Uneditable Stuff /** Menu Name */ std::string GetName() const { return name; } /** Menu ID [Hash of the Name] */ u32 GetID() const { return id; } private: // Advanced Handlers /** * Setup for the Menu * @param flags Menu Flags */ void PreHandler(UI7MenuFlags flags); /** Handle things like scrolling */ void PostHandler(); // Basic Settings /** * Set Backup Cursor * @param v Position */ void BackupCursor(const vec2& v) { bcursor = v; } /** Get Sameline Cursor */ vec2 SameLineCursor() const { return slcursor; } /** * Set Sameline Cursor * @param v Position */ void SameLineCursor(const vec2& v) { slcursor = v; } /** * Set View Area * @param v vec4 containing pos and size */ void ViewArea(const vec4& v) { view_area = v; } /** * Set Scroll Modification * @param v Mod */ void ScrollMod(const vec2& v) { scroll_mod = v; } /** Get the Alignment for Current State */ UI7Align GetAlignment() { /// if temp alignment is used then return it and /// reset tmpalign if (tmpalign) { auto t = tmpalign; tmpalign = 0; return t; } return alignment; } /** Internal Processing */ void Update(float delta); // Put some Buttons and functionality into its own functions /** Handler of the Close Button (if exists) */ void CloseButtonHandler(); /** Handler of the Resize Dragging (lower right corner) */ void ResizeHandler(); /** Logic of the Titlebar Movement */ void MoveHandler(); /** Menu Collapse Button Handler */ void CollapseHandler(); /** Scroll Handler (Includes Slider Drag) */ void PostScrollHandler(); // This ability is crazy useful friend class Context; // Data // Default Alignment for all Objects UI7Align alignment = UI7Align_Default; UI7Align tmpalign = 0; ///< Temp Alignment [only used once] UI7MenuFlags flags = 0; ///< Menu Flags u32 id; ///< Menu ID std::string name; ///< Menu Name vec2 cursor; ///< Current Cursor Position vec2 icursoroff; ///< Initial Cursor Offset (Also in Newline) vec2 bcursor; ///< Backup Cursor vec2 slcursor; ///< Sameline Cursor vec4 view_area; ///< view Area (Position and Size) vec4 main_area; ///< Main Area [Input related] vec2 scrolling_off; ///< Scrolling Position bool scrolling[2]; ///< Is Hz or Vt Scrolling Enabled vec2 scroll_mod; ///< Scroll Modificator float tbh; ///< Titlebar height bool scrollbar[2]; ///< Is Hz or Vt Scrollbar rendered bool scroll_allowed[2]; ///< Is Hz or Vt Scrolling Alowed bool has_touch; ///< Menu has touch (depends on screen) bool is_open = true; ///< For Collapse Event bool* is_shown = nullptr; ///< For Close Button Container::Ref tmp_parent; ///< Parent Container (for better alignment etc) // Objects API std::vector objects; ///< Current frame Objects std::vector idobjs; ///< Objects using an ID std::vector join; ///< List of Combined Objects int count_btn = 0; ///< Count for Button ID Prefix int count_cbx = 0; ///< Cound for Checkbox ID Prefix // DrawList DrawList::Ref main; ///< Main Drawlist vec2 max; ///< Max Position vec2 mouse; ///< Mouse/Touch Position vec2 bslpos; ///< Before Sameline Position vec2 last_size; ///< Last Object Size UI7::IO::Ref io; ///< IO Reference std::map tree_nodes; ///< Map of Tree nodes // Animations System Tween scroll_anim; ///< for Scroll to Animation }; } // namespace UI7 } // namespace PD