updates
This commit is contained in:
1
.clangd
1
.clangd
@@ -2,6 +2,7 @@ CompileFlags:
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Add:
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- -std=c99
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- -xc
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- -Wno-initializer-overrides
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# LINUX FLAGS
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- -DOS_LINUX
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- -DCOMPOSITOR_WAYLAND
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@@ -49,7 +49,7 @@ void main() {
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// For texturing later
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float sample = 1;
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float sdf_factor = 1.0f - smoothstep(0, 2*frag_softness, dist);
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float sdf_factor = 1 - smoothstep(0, 2*frag_softness, dist);
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pixel_color = frag_color * sample * sdf_factor * border_factor;
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};
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2
build
2
build
@@ -1,7 +1,7 @@
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#!/bin/bash
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LIB_INCLUDE="-lglfw -lGL -lm"
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COMMON_FLAGS="-DOS_LINUX=1 -xc -std=c99"
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COMMON_FLAGS="-DOS_LINUX=1 -DCOMPOSITOR_WAYLAND=1 -xc -std=c99 -Wno-initializer-overrides"
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echo [Building target]
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if [ $DEBUG ]; then
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@@ -2,8 +2,7 @@
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#include "lib/djstdlib/core.h"
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#include "debug.h"
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void printRLVec3(RLVector3* vector) {
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RLVector3 vec = *vector;
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void printRLVec3(RLVector3 vec) {
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print(
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"┌ ┐\n"
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"│%7.2f%, %7.2f, %7.2f │\n"
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@@ -11,8 +10,7 @@ void printRLVec3(RLVector3* vector) {
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vec.x, vec.y, vec.z);
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}
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void printMatrix(Matrix* matrix) {
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Matrix mat = *matrix;
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void printMatrix(Matrix mat) {
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print(
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"┌ ┐\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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@@ -3,7 +3,7 @@
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#include "lib/raymath.h"
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void printRLVec3(RLVector3* vector);
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void printMatrix(Matrix* matrix);
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void printRLVec3(RLVector3 vector);
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void printMatrix(Matrix matrix);
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#endif
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256
src/main.c
256
src/main.c
@@ -1,3 +1,4 @@
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#include "lib/djstdlib/core.h"
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#define _POSIX_C_SOURCE 199309L
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#include "time.h"
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@@ -65,6 +66,7 @@ struct SomaState {
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bool displayingSolutions;
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RLVector3 rotAxisX;
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RLVector3 rotAxisY;
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UI_Rect *threedeePaneRect;
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};
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typedef struct Soma Soma;
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@@ -84,6 +86,7 @@ struct Soma {
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SomaState prevState;
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SomaState state;
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UI_Context *ui;
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PolycubeInputList polycubeInput;
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HandleList polycubes;
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SomaSolutionList solutions;
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@@ -101,7 +104,10 @@ void *executeSolve(void *ctx) {
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return NULL;
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}
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void scheduleSolve(Soma *soma) {
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void tryScheduleSolve(Soma *soma) {
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if (soma->solveTaskCtx.taskStatus != SolveTaskStatus_Ready) {
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return;
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}
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VoxelSpaceReprList mappedInputs = PushList(soma->solveTaskCtx.arena, VoxelSpaceReprList, soma->polycubeInput.length);
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for (EachEl(soma->polycubeInput, PolycubeInput, polycubeInput)) {
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ListAppend(mappedInputs, polycubeInput->repr.space);
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@@ -130,7 +136,9 @@ RLVector3 centreFromPolycube(Scene *scene, uint32 p) {
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}
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void framebufferSizeCallback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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Soma *soma = (Soma *)glfwGetWindowUserPointer(window);
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soma->renderer->width = width;
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soma->renderer->height = height;
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}
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GLFWwindow *initWindowAndGL(uint32 windowWidth, uint32 windowHeight) {
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@@ -168,7 +176,7 @@ GLFWwindow *initWindowAndGL(uint32 windowWidth, uint32 windowHeight) {
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}
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glViewport(0, 0, windowWidth, windowHeight);
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glfwSwapInterval(1);
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glfwSwapInterval(0);
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glfwSetFramebufferSizeCallback(window, framebufferSizeCallback);
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glfwSetInputMode(window, GLFW_CURSOR | GLFW_RAW_MOUSE_MOTION, GLFW_CURSOR_NORMAL);
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glfwSetWindowSize(window, windowWidth, windowHeight);
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@@ -183,9 +191,47 @@ Texture wallTex = {0};
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Shader solidColorShader;
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Shader phongShader;
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void processInput(Soma *soma, UI_Context *ui) {
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Input *input = ui->input;
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Input *prevInput = ui->prevInput;
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static void advanceDisplayReverse(Soma *soma) {
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if (soma->state.displayingSolutions) {
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if (soma->state.displayedSolution == 0) {
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soma->state.displayedSolution = soma->solutions.length - 1;
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} else {
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soma->state.displayedSolution -= 1;
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}
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} else {
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if (soma->state.displayedPolycube == 0) {
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soma->state.displayedPolycube = soma->polycubeInput.length - 1;
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} else {
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soma->state.displayedPolycube -= 1;
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}
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}
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}
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static void advanceDisplay(Soma *soma) {
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if (soma->state.displayingSolutions) {
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if (soma->state.displayedSolution == soma->solutions.length - 1) {
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soma->state.displayedSolution = 0;
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} else {
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soma->state.displayedSolution += 1;
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}
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} else {
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if (soma->state.displayedPolycube == soma->polycubeInput.length - 1) {
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soma->state.displayedPolycube = 0;
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} else {
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soma->state.displayedPolycube += 1;
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}
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}
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}
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static void onMouseScroll(GLFWwindow *window, real64 deltaX, real64 deltaY) {
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Soma *soma = (Soma *)glfwGetWindowUserPointer(window);
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soma->ui->input->mouse.scroll.dX += deltaX;
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soma->ui->input->mouse.scroll.dY += deltaY;
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}
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void processInput(Soma *soma) {
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Input *input = soma->ui->input;
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Input *prevInput = soma->ui->prevInput;
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if (input->keyboard.escape) {
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glfwSetWindowShouldClose(soma->window.handle, true);
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@@ -203,31 +249,19 @@ void processInput(Soma *soma, UI_Context *ui) {
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node->translation.z += 1.0 * input->keyboard.z * shiftMultiplier;
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if (input->keyboard.space && !prevInput->keyboard.space) {
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if (soma->state.displayingSolutions) {
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if (soma->state.displayedSolution == soma->solutions.length - 1) {
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soma->state.displayedSolution = 0;
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} else {
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soma->state.displayedSolution += 1;
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}
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} else {
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if (soma->state.displayedPolycube == soma->polycubeInput.length - 1) {
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soma->state.displayedPolycube = 0;
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} else {
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soma->state.displayedPolycube += 1;
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}
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}
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advanceDisplay(soma);
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}
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if (input->keyboard.enter && !prevInput->keyboard.enter) {
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if (soma->state.displayingSolutions) {
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soma->state.displayingSolutions = false;
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soma->state.displayedSolution = -1;
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} else if (soma->solveTaskCtx.taskStatus == SolveTaskStatus_Ready) {
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scheduleSolve(soma);
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} else {
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tryScheduleSolve(soma);
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}
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}
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if (input->mouse.btnLeft && ui->hotNode == 0) {
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if (input->mouse.btnLeft && soma->ui->hotNode == 0) {
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uint32 currentObject = soma->state.displayingSolutions
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? soma->solutionNode
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: soma->polycubes.data[soma->state.displayedPolycube];
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@@ -243,6 +277,29 @@ void processInput(Soma *soma, UI_Context *ui) {
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objectGraphNode->rotation = QuaternionMultiply(QuaternionFromAxisAngle(soma->state.rotAxisX, -(real32)deltaY), objectGraphNode->rotation);
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}
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}
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if (soma->state.displayingSolutions) {
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real64 scrollDelta = soma->ui->prevInput->mouse.scroll.dY;
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if (scrollDelta > 0.001 || scrollDelta < -0.001) {
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SceneGraphNode *rootNode = getSceneGraphNode(soma->scene, soma->solutionNode);
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int32 nextChildHandle = rootNode->firstChild;
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while (nextChildHandle) {
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SceneGraphNode *nextChild = getSceneGraphNode(soma->scene, nextChildHandle);
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RLVector3 centre = {0};
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int32 subsegmentHandle = nextChild->firstChild;
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int32 subsegmentCount = 0;
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while (subsegmentHandle) {
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subsegmentCount++;
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SceneGraphNode *subSegment = getSceneGraphNode(soma->scene, subsegmentHandle);
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centre = Vector3Add(centre, subSegment->translation);
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subsegmentHandle = subSegment->nextSibling;
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}
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RLVector3 flyDirection = Vector3Normalize(Vector3Scale(Vector3Transform(centre, nextChild->local), -1.f/subsegmentCount));
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nextChild->translation = Vector3Add(nextChild->translation, Vector3Scale(flyDirection, scrollDelta * 0.1));
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nextChildHandle = nextChild->nextSibling;
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}
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}
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}
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}
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uint32 createPolycubeFromRepr(Scene *s, VoxelSpace *repr, RLVector4 color) {
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@@ -273,67 +330,101 @@ uint32 createPolycubeFromRepr(Scene *s, VoxelSpace *repr, RLVector4 color) {
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return mainGraphNode;
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}
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static void somaUIPass(Soma *soma, UI_Context *ui) {
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static void ui_Interaction(UI_Context *ui, Soma *soma) {
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real32 boxSize = 30;
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real32 padding = 20;
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real32 paddingBetween = 5;
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real32 currY = padding;
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real32 childGap = 5;
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if (soma->state.displayingSolutions) {
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if (soma->solutions.length > 0) {
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UI(ui, .childGap=padding, .flags=UI_Flag_Vertical) {
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if (soma->state.displayingSolutions && soma->solutions.length > 0) {
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SomaSolution *currentSolution = &soma->solutions.data[soma->state.displayedSolution];
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for (EachIn(*currentSolution, i)) {
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uint64 spaceRepr = currentSolution->data[i];
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for (int x = 0; x < soma->puzzleDims[0]; x++) {
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for (int y = 0; y < soma->puzzleDims[1]; y++) {
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real32 currX = padding;
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for (int z = 0; z < soma->puzzleDims[2]; z++) {
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for (int x = 0; x < soma->puzzleDims[0]; x++) UI(ui, .childGap=childGap, .flags=UI_Flag_Vertical) {
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for (int y = 0; y < soma->puzzleDims[1]; y++) UI(ui, .childGap=childGap) {
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for (int z = 0; z < soma->puzzleDims[2]; z++) {
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for (EachIn(*currentSolution, i)) {
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uint64 spaceRepr = currentSolution->data[i];
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bool cellActive = filledAt(&(VoxelSpace){
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.space = spaceRepr,
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.dim_x = soma->puzzleDims[0],
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.dim_y = soma->puzzleDims[1],
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.dim_z = soma->puzzleDims[2],
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}, x, y, z);
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if (cellActive) {
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rendererPlaceRectangle(ui->renderer,
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currX, currY,
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boxSize, boxSize,
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soma->polycubeInput.data[i].color,
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5, 0);
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}
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currX += paddingBetween + boxSize;
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if (cellActive) UI(ui,
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.width=boxSize,
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.height=boxSize,
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.color=soma->polycubeInput.data[i].color,
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.borderRadius=5,
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.borderThickness=0,
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);
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}
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}
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}
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}
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} else {
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PolycubeInput *currentPolycube = &soma->polycubeInput.data[soma->state.displayedPolycube];
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for (int x = 0; x < currentPolycube->repr.dim_x; x++) UI(ui, .childGap=childGap, .flags=UI_Flag_Vertical) {
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for (int y = 0; y < currentPolycube->repr.dim_y; y++) UI(ui, .childGap=childGap) {
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for (int z = 0; z < currentPolycube->repr.dim_z; z++) {
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bool cellActive = filledAt(¤tPolycube->repr, x, y, z);
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if (ui_CheckboxRect(ui, &cellActive, UI_CreateRect(
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.width = boxSize,
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.height = boxSize,
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.borderRadius = 2,
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.color = currentPolycube->color,
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))) {
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soma->state.polycubeDirty = true;
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spaceSet(¤tPolycube->repr, cellActive, x, y, z);
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}
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currY += paddingBetween + boxSize;
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}
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currY += padding;
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}
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currY = padding;
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}
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}
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} else {
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PolycubeInput *currentPolycube = &soma->polycubeInput.data[soma->state.displayedPolycube];
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for (int x = 0; x < currentPolycube->repr.dim_x; x++) {
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for (int y = 0; y < currentPolycube->repr.dim_y; y++) {
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real32 currX = padding;
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for (int z = 0; z < currentPolycube->repr.dim_z; z++) {
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bool cellActive = filledAt(¤tPolycube->repr, x, y, z);
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UI_Rect rect = {
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.x = currX,
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.y = currY,
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.width = boxSize,
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.height = boxSize,
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.borderRadius = 2,
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.color = currentPolycube->color,
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};
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if (ui_checkboxRect(ui, &cellActive, rect)) {
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soma->state.polycubeDirty = true;
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spaceSet(¤tPolycube->repr, cellActive, x, y, z);
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}
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}
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static void DJUI_Soma(UI_Context *ui, Soma *soma) {
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UI(ui, .flags=UI_Flag_HeightGrow | UI_Flag_WidthGrow) {
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UI(ui, .padding=UI_PadUniform(10), .color={0.2, 0.2, 0.2, 1}, .flags=UI_Flag_HeightGrow) {
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ui_Interaction(ui, soma);
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}
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UI(ui, .flags=UI_Flag_Vertical | UI_Flag_HeightGrow | UI_Flag_WidthGrow) {
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UI(ui, .padding=UI_PadUniform(5), .color={0.2, 0.2, 0.2, 1}, .flags=UI_Flag_WidthGrow) {
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UI(ui, .width=65);
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UI(ui, .flags=UI_Flag_WidthGrow);
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UI(ui) {
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RLVector4 color = {0.5, 0.5, 0.5, 1};
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UI(ui, .childGap=10) {
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if (ui_Button(ui, UI_CreateRect(.width=30, .height=30, .color=color))) {
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advanceDisplayReverse(soma);
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}
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if (ui_Button(ui, UI_CreateRect(.width=30, .height=30, .color=color))) {
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advanceDisplay(soma);
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}
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}
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}
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UI(ui, .flags=UI_Flag_WidthGrow);
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UI(ui, .width=65, .childGap=5) {
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if (ui_Button(ui, UI_CreateRect(
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.width=30,
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.height=30,
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.color=soma->state.displayingSolutions ? (RLVector4){1,0,0,0.5} : COLOR_RED,
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))) {
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soma->state.displayingSolutions = false;
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}
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if (ui_Button(ui, UI_CreateRect(
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.width=30,
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.height=30,
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.color=soma->state.displayingSolutions ? COLOR_GREEN : (RLVector4){0,1,0,0.5},
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))) {
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if (!soma->state.displayingSolutions) {
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tryScheduleSolve(soma);
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} else {
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soma->state.displayingSolutions = false;
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}
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}
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currX += paddingBetween + boxSize;
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}
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currY += paddingBetween + boxSize;
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}
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currY += padding;
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UI(ui, .flags=UI_Flag_WidthGrow | UI_Flag_HeightGrow | UI_Flag_3DScene);
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}
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}
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}
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@@ -399,8 +490,6 @@ static void updatePolycubeDisplay(Soma *soma) {
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static void updateWindow(Soma *soma) {
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glfwGetWindowSize(soma->window.handle, &soma->window.width, &soma->window.height);
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glViewport(0, 0, soma->window.width, soma->window.height);
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cameraSetAspect(soma->renderer->camera, soma->window.width, soma->window.height);
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soma->renderer->width = soma->window.width;
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soma->renderer->height = soma->window.height;
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}
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@@ -450,6 +539,7 @@ int mainGfx() {
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},
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},
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.scene = &mainScene,
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.ui = &ui,
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.renderer = &renderer,
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.polycubeInput = PushListZero(arena, PolycubeInputList, MAX_POLYCUBE_INPUT),
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.polycubes = PushListZero(arena, HandleList, MAX_POLYCUBE_INPUT),
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@@ -462,6 +552,7 @@ int mainGfx() {
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.taskStatus = SolveTaskStatus_Ready,
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},
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.state = {
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.threedeePaneRect=NULL,
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.displayedPolycube = 0,
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.displayingSolutions = false,
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.displayedSolution = -1,
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@@ -469,6 +560,9 @@ int mainGfx() {
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},
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};
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glfwSetWindowUserPointer(windowHandle, &soma);
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glfwSetScrollCallback(windowHandle, onMouseScroll);
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VoxelSpaceReprList stdSoma = AsList(VoxelSpaceReprList, STD_SOMA);
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for (EachIn(stdSoma, i)) {
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VoxelSpace voxelSpace = {
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@@ -514,7 +608,7 @@ int mainGfx() {
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updateWindow(&soma);
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processInput(&soma, &ui);
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processInput(&soma);
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if (soma.solveTaskCtx.taskStatus == SolveTaskStatus_Complete) {
|
||||
soma.solutions = PushList(solutionsArena, SomaSolutionList, soma.solveTaskCtx.solutions.length);
|
||||
@@ -527,24 +621,22 @@ int mainGfx() {
|
||||
arenaFreeFrom(soma.solveTaskCtx.arena, 0);
|
||||
}
|
||||
|
||||
Render(&renderer) {
|
||||
UI_Pass(&ui) {
|
||||
DJUI_Soma(&ui, &soma);
|
||||
}
|
||||
|
||||
if (ui.cursorIsPointer) {
|
||||
glfwSetCursor(soma.window.handle, soma.window.cursors.pointer);
|
||||
} else {
|
||||
glfwSetCursor(soma.window.handle, soma.window.cursors.arrow);
|
||||
}
|
||||
}
|
||||
|
||||
updatePolycubeDisplay(&soma);
|
||||
|
||||
recalcScene(soma.scene);
|
||||
|
||||
renderBegin(&renderer);
|
||||
|
||||
ui_begin(&ui);
|
||||
somaUIPass(&soma, &ui);
|
||||
ui_end(&ui);
|
||||
|
||||
if (ui.cursorIsPointer) {
|
||||
glfwSetCursor(soma.window.handle, soma.window.cursors.pointer);
|
||||
} else {
|
||||
glfwSetCursor(soma.window.handle, soma.window.cursors.arrow);
|
||||
}
|
||||
|
||||
renderEnd(&renderer);
|
||||
|
||||
glfwSwapBuffers(soma.window.handle);
|
||||
|
||||
real64 frameEnd = glfwGetTime();
|
||||
|
||||
16
src/render.c
16
src/render.c
@@ -100,12 +100,19 @@ void renderBegin(Renderer *r) {
|
||||
r->rects.borderRadius.length = 0;
|
||||
r->rects.borderThickness.length = 0;
|
||||
r->rects.edgeSoftness.length = 0;
|
||||
r->sceneWidth = 0;
|
||||
r->sceneHeight = 0;
|
||||
r->sceneX = 0;
|
||||
r->sceneY = 0;
|
||||
}
|
||||
|
||||
void renderEnd(Renderer *r) {
|
||||
// 3D Entities
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glViewport(r->sceneX, r->height - r->sceneY - r->sceneHeight, r->sceneWidth, r->sceneHeight);
|
||||
cameraSetAspect(r->camera, r->sceneWidth, r->sceneHeight);
|
||||
|
||||
glUseProgram(r->phongShader->progId);
|
||||
setUniformMat4fv(r->phongShader, "projection", &r->camera->proj);
|
||||
@@ -133,15 +140,22 @@ void renderEnd(Renderer *r) {
|
||||
}
|
||||
|
||||
// 2D overlay
|
||||
glViewport(0, 0, r->width, r->height);
|
||||
|
||||
glUseProgram(r->solidShader->progId);
|
||||
|
||||
updateRectangleObjectBuffers(r);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
Matrix ortho = MatrixOrtho(0.0, r->width, r->height, 0.0, -1.0, 1.0);
|
||||
setUniformMat4fv(r->solidShader, "projection", &ortho);
|
||||
|
||||
glBindVertexArray(r->rects.vao);
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, r->rects.p0.length);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
void rendererPlaceRectangle(Renderer *r, real32 x, real32 y, real32 width, real32 height, RLVector4 color, real32 borderRadius, real32 borderThickness) {
|
||||
@@ -150,6 +164,6 @@ void rendererPlaceRectangle(Renderer *r, real32 x, real32 y, real32 width, real3
|
||||
ListAppend(r->rects.color, color);
|
||||
ListAppend(r->rects.borderRadius, borderRadius);
|
||||
ListAppend(r->rects.borderThickness, borderThickness);
|
||||
ListAppend(r->rects.edgeSoftness, 0.0f);
|
||||
ListAppend(r->rects.edgeSoftness, 0.15f);
|
||||
}
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "gfx/Shader.h"
|
||||
#include "gfx/gfx.h"
|
||||
#include "world/world.h"
|
||||
#include "lib/djstdlib/core.h"
|
||||
|
||||
DefineList(RLVector2, RLVec2);
|
||||
DefineList(RLVector4, RLVec4);
|
||||
@@ -43,6 +44,11 @@ struct Renderer {
|
||||
int32 width;
|
||||
int32 height;
|
||||
|
||||
int32 sceneWidth;
|
||||
int32 sceneHeight;
|
||||
int32 sceneX;
|
||||
int32 sceneY;
|
||||
|
||||
Scene *scene;
|
||||
Camera *camera;
|
||||
/** SceneGraphNode handle */
|
||||
@@ -55,5 +61,6 @@ void renderBegin(Renderer *r);
|
||||
void renderEnd(Renderer *r);
|
||||
void rendererPlaceRectangle(Renderer *r, real32 x, real32 y, real32 width, real32 height, RLVector4 color, real32 borderRadius, real32 borderThickness);
|
||||
void updateRectangleObjectBuffers(Renderer *r);
|
||||
#define Render(r) DeferLoop(renderBegin((r)), renderEnd((r)))
|
||||
|
||||
#endif
|
||||
|
||||
250
src/ui.c
250
src/ui.c
@@ -1,5 +1,7 @@
|
||||
#include "ui.h"
|
||||
#include "GLFW/glfw3.h"
|
||||
#include "lib/djstdlib/core.h"
|
||||
#include <stdio.h>
|
||||
|
||||
static bool glfwMouse(GLFWwindow *window, int mouseBtnCode) {
|
||||
switch (glfwGetMouseButton(window, mouseBtnCode)) {
|
||||
@@ -42,12 +44,13 @@ Input getCurrentInput(GLFWwindow *window) {
|
||||
}
|
||||
|
||||
UI_Context ui_initContext(Arena *arena, Renderer *renderer) {
|
||||
UI_RectList prevList = PushListZero(arena, UI_RectList, Thousand(10));
|
||||
UI_RectList list = PushListZero(arena, UI_RectList, Thousand(10));
|
||||
ListAppend(list, ((UI_Rect){0})); // empty item
|
||||
return (UI_Context){
|
||||
.rects=list,
|
||||
.prevRects=prevList,
|
||||
.hotNode = 0,
|
||||
.nextId = 1,
|
||||
.cursorIsPointer = false,
|
||||
.input = NULL,
|
||||
.prevInput = NULL,
|
||||
@@ -55,14 +58,161 @@ UI_Context ui_initContext(Arena *arena, Renderer *renderer) {
|
||||
};
|
||||
}
|
||||
|
||||
static void ui_playground(UI_Context *ui) {
|
||||
UI(ui,
|
||||
.width=ui->renderer->width,
|
||||
.height=ui->renderer->height,
|
||||
.color=COLOR_WHITE,
|
||||
) {
|
||||
UI(ui,
|
||||
.color=COLOR_GREEN,
|
||||
.childGap=10,
|
||||
.flags=UI_Flag_HeightGrow,
|
||||
.padding=UI_PadUniform(10),
|
||||
) {
|
||||
for (int i = 0; i < 4; i++) {
|
||||
UI(ui,
|
||||
.width=100,
|
||||
.flags=UI_Flag_HeightGrow,
|
||||
.color=COLOR_RED,
|
||||
.borderRadius=10,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
UI(ui, .color=COLOR_CYAN, .flags=UI_Flag_HeightGrow | UI_Flag_WidthGrow);
|
||||
}
|
||||
}
|
||||
|
||||
void ui_sizingPass(UI_Context *ui, bool isXAxis, int32 rectHandle) {
|
||||
UI_Rect *rect = &ui->rects.data[rectHandle];
|
||||
if (!rect->firstChild) return;
|
||||
|
||||
bool isVertical = rect->flags & UI_Flag_Vertical;
|
||||
|
||||
real32 remainingSpace = (isXAxis
|
||||
? rect->resolvedWidth - rect->padding.left - rect->padding.right
|
||||
: rect->resolvedHeight - rect->padding.top - rect->padding.bottom) + rect->childGap;
|
||||
int32 growableChildrenCount = 0;
|
||||
|
||||
UI_Rect *child;
|
||||
|
||||
int32 childHandle = rect->firstChild;
|
||||
if (isVertical != isXAxis) {
|
||||
while (childHandle) {
|
||||
child = &ui->rects.data[childHandle];
|
||||
if (child->flags & UI_Flag_HeightGrow && !isXAxis || child->flags & UI_Flag_WidthGrow && isXAxis) {
|
||||
growableChildrenCount++;
|
||||
}
|
||||
real32 childBreadth = isXAxis ? child->resolvedWidth : child->resolvedHeight;
|
||||
remainingSpace -= childBreadth + rect->childGap;
|
||||
childHandle = child->nextSibling;
|
||||
}
|
||||
}
|
||||
|
||||
real32 childBreadthInc = growableChildrenCount > 0 ? remainingSpace / (real32)growableChildrenCount : 0;
|
||||
|
||||
childHandle = rect->firstChild;
|
||||
while (childHandle) {
|
||||
child = &ui->rects.data[childHandle];
|
||||
|
||||
if (isVertical && (child->flags & UI_Flag_WidthGrow) && isXAxis) {
|
||||
child->resolvedWidth = rect->resolvedWidth - rect->padding.left - rect->padding.right;
|
||||
}
|
||||
if (!isVertical && (child->flags & UI_Flag_HeightGrow) && !isXAxis) {
|
||||
child->resolvedHeight = rect->resolvedHeight - rect->padding.top - rect->padding.bottom;
|
||||
}
|
||||
|
||||
if (child->flags & UI_Flag_WidthGrow && !isVertical && isXAxis) {
|
||||
child->resolvedWidth += childBreadthInc;
|
||||
}
|
||||
if (child->flags & UI_Flag_HeightGrow && isVertical && !isXAxis) {
|
||||
child->resolvedHeight += childBreadthInc;
|
||||
}
|
||||
|
||||
ui_sizingPass(ui, isXAxis, childHandle);
|
||||
|
||||
childHandle = child->nextSibling;
|
||||
}
|
||||
}
|
||||
|
||||
void ui_calcLayout(UI_Context *ui, bool isXAxis, int32 rectHandle) {
|
||||
UI_Rect *rect = &ui->rects.data[rectHandle];
|
||||
if (!rect->firstChild) return;
|
||||
|
||||
bool isVertical = (rect->flags & UI_Flag_Vertical);
|
||||
|
||||
real32 coord = isXAxis ? rect->x + rect->xOffset + rect->padding.left : rect->y + rect->yOffset + rect->padding.top;
|
||||
|
||||
int32 childHandle = rect->firstChild;
|
||||
UI_Rect *child;
|
||||
while (childHandle) {
|
||||
child = &ui->rects.data[childHandle];
|
||||
|
||||
if (isXAxis) {
|
||||
child->x = coord;
|
||||
} else {
|
||||
child->y = coord;
|
||||
}
|
||||
|
||||
ui_calcLayout(ui, isXAxis, childHandle);
|
||||
|
||||
if (!isVertical == isXAxis) {
|
||||
coord += isXAxis ? child->resolvedWidth : child->resolvedHeight;
|
||||
coord += rect->childGap;
|
||||
}
|
||||
|
||||
childHandle = child->nextSibling;
|
||||
}
|
||||
}
|
||||
|
||||
void ui_begin(UI_Context *ui) {
|
||||
ClearList(ui->prevRects);
|
||||
ListAppendList(ui->prevRects, ui->rects);
|
||||
ui->cursorIsPointer = false;
|
||||
ui->nextId = 1;
|
||||
ui->prevHotNode = ui->hotNode;
|
||||
ui->hotNode = 0;
|
||||
ui->scene3DHandle = 0;
|
||||
ui->rootRect = 0;
|
||||
ui->currRect = 0;
|
||||
ClearList(ui->rects);
|
||||
ListAppend(ui->rects, (UI_Rect){0});
|
||||
|
||||
ui_openElement(ui, (UI_Rect){ .width=ui->renderer->width, .height=ui->renderer->height, .color=(RLVector4){0,0,0,0}});
|
||||
}
|
||||
|
||||
void ui_end(UI_Context *ui) {
|
||||
ui_closeElement(ui);
|
||||
|
||||
// 1. Calculate layout
|
||||
ui_sizingPass(ui, true, ui->rootRect);
|
||||
ui_sizingPass(ui, false, ui->rootRect);
|
||||
|
||||
ui_calcLayout(ui, true, ui->rootRect);
|
||||
ui_calcLayout(ui, false, ui->rootRect);
|
||||
|
||||
// 2. Create render commands:
|
||||
|
||||
for (EachEl(ui->rects, UI_Rect, rect)) {
|
||||
rendererPlaceRectangle(
|
||||
ui->renderer,
|
||||
rect->x,
|
||||
rect->y,
|
||||
rect->resolvedWidth,
|
||||
rect->resolvedHeight,
|
||||
rect->color,
|
||||
rect->borderRadius,
|
||||
rect->borderThickness
|
||||
);
|
||||
}
|
||||
|
||||
if (ui->scene3DHandle) {
|
||||
UI_Rect *scene3DRect = &ui->rects.data[ui->scene3DHandle];
|
||||
ui->renderer->sceneX = (int32)scene3DRect->x;
|
||||
ui->renderer->sceneY = (int32)scene3DRect->y;
|
||||
ui->renderer->sceneWidth = (int32)scene3DRect->resolvedWidth;
|
||||
ui->renderer->sceneHeight = (int32)scene3DRect->resolvedHeight;
|
||||
}
|
||||
}
|
||||
|
||||
static bool pointInRect(real32 x, real32 y, UI_Rect rect) {
|
||||
@@ -70,31 +220,101 @@ static bool pointInRect(real32 x, real32 y, UI_Rect rect) {
|
||||
}
|
||||
|
||||
void ui_openElement(UI_Context *ui, UI_Rect rect) {
|
||||
ListAppend(ui->rects, rect);
|
||||
int32 nextHandle = ui->rects.length - 1;
|
||||
|
||||
UI_Rect *nextRect = &ui->rects.data[nextHandle];
|
||||
ListAppend(ui->rects, (UI_Rect){0});
|
||||
int32 newHandle = ui->rects.length - 1;
|
||||
UI_Rect *newRect = &ui->rects.data[newHandle];
|
||||
UI_Rect *currRect = &ui->rects.data[ui->currRect];
|
||||
|
||||
nextRect->parent = ui->currRect;
|
||||
nextRect->nextSibling = currRect->firstChild;
|
||||
currRect->firstChild = nextHandle;
|
||||
*newRect = rect;
|
||||
newRect->parent = ui->currRect;
|
||||
if (currRect->lastChild) {
|
||||
ui->rects.data[currRect->lastChild].nextSibling = newHandle;
|
||||
} else {
|
||||
currRect->firstChild = newHandle;
|
||||
}
|
||||
currRect->lastChild = newHandle;
|
||||
|
||||
ui->currRect = nextHandle;
|
||||
if (!ui->rootRect) {
|
||||
ui->rootRect = newHandle;
|
||||
}
|
||||
|
||||
ui->currRect = newHandle;
|
||||
|
||||
if (newRect->flags & UI_Flag_3DScene) {
|
||||
ui->scene3DHandle = newHandle;
|
||||
}
|
||||
}
|
||||
|
||||
void ui_closeElement(UI_Context *ui) {
|
||||
UI_Rect *currRect = &ui->rects.data[ui->currRect];
|
||||
UI_Rect *parentRect = &ui->rects.data[currRect->parent];
|
||||
|
||||
if (currRect->width != -1) {
|
||||
currRect->resolvedWidth = currRect->width;
|
||||
}
|
||||
currRect->resolvedWidth += currRect->padding.left + currRect->padding.right;
|
||||
if (currRect->height != -1) {
|
||||
currRect->resolvedHeight = currRect->height;
|
||||
}
|
||||
currRect->resolvedHeight += currRect->padding.top + currRect->padding.bottom;
|
||||
|
||||
bool vertical = parentRect->flags & UI_Flag_Vertical;
|
||||
|
||||
real32 currBreadth = vertical ? currRect->resolvedHeight : currRect->resolvedWidth;
|
||||
real32 currCrossBreadth = vertical ? currRect->resolvedWidth : currRect->resolvedHeight;
|
||||
real32 parentBreadth = vertical ? parentRect->height : parentRect->width;
|
||||
real32 parentCrossBreadth = vertical ? parentRect->width : parentRect->height;
|
||||
real32 gap = parentRect->childGap;
|
||||
|
||||
real32 breadthInc = (parentRect->firstChild == ui->currRect ? 0 : gap) + currBreadth;
|
||||
|
||||
if (parentBreadth == -1) {
|
||||
if (vertical) {
|
||||
parentRect->resolvedHeight += breadthInc;
|
||||
} else {
|
||||
parentRect->resolvedWidth += breadthInc;
|
||||
}
|
||||
}
|
||||
|
||||
real32 newCrossBreadth = currCrossBreadth > parentCrossBreadth ? currCrossBreadth : parentCrossBreadth;
|
||||
if (parentCrossBreadth == -1) {
|
||||
if (vertical) {
|
||||
parentRect->resolvedWidth = newCrossBreadth;
|
||||
} else {
|
||||
parentRect->resolvedHeight = newCrossBreadth;
|
||||
}
|
||||
}
|
||||
|
||||
ui->currRect = ui->rects.data[ui->currRect].parent;
|
||||
}
|
||||
|
||||
bool ui_Button(UI_Context *ui, UI_Rect rect) {
|
||||
int32 id = UI_NextID(ui);
|
||||
bool clicked = false;
|
||||
|
||||
if (pointInRect(ui->input->mouse.point.x, ui->input->mouse.point.y, ui->prevRects.data[id])) {
|
||||
ui->cursorIsPointer = true;
|
||||
if (ui->prevHotNode == id && !ui->input->mouse.btnLeft) {
|
||||
clicked = true;
|
||||
} else if (ui->input->mouse.btnLeft && (!ui->prevInput->mouse.btnLeft || ui->prevHotNode == id)) {
|
||||
ui->hotNode = id;
|
||||
}
|
||||
}
|
||||
|
||||
rect.borderRadius = 5;
|
||||
rect.borderThickness = 0;
|
||||
UI_FromRect(ui, rect);
|
||||
|
||||
return clicked;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the checkbox was clicked
|
||||
*/
|
||||
bool ui_checkboxRect(UI_Context *ui, bool *value, UI_Rect rect) {
|
||||
uint32 id = ui->nextId++;
|
||||
bool ui_CheckboxRect(UI_Context *ui, bool *value, UI_Rect rect) {
|
||||
int32 id = UI_NextID(ui);
|
||||
bool clicked = false;
|
||||
if (pointInRect(ui->input->mouse.point.x, ui->input->mouse.point.y, rect)) {
|
||||
if (pointInRect(ui->input->mouse.point.x, ui->input->mouse.point.y, ui->prevRects.data[id])) {
|
||||
ui->cursorIsPointer = true;
|
||||
if (ui->prevHotNode == id && !ui->input->mouse.btnLeft) {
|
||||
*value = !*value;
|
||||
@@ -106,12 +326,12 @@ bool ui_checkboxRect(UI_Context *ui, bool *value, UI_Rect rect) {
|
||||
if (*value) {
|
||||
rect.borderRadius = 5;
|
||||
rect.borderThickness = 0;
|
||||
DJUI(ui, rect);
|
||||
UI_FromRect(ui, rect);
|
||||
} else {
|
||||
rect.borderRadius = 5;
|
||||
rect.borderThickness = 2;
|
||||
rect.color = COLOR_WHITE;
|
||||
DJUI(ui, rect);
|
||||
UI_FromRect(ui, rect);
|
||||
}
|
||||
|
||||
return clicked;
|
||||
|
||||
45
src/ui.h
45
src/ui.h
@@ -26,26 +26,41 @@ struct Input {
|
||||
};
|
||||
RLVector2 point;
|
||||
};
|
||||
struct {
|
||||
real64 dX;
|
||||
real64 dY;
|
||||
} scroll;
|
||||
bool btnLeft;
|
||||
bool btnRight;
|
||||
bool btnMiddle;
|
||||
} mouse;
|
||||
};
|
||||
|
||||
enum UI_Rect_LayoutFlag {
|
||||
UI_Rect_LayoutFlag_Width_Grow=1<<0, // Default is fixed
|
||||
UI_Rect_LayoutFlag_Height_Grow=1<<1,
|
||||
UI_Rect_LayoutFlag_LayoutDirection_Vertical=1<<2, // Default is horizontal
|
||||
enum UI_Flag {
|
||||
UI_Flag_WidthGrow=1<<0, // Default is fixed
|
||||
UI_Flag_HeightGrow=1<<1,
|
||||
UI_Flag_Vertical=1<<2, // Default is horizontal
|
||||
UI_Flag_3DScene=1<<3,
|
||||
// ..
|
||||
UI_Rect_LayoutFlag_COUNT,
|
||||
UI_Flag_COUNT,
|
||||
};
|
||||
|
||||
typedef struct UI_Padding UI_Padding;
|
||||
struct UI_Padding {
|
||||
real32 top;
|
||||
real32 right;
|
||||
real32 bottom;
|
||||
real32 left;
|
||||
};
|
||||
|
||||
typedef struct UI_Rect UI_Rect;
|
||||
struct UI_Rect {
|
||||
uint64 layoutFlags;
|
||||
// UI_Rect_LayoutFlag
|
||||
uint64 flags;
|
||||
|
||||
int32 parent;
|
||||
int32 firstChild;
|
||||
int32 lastChild;
|
||||
int32 nextSibling;
|
||||
|
||||
real32 xOffset;
|
||||
@@ -65,6 +80,7 @@ struct UI_Rect {
|
||||
RLVector4 color;
|
||||
RLVector4 borderColor;
|
||||
|
||||
UI_Padding padding;
|
||||
real32 childGap;
|
||||
|
||||
real32 x;
|
||||
@@ -76,9 +92,10 @@ DefineList(UI_Rect, UI_Rect);
|
||||
|
||||
typedef struct UI_Context UI_Context;
|
||||
struct UI_Context {
|
||||
UI_RectList prevRects;
|
||||
UI_RectList rects;
|
||||
int32 nextId;
|
||||
int32 hotNode;
|
||||
int32 scene3DHandle;
|
||||
int32 prevHotNode;
|
||||
Renderer *renderer;
|
||||
|
||||
@@ -86,19 +103,27 @@ struct UI_Context {
|
||||
Input *input;
|
||||
bool cursorIsPointer;
|
||||
|
||||
int32 rootRect;
|
||||
int32 currRect;
|
||||
};
|
||||
|
||||
Input getCurrentInput(GLFWwindow *window);
|
||||
|
||||
void ui_begin(UI_Context *ui);
|
||||
void ui_end(UI_Context *ui);
|
||||
UI_Context ui_initContext(Arena *arena, Renderer *renderer);
|
||||
Input getCurrentInput(GLFWwindow *window);
|
||||
void ui_resolve();
|
||||
void ui_rect(UI_Context *ui, UI_Rect rect);
|
||||
bool ui_checkboxRect(UI_Context *ui, bool *value, UI_Rect rect);
|
||||
void ui_openElement(UI_Context *ui, UI_Rect rect);
|
||||
void ui_closeElement(UI_Context *ui);
|
||||
|
||||
#define DJUI(ui, rect) DeferLoop(ui_openElement((ui), (rect)), ui_closeElement((ui)))
|
||||
bool ui_CheckboxRect(UI_Context *ui, bool *value, UI_Rect rect);
|
||||
|
||||
#define UI(ui, ...) DeferLoop(ui_openElement((ui), UI_CreateRect(__VA_ARGS__)), ui_closeElement((ui)))
|
||||
#define UI_FromRect(ui, rect) DeferLoop(ui_openElement((ui), (rect)), ui_closeElement((ui)))
|
||||
#define UI_CreateRect(...) ((UI_Rect){.width=-1, .height=-1, __VA_ARGS__})
|
||||
#define UI_Pass(ui) DeferLoop(ui_begin((ui)), ui_end((ui)))
|
||||
#define UI_PadUniform(padding) ((UI_Padding){ (padding), (padding), (padding), (padding) })
|
||||
#define UI_NextID(ui) ((ui)->rects.length)
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user