- Fix minor issues - Add Custom UV Support to Drawlist and Menu Image - Add DoubleClick to IO Input API - Add Flashbang Theme (Not completly done) - Fix Menu glitch when scrolling was possible when not allowed
		
			
				
	
	
		
			416 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			416 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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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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| 
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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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| 
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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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| 
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| #include <pd/core/tween.hpp>
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| #include <pd/drivers/hid.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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| #include <pd/ui7/io.hpp>
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| 
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| namespace PD {
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| namespace UI7 {
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| /** Menu Class for UI7 */
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| class Menu : public SmartCtor<Menu> {
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|  public:
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|   /**
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|    * Menu COnstructor (Unly used by UI7::Context)
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|    * @param id ID of the Menu
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|    * @param io IO Config Reference
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|    */
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|   Menu(ID id, UI7::IO::Ref io) {
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|     /// Setup the Input Data
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|     this->io = io;
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|     this->id = id;
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|     this->name = id.GetName();
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|     /// Set Default Values here
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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() = default;
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| 
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|   // Objects
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| 
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|   /**
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|    * Render a Simple Label
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|    * @param label The text to draw
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|    */
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|   void Label(const std::string& label);
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|   /**
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|    * 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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|    */
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|   bool Button(const std::string& label);
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|   /**
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|    * 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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|    */
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|   void Checkbox(const std::string& label, bool& v);
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|   /**
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|    * 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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|    */
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|   void Image(Texture::Ref img, vec2 size = 0.f, LI::Rect uv = vec4(0));
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| 
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|   /**
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|    * Color Edit Object that opens a popup editor if clicked
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|    * @param label Name of the Edit field
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|    * @param color Color reference to edit
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|    */
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|   void ColorEdit(const std::string& label, u32* color);
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|   // Basic API
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| 
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|   /**
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|    * Create a Tree Node
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|    * @param id String ID of the Node
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|    * @return node open or not
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|    */
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|   bool BeginTreeNode(const UI7::ID& id);
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|   /**
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|    * End a Tree Node
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|    */
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|   void EndTreeNode();
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| 
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|   /** Add the Next Objext to the same line */
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|   void SameLine();
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|   /** Add a Separator Line */
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|   void Separator();
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|   /**
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|    * 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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|    */
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|   void SeparatorText(const std::string& label);
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|   /** Put the last Added Object into the Joinlist */
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|   void Join();
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|   /**
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|    * 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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|    */
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|   void JoinAlign(UI7Align a);
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|   /**
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|    * Align the Last Object
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|    * @param a Alignment Operation
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|    */
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|   void AfterAlign(UI7Align a);
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|   /**
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|    * Set a Temp alignment op for the next Object
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|    * @param a Alignment Operation
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|    */
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|   void NextAlign(UI7Align a) { tmpalign = a; }
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|   /**
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|    * Align Every Single Object by this operationset
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|    * @param a Alignment
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|    */
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|   void PushAlignment(UI7Align a) { alignment = a; }
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|   /** Use default alignment */
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|   void PopAlignment() { alignment = UI7Align_Default; }
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|   /**
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|    * 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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|    */
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|   static vec2 AlignPos(vec2 pos, vec2 size, vec4 view, UI7Align a);
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|   /**
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|    * Returns a Reference to the theme
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|    * @return Reference to the base Theme of the context
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|    */
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|   Theme::Ref GetTheme() { return io->Theme; }
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|   /**
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|    * 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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|    */
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|   u32 ThemeColor(UI7Color clr) const { return io->Theme->Get(clr); }
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| 
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|   /**
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|    * Get IO Reference
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|    * @return io Reference
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|    */
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|   UI7::IO::Ref GetIO() { return io; }
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| 
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|   // API for Custom Objects
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| 
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|   /**
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|    * 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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|    */
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|   bool HandleScrolling(vec2& pos, const vec2& size);
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|   /**
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|    * Get the Cursor Position
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|    * @return Cursor Pos
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|    */
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|   vec2 Cursor() const { return view_area.xy() + cursor; }
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|   /**
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|    * 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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|    */
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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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|   /** 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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|   /** Return if a Vertical Scrollbar exists */
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|   bool HasVerticalScrollbar() { return scrollbar[1]; }
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|   /** Return if a Horizontal Scrollbar exists */
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|   bool HasHorizontalScrollbar() { return scrollbar[0]; }
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|   /** Get the Titlebar height */
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|   float TitleBarHeight() { return tbh; }
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|   /**
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|    * Set a Custom Titlebar heigt
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|    * @note Could destroy some basic functionality
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|    */
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|   void TitleBarHeight(float v) { tbh = v; }
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|   /**
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|    * Init the Cursor
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|    * @note Useful when using with a Custom TitlebarHeight
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|    */
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|   void CursorInit() { Cursor(io->MenuPadding + vec2(0, tbh)); }
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|   /**
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|    * Move the Cursor for new Object
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|    * @param szs Size of the current Object
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|    */
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|   void CursorMove(const vec2& szs);
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|   /** Get the ViewArea of the Menu */
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|   vec4 ViewArea() const { return view_area; }
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|   /**
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|    * Get the Main Area of the Menu
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|    * (only relevant for input)
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|    */
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|   vec4 MainArea() const { return main_area; }
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|   /**
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|    * Set a MainArea for input
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|    * @param v Area where Objects can receive inputs
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|    */
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|   void MainArea(const vec4& v) { main_area = v; }
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|   /** Get The Scrolling offset */
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|   vec2 ScrollOffset() const { return scrolling_off; }
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|   /**
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|    * Set a Scrolling offset
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|    * @param v Custom Scrolling offset
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|    */
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|   void ScrollOffset(const vec2& v) { scrolling_off = v; }
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|   /** Get the Current Scrollmodification value */
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|   vec2 ScrollMod() const { return scroll_mod; }
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|   /**
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|    * Animated Scroll to Position
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|    * @param pos Destination Position
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|    */
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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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|   /** Check if Still in ScrollAnimation */
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|   bool IsAnimatedScroll() { return !scroll_anim.IsFinished(); }
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| 
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|   // Objects API
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| 
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|   /**
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|    * 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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|    */
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|   Container::Ref ObjectPush(Container::Ref obj);
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|   /**
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|    * 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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|    */
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|   Container::Ref FindIDObj(u32 id);
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|   /**
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|    * Create a Parent Container to move and edit all sub
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|    * instances at once
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|    */
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|   void CreateParent();
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|   /** Destory the parent container (if one active) */
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|   void DestroyParent() { tmp_parent = nullptr; }
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| 
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|   // Draw List
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| 
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|   /** Get DrawList */
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|   DrawList::Ref GetDrawList() { return main; }
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| 
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|   // Advanced
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| 
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|   /**
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|    * Display Debug Labels of a Menu
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|    * @param m Menu to display Data from
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|    * @param t Target to Write the Labels into
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|    */
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|   static void DebugLabels(Menu::Ref m, Menu::Ref t = nullptr);
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| 
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|   // Uneditable Stuff
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| 
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|   /** Menu Name */
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|   std::string GetName() const { return name; }
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|   /** Menu ID [Hash of the Name] */
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|   u32 GetID() const { return id; }
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| 
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|  private:
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|   // Advanced Handlers
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| 
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|   /**
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|    * Setup for the Menu
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|    * @param flags Menu Flags
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|    */
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|   void PreHandler(UI7MenuFlags flags);
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|   /** Handle things like scrolling */
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|   void PostHandler();
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| 
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|   // Basic Settings
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| 
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|   /**
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|    * Set Backup Cursor
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|    * @param v Position
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|    */
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|   void BackupCursor(const vec2& v) { bcursor = v; }
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|   /** Get Sameline Cursor */
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|   vec2 SameLineCursor() const { return slcursor; }
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|   /**
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|    * Set Sameline Cursor
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|    * @param v Position
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|    */
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|   void SameLineCursor(const vec2& v) { slcursor = v; }
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|   /**
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|    * Set View Area
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|    * @param v vec4 containing pos and size
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|    */
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|   void ViewArea(const vec4& v) { view_area = v; }
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|   /**
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|    * Set Scroll Modification
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|    * @param v Mod
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|    */
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|   void ScrollMod(const vec2& v) { scroll_mod = v; }
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| 
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|   /** Get the Alignment for Current State */
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|   UI7Align GetAlignment() {
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|     /// if temp alignment is used then return it and
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|     /// reset tmpalign
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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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| 
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|   /** Internal Processing */
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|   void Update(float delta);
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| 
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|   // Put some Buttons and functionality into its own functions
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| 
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|   /** Handler of the Close Button (if exists) */
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|   void CloseButtonHandler();
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|   /** Handler of the Resize Dragging (lower right corner) */
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|   void ResizeHandler();
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|   /** Logic of the Titlebar Movement */
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|   void MoveHandler();
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|   /** Menu Collapse Button Handler */
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|   void CollapseHandler();
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|   /** Scroll Handler (Includes Slider Drag) */
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|   void PostScrollHandler();
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| 
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|   // This ability is crazy useful
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|   friend class Context;
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| 
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|   // Data
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| 
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|   // Default Alignment for all Objects
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|   UI7Align alignment = UI7Align_Default;
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|   UI7Align tmpalign = 0;     ///< Temp Alignment [only used once]
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|   UI7MenuFlags flags = 0;    ///< Menu Flags
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|   u32 id;                    ///< Menu ID
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|   std::string name;          ///< Menu Name
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|   vec2 cursor;               ///< Current Cursor Position
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|   vec2 icursoroff;           ///< Initial Cursor Offset (Also in Newline)
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|   vec2 bcursor;              ///< Backup Cursor
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|   vec2 slcursor;             ///< Sameline Cursor
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|   vec4 view_area;            ///< view Area (Position and Size)
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|   vec4 main_area;            ///< Main Area [Input related]
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|   vec2 scrolling_off;        ///< Scrolling Position
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|   bool scrolling[2];         ///< Is Hz or Vt Scrolling Enabled
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|   vec2 scroll_mod;           ///< Scroll Modificator
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|   float tbh;                 ///< Titlebar height
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|   bool scrollbar[2];         ///< Is Hz or Vt Scrollbar rendered
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|   bool scroll_allowed[2];    ///< Is Hz or Vt Scrolling Alowed
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|   bool has_touch;            ///< Menu has touch (depends on screen)
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|   bool is_open = true;       ///< For Collapse Event
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|   bool* is_shown = nullptr;  ///< For Close Button
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| 
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|   Container::Ref tmp_parent;  ///< Parent Container (for better alignment etc)
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| 
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|   // Objects API
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| 
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|   std::vector<Container::Ref> objects;  ///< Current frame Objects
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|   std::vector<Container::Ref> idobjs;   ///< Objects using an ID
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|   std::vector<Container*> join;         ///< List of Combined Objects
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|   int count_btn = 0;                    ///< Count for Button ID Prefix
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|   int count_cbx = 0;                    ///< Cound for Checkbox ID Prefix
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| 
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|   // DrawList
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| 
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|   DrawList::Ref main;  ///< Main Drawlist
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| 
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|   vec2 max;        ///< Max Position
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|   vec2 mouse;      ///< Mouse/Touch Position
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|   vec2 bslpos;     ///< Before Sameline Position
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|   vec2 last_size;  ///< Last Object Size
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| 
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|   UI7::IO::Ref io;  ///< IO Reference
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| 
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|   std::map<u32, bool> tree_nodes;  ///< Map of Tree nodes
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| 
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|   // Animations System
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| 
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|   Tween<vec2> scroll_anim;  ///< for Scroll to Animation
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| };
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| }  // namespace UI7
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| }  // namespace PD
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