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ui.odin
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ui.odin
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package sis
import "core:fmt"
Program_layer :: struct {
size: [2]i32,
tex: [][4]byte,
data: [dynamic][4]byte
}
ON_STATE :: enum{
nothing,
image_bin_up_down_button,
dial_begin,
dial_dial,
dial_button,
dial_end,
save_button,
}
Mouse :: struct {
pos: [2]i32,
left, right: bool,
left_was, right_was: bool,
is_on: ON_STATE,
was_on: ON_STATE,
fpos: [2]f64,
}
Dial_box :: struct {
title: string,
pos: [2]i32,
target: int,
is_on: enum{one, two},
input_len: [2]int,
input_cursor: [2]int,
input_field: [2][64]byte,
}
UI_BORDER_COLOR :: [4]byte{100, 70, 100, 255}
UI_BODY_COLOR :: [4]byte{180, 150, 180, 255}
UI_TEXT_COLOR :: [4]byte{0, 0, 30, 255}
UI_ACTIVATED_COLOR :: [4]byte{230, 50, 50, 255}
UI_PRESSED_COLOR :: [4]byte{70, 60, 220, 255}
draw_box_button :: proc(ui: Program_layer, mouse: Mouse, but_pos: [2]i32, but_size: [2]i32, check_press: bool,
dyn := true, border_color := UI_BORDER_COLOR, body_color := UI_BODY_COLOR,
activated_color := UI_ACTIVATED_COLOR, pressed_color := UI_PRESSED_COLOR) -> (state: enum{none, on, press}) {
but_pos, border_color := but_pos, border_color
if check_press && is_in_rect(mouse.pos, but_pos, but_size) {
border_color = pressed_color if mouse.left else activated_color
state = .press if !mouse.left && mouse.left_was else .on
}
if dyn do draw_box(ui, but_pos, but_size, border_color, body_color)
else do draw_ui_box(ui, but_pos, but_size, border_color, body_color)
return state
}
draw_text_box_button :: proc(ui: Program_layer, mouse: Mouse, but_pos: [2]i32, text: string, check_press: bool,
dyn := true, border_color := UI_BORDER_COLOR, body_color := UI_BODY_COLOR, text_color := UI_TEXT_COLOR,
activated_color := UI_ACTIVATED_COLOR, pressed_color := UI_PRESSED_COLOR) -> (state: enum{none, on, press}) {
but_pos, border_color := but_pos, border_color
button_size := [2]i32{text_box_width(len(text)), TEXT_BOX_HEIGHT}
if check_press && is_in_rect(mouse.pos, but_pos, button_size) {
border_color = pressed_color if mouse.left else activated_color
state = .press if !mouse.left && mouse.left_was else .on
}
draw_text_in_box(ui, but_pos, text, dyn, border_color, body_color, text_color)
return state
}
draw_box :: proc(ui: Program_layer, box_pos: [2]i32, box_size: [2]i32, border_color := UI_BORDER_COLOR, body_color := UI_BODY_COLOR) {
for y in box_pos.y..<box_pos.y + box_size.y {
for x in box_pos.x..<box_pos.x + box_size.x {
color := body_color
if y == box_pos.y || y == box_pos.y + box_size.y - 1 do color = border_color
if x == box_pos.x || x == box_pos.x + box_size.x - 1 do color = border_color
if is_in_space({x, y}, ui.size) do ui.tex[x + y*ui.size.x] = color
}}
}
draw_line :: proc(l: Program_layer, begin: [2]i32, r: [2]i32, color: [4]byte){
// r := end - begin
total_steps: i32 = abs(r.x) < abs(r.y) ? r.y : r.x
increment: i32 = total_steps > 0 ? 1 : -1
for t: i32 = 0; t != total_steps; t += increment {
pos := begin + t*r/total_steps
draw_pixel(l, pos, color)
}
}
SMALL_ARROW_SIZE :: [2]i32{5, 5}
draw_small_arrow :: proc(ui: Program_layer, arw_pos: [2]i32, direction: enum{up, down, left, right}, clr: [4]byte){
switch direction {
case .up:
for x in i32(0)..<5 do draw_pixel(ui, arw_pos + {x, 2}, clr)
for x in i32(1)..<4 do draw_pixel(ui, arw_pos + {x, 3}, clr)
draw_pixel(ui, arw_pos + {2, 4}, clr)
case .down:
for x in i32(0)..<5 do draw_pixel(ui, arw_pos + {x, 2}, clr)
for x in i32(1)..<4 do draw_pixel(ui, arw_pos + {x, 1}, clr)
draw_pixel(ui, arw_pos + {2, 0}, clr)
case .left:
for y in i32(0)..<5 do draw_pixel(ui, arw_pos + {2, y}, clr)
for y in i32(1)..<4 do draw_pixel(ui, arw_pos + {1, y}, clr)
draw_pixel(ui, arw_pos + {0, 2}, clr)
case .right:
for y in i32(0)..<5 do draw_pixel(ui, arw_pos + {2, y}, clr)
for y in i32(1)..<4 do draw_pixel(ui, arw_pos + {3, y}, clr)
draw_pixel(ui, arw_pos + {4, 2}, clr)
}
}
draw_pixel :: proc(ui: Program_layer, pix_pos: [2]i32, clr: [4]byte) {
if 0 > pix_pos.x || pix_pos.x >= ui.size.x do return
if 0 > pix_pos.y || pix_pos.y >= ui.size.y do return
ui.tex[pix_pos.x + pix_pos.y*ui.size.x] = clr
}
TEXT_BOX_HEIGHT :: 9
draw_text_in_box :: proc(ui: Program_layer, box_pos: [2]i32, txt: string, dyn := true, border_color := UI_BORDER_COLOR, body_color := UI_BODY_COLOR, text_color := UI_TEXT_COLOR) -> (size: [2]i32) {
box_size := [2]i32{i32(len(txt))*4 + 4, TEXT_BOX_HEIGHT}
txt_pos: [2]i32
if dyn do txt_pos = draw_ui_box(ui, box_pos, box_size, border_color, body_color)
else {
txt_pos = box_pos
draw_box(ui, box_pos, box_size, border_color, body_color)
}
draw_text(ui, txt_pos + {3, 1}, txt, text_color)
return box_size
}
text_box_width :: #force_inline proc(len: int) -> i32 {
return i32(len*4 + 4)
}
draw_text :: proc(ui: Program_layer, txt_pos: [2]i32, txt: string, color := UI_TEXT_COLOR){
txt_pos := txt_pos
for c in txt {
draw_char(ui, txt_pos, c, color)
txt_pos.x += 4
}
}
// font from fenster
// ascii - 32
font5x3 := [?]u16{0x0000,0x2092,0x002d,0x5f7d,0x279e,0x52a5,0x7ad6,0x0012,0x4494,0x1491,0x017a,0x05d0,0x1400,0x01c0,0x0400,0x12a4,0x2b6a,0x749a,0x752a,0x38a3,0x4f4a,0x38cf,0x3bce,0x12a7,0x3aae,0x49ae,0x0410,0x1410,0x4454,0x0e38,0x1511,0x10e3,0x73ee,0x5f7a,0x3beb,0x624e,0x3b6b,0x73cf,0x13cf,0x6b4e,0x5bed,0x7497,0x2b27,0x5add,0x7249,0x5b7d,0x5b6b,0x3b6e,0x12eb,0x4f6b,0x5aeb,0x388e,0x2497,0x6b6d,0x256d,0x5f6d,0x5aad,0x24ad,0x72a7,0x6496,0x4889,0x3493,0x002a,0xf000,0x0011,0x6b98,0x3b79,0x7270,0x7b74,0x6750,0x95d6,0xb9ee,0x5b59,0x6410,0xb482,0x56e8,0x6492,0x5be8,0x5b58,0x3b70,0x976a,0xcd6a,0x1370,0x38f0,0x64ba,0x3b68,0x2568,0x5f68,0x54a8,0xb9ad,0x73b8,0x64d6,0x2492,0x3593,0x03e0}
draw_char :: proc(ui: Program_layer, chr_pos: [2]i32, char: rune, color := UI_TEXT_COLOR) {
bmp: u16
if 32 > char && char >= len(font5x3) do bmp = 0
else do bmp = font5x3[char - 32]
for y in i32(0)..<5 {
for x in i32(0)..<3 {
i_x := chr_pos.x + x
i_y := chr_pos.y + (5 - y)
if 0 > i_x || i_x >= ui.size.x do continue
if 0 > i_y || i_y >= ui.size.y do continue
if ((bmp >> uint(x + y*3)) & 1) == 1 do ui.tex[i_x + i_y*ui.size.x] = color
}
}
}
// FIXME: goes out of bounds when box is too big and texture is too small?
// It has to do with the window becoming too small and the mouse coordinates getting real confused
draw_ui_box :: proc(ui: Program_layer, box_pos: [2]i32, box_size: [2]i32, border_color := UI_BORDER_COLOR, body_color := UI_BODY_COLOR) -> (actual_pos: [2]i32) {
box_pos, box_size := box_pos, box_size
assert(box_size.x > 0 && box_size.y > 0)
right_edge_color, top_edge_color := border_color, border_color
if box_size.x > ui.size.x do right_edge_color = body_color
if box_size.y > ui.size.y do top_edge_color = body_color
box_size = vec_clamp(box_size, 0, ui.size)
box_pos = vec_clamp(box_pos, 0, vec_max(0, ui.size - box_size))
lower_row := box_pos.x + box_pos.y*ui.size.x
for i in lower_row..<lower_row + box_size.x do ui.tex[i] = border_color
for y in box_pos.y + 1..<box_pos.y + box_size.y - 1 {
i := box_pos.x + y*ui.size.x
ui.tex[i] = border_color
for x in 1..<box_size.x - 1 {
ui.tex[x + i] = body_color
}
ui.tex[i + box_size.x - 1] = right_edge_color
}
upper_row := box_pos.x + (box_pos.y + box_size.y - 1)*ui.size.x
for i in upper_row..<upper_row + box_size.x do ui.tex[i] = top_edge_color
return box_pos
}
RED :: [4]byte{0xFF, 0x00, 0x00, 0xFF}
GREEN :: [4]byte{0x00, 0xFF, 0x00, 0xFF}
BLUE :: [4]byte{0x00, 0x00, 0xFF, 0xFF}
WHITE :: [4]byte{0xFF, 0xFF, 0xFF, 0xFF}
BLACK :: [4]byte{0x00, 0x00, 0x00, 0xFF}
GRAY :: [4]byte{0xAA, 0xAA, 0xAA, 0xFF}
GREY :: [4]byte{0x22, 0x22, 0x22, 0xFF}
PASTEL_RED :: [4]byte{0xFF, 0x40, 0x40, 0xFF}
PASTEL_PINK :: [4]byte{0xF5, 0xA9, 0xB8, 0xFF}
PASTEL_BLUE :: [4]byte{0x5B, 0xCE, 0xFA, 0xFF}