Implement Path render API into drawlist Add some new drawing functions (need to make Rectangle -> RectFilled Add Menu Border ReSetup the Menu Input and Rendering API to fix flickering when moving
238 lines
7.6 KiB
C++
238 lines
7.6 KiB
C++
#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/lithium/renderer.hpp>
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#include <pd/ui7/flags.hpp>
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#include <pd/ui7/theme.hpp>
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namespace PD {
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namespace UI7 {
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/** DrawList class */
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class DrawList : public SmartCtor<DrawList> {
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public:
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/**
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* Constructor for a new Drawlist
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* @param r Renderer reference
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*/
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DrawList(LI::Renderer::Ref r) { ren = r; }
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~DrawList() = default;
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/**
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* Draw a Rectangle (LINED)
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* @param pos position of the rect
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* @param size Size of the rect
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* @param clr Color of the rect
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* @param thickness Thickness of the lines
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*/
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void AddRect(const vec2& pos, const vec2& size, const UI7Color& clr,
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int thickness = 1);
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/**
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* Render a Rectangle
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* @param pos Position
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* @param szs Size
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* @param clr Color
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*/
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void AddRectangle(vec2 pos, vec2 szs, const UI7Color& clr);
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/**
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* Render a Triangle
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* @param a Position a
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* @param b Position b
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* @param c Position c
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* @param clr Color
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* @param thickness Thickness of the lines
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*/
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void AddTriangle(const vec2& a, const vec2& b, const vec2& c,
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const UI7Color& clr, int thickness = 1);
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/**
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* Render a Filled Triangle
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* @param a Position a
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* @param b Position b
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* @param c Position c
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* @param clr Color
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*/
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void AddTriangleFilled(const vec2& a, const vec2& b, const vec2& c,
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const UI7Color& clr);
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/**
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* Add a Lined Circle
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* @param pos Center position
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* @param rad radius of the circle
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* @param col Color of the Circle
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* @param num_segments Number of Segments (0 = auto)
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* @param thickness thickness of the line
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*/
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void AddCircle(const vec2& pos, float rad, UI7Color col, int num_segments = 0,
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int thickness = 1);
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/**
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* Add a Circle
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* @param pos Center position
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* @param rad radius of the circle
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* @param col Color of the Circle
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* @param num_segments Number of Segments (0 = auto)
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*/
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void AddCircleFilled(const vec2& pos, float rad, UI7Color col,
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int num_segments = 0);
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/**
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* Render a Text
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* @param pos Position
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* @param text Text
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* @param clr Color
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* @param flags Flags
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* @param box Aditional Text Box limit (for specific flags)
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*/
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void AddText(vec2 pos, const std::string& text, const UI7Color& clr,
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LITextFlags flags = 0, vec2 box = vec2());
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/**
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* Render an Image
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* @param pos Position
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* @param img Image Texture Reference
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* @param size Optional Size of the Image
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* @param uv Custom UV coords
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*/
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void AddImage(vec2 pos, Texture::Ref img, vec2 size = 0.f,
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LI::Rect uv = vec4(0.f));
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/**
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* Render a Line from Position A to Position B
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* @param a Pos a
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* @param b Pos b
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* @param clr Color
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* @param t Thcikness
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*/
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void AddLine(const vec2& a, const vec2& b, const UI7Color& clr, int t = 1);
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/**
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* Take list of points and display it as a line on screen
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* @param points List of Positions
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* @param clr Color of the Line
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* @param flags Additional Flags (Close for go back to starting point)
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* @param thickness Thickness of the Line
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*/
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void AddPolyLine(const std::vector<vec2>& points, const UI7Color& clr,
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UI7DrawFlags flags = 0, int thickness = 1);
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/**
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* Take a List ofpoints and display it as Filled Shape
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* @note Keep in mind to setup the list of points clockwise
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* @param points List of Points
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* @param clr Color of the shape
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*/
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void AddConvexPolyFilled(const std::vector<vec2>& points,
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const UI7Color& clr);
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/** Clear the Drawlist */
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void Clear();
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/** Process [Render] the Drawlist */
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void Process();
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/** Push a Clip Rect */
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void PushClipRect(const vec4& v) { clip_rects.push(v); }
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/** Revert Last Clip Rect */
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void PopClipRect() { clip_rects.pop(); }
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/** Getter for the Layer */
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int Layer() const { return layer; }
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/** Setter fot the Layer */
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void Layer(int v) { layer = v; }
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/** Path API */
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/**
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* Function to reserve Memory to prevent overhead on
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* pusing a lot of points with PathNext
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* @param num_points Number of Positions you want to add
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*/
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void PathReserve(size_t num_points) {
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Path.reserve(Path.size() + num_points);
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}
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/**
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* Clear current Path
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* @note PathStroke and PathFill will automatically clear
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*/
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void PathClear() { Path.clear(); }
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/**
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* Add a Point to the Path
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* @note Keep in mind that this function is used for
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* setting the starting point
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* @param v Position to add
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*/
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void PathNext(const vec2& v) { Path.push_back(v); }
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/**
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* Path Stroke Create Line from point to point
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* @note For Primitives like Rect or Triangle mak sure to use
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* UI7DrawFlags_Close to add a line back to the starting point
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* @param clr Color od the line
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* @param thickness Thickness of the line
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* @param flags Additional Drawflags
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*/
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void PathStroke(const UI7Color& clr, int thickness = 1,
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UI7DrawFlags flags = 0) {
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AddPolyLine(Path, clr, flags, thickness);
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Path.clear();
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}
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/**
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* Fill a Path with a Color
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* @note **IMPORTANT: ** Paths need to be setup clockwise
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* to be rendered correctly
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* @param clr Fill Color
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*/
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void PathFill(const UI7Color& clr) {
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AddConvexPolyFilled(Path, clr);
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Path.clear();
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}
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void PathArcToN(const vec2& c, float radius, float a_min, float a_max,
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int segments);
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/// @brief Create a Path Rect (uses to Positions instead of Pos/Size)
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/// @param a Top Left Position
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/// @param b Bottom Right Position
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/// @param rounding rounding
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/// @param flags DrawFlags (for special rounding rules)
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void PathRect(vec2 a, vec2 b, float rounding = 0.f, UI7DrawFlags flags = 0);
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private:
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/** Base Layer offset (Internal Used) */
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int BaseLayer() const { return base; }
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/** Base Layer offset (Internal Used) */
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void BaseLayer(int v) { base = v; }
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// Set friendclass here to not expose private functions as public
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friend class Menu;
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friend class Context;
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int layer; ///< Current Layer
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int base; ///< Base Layer
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LI::Renderer::Ref ren; ///< Renderer Reference
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std::stack<vec4> clip_rects; ///< Stack containing Scissor Areas
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u32 num_vertices; ///< Number of Vertices
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u32 num_indices; ///< Number of Indices
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std::vector<vec2> Path;
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// Map for Auto Static Text
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std::unordered_map<u32, LI::StaticText::Ref> static_text;
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// List of Drawcommands generated
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std::vector<std::pair<bool, LI::Command::Ref>> commands;
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};
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} // namespace UI7
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} // namespace PD
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