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C2048/ui.c
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#include <stdio.h>
#include <glad/glx.h>
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#include <stb_image.h>
#include "shader.h"
#include "zephr.h"
Shader ui_shader;
unsigned int ui_vao;
unsigned int ui_vbo;
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int init_ui(const char* font_path) {
int res = init_fonts(font_path);
if (res == -1) {
printf("[ERROR]: could not initialize freetype library\n");
return 1;
} else if (res == -2) {
printf("[ERROR]: could not load font file: \"%s\"\n", font_path);
return 1;
}
ui_shader = create_shader("shaders/ui.vert", "shaders/ui.frag");
glGenVertexArrays(1, &ui_vao);
glGenBuffers(1, &ui_vbo);
glBindVertexArray(ui_vao);
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return 0;
}
void set_parent_constraint(UIConstraints *constraints, UIConstraints *parent_constraints) {
constraints->parent = parent_constraints;
}
void set_x_constraint(UIConstraints *constraints, float value, UIConstraint type) {
switch (type) {
case UI_CONSTRAINT_ASPECT_RATIO:
// no-op. fallback to FIXED
case UI_CONSTRAINT_FIXED:
constraints->x = value;
break;
case UI_CONSTRAINT_RELATIVE:
constraints->x = (value * zephr_ctx->window.size.width);
break;
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case UI_CONSTRAINT_RELATIVE_PIXELS:
constraints->x = zephr_ctx->window.size.width / (float)zephr_ctx->screen_size.width * value;
break;
}
if (constraints->parent) {
constraints->x += constraints->parent->x;
}
}
void set_y_constraint(UIConstraints *constraints, float value, UIConstraint type) {
switch (type) {
case UI_CONSTRAINT_ASPECT_RATIO:
// no-op. fallback to FIXED
case UI_CONSTRAINT_FIXED:
constraints->y = value;
break;
case UI_CONSTRAINT_RELATIVE:
constraints->y = (value * zephr_ctx->window.size.height);
break;
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case UI_CONSTRAINT_RELATIVE_PIXELS:
constraints->y = zephr_ctx->window.size.height / (float)zephr_ctx->screen_size.height * value;
break;
}
if (constraints->parent) {
constraints->y += constraints->parent->y;
}
}
void set_width_constraint(UIConstraints *constraints, float value, UIConstraint type) {
switch (type) {
case UI_CONSTRAINT_FIXED:
constraints->width = value;
break;
case UI_CONSTRAINT_RELATIVE:
constraints->width = (value * zephr_ctx->window.size.width);
break;
case UI_CONSTRAINT_RELATIVE_PIXELS:
constraints->width = zephr_ctx->window.size.width / (float)zephr_ctx->screen_size.width * value;
break;
case UI_CONSTRAINT_ASPECT_RATIO:
constraints->width = constraints->height * value;
break;
}
}
void set_height_constraint(UIConstraints *constraints, float value, UIConstraint type) {
switch (type) {
case UI_CONSTRAINT_FIXED:
constraints->height = value;
break;
case UI_CONSTRAINT_RELATIVE:
constraints->height = (value * zephr_ctx->window.size.height);
break;
case UI_CONSTRAINT_RELATIVE_PIXELS:
constraints->height = zephr_ctx->window.size.height / (float)zephr_ctx->screen_size.height * value;
break;
case UI_CONSTRAINT_ASPECT_RATIO:
constraints->height = constraints->width * value;
break;
}
}
void set_rotation_constraint(UIConstraints *constraints, float angle_d) {
constraints->rotation = angle_d;
}
void apply_constraints(UIConstraints *constraints, Vec2f *pos, Sizef *size) {
*pos = (Vec2f){constraints->x, constraints->y};
*size = (Sizef){constraints->width, constraints->height};
}
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void apply_constraints_rect(UIConstraints *constraints, Rect *rect) {
rect->pos = (Vec2f){constraints->x, constraints->y};
rect->size = (Sizef){constraints->width, constraints->height};
}
void apply_alignment(Alignment align, UIConstraints *constraints, Vec2f *pos, Sizef size) {
// if we don't have a parent then we're a top level element and we should align against the window
Sizef parent_size = (Sizef){zephr_ctx->window.size.width, zephr_ctx->window.size.height};
if (constraints->parent) {
parent_size = (Sizef){constraints->parent->width, constraints->parent->height};
}
switch (align) {
case ALIGN_TOP_LEFT:
pos->x = pos->x;
pos->y = pos->y;
break;
case ALIGN_TOP_CENTER:
pos->x += parent_size.width / 2.f - size.width / 2.f;
pos->y = pos->y;
break;
case ALIGN_TOP_RIGHT:
pos->x += parent_size.width - size.width;
pos->y = pos->y;
break;
case ALIGN_BOTTOM_LEFT:
pos->x = pos->x;
pos->y += parent_size.height - size.height;
break;
case ALIGN_BOTTOM_CENTER:
pos->x += parent_size.width / 2.f - size.width / 2.f;
pos->y += parent_size.height - size.height;
break;
case ALIGN_BOTTOM_RIGHT:
pos->x += parent_size.width - size.width;
pos->y += parent_size.height - size.height;
break;
case ALIGN_LEFT_CENTER:
pos->x = pos->x;
pos->y += parent_size.height / 2.f - size.height / 2.f;
break;
case ALIGN_RIGHT_CENTER:
pos->x += parent_size.width - size.width;
pos->y += parent_size.height / 2.f - size.height / 2.f;
break;
case ALIGN_CENTER:
pos->x += parent_size.width / 2.f - size.width / 2.f;
pos->y += parent_size.height / 2.f - size.height / 2.f;
break;
}
}
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bool inside_rect(Rect *rect, Vec2 *point) {
if (point->x >= rect->pos.x && point->x <= rect->pos.x + rect->size.width &&
point->y >= rect->pos.y && point->y <= rect->pos.y + rect->size.height) {
return true;
}
return false;
}
void draw_quad(UIConstraints *constraints, const Color color, float border_radius, Alignment align) {
use_shader(ui_shader);
set_vec4f(ui_shader, "aColor", color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
set_float(ui_shader, "uiWidth", constraints->width);
set_float(ui_shader, "uiHeight", constraints->height);
set_float(ui_shader, "borderRadius", border_radius);
set_mat4f(ui_shader, "projection", (float *)zephr_ctx->projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = { 0.f, 0.f };
apply_constraints(constraints, &pos, &size);
apply_alignment(align, constraints, &pos, size);
// set the positions after applying alignment so children can use them
constraints->x = pos.x;
constraints->y = pos.y;
Matrix4x4 model = identity();
apply_translation(&model, (Vec2f){-size.width / 2.f, -size.height / 2.f});
apply_rotation(&model, to_radians(constraints->rotation));
apply_translation(&model, (Vec2f){size.width / 2.f, size.height / 2.f});
apply_translation(&model, pos);
set_mat4f(ui_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
float vertices[6][4] = {
// bottom left tri
{0, 0 + size.height, 0.0, 1.0},
{0, 0, 0.0, 0.0},
{0 + size.width, 0, 1.0, 0.0},
// top right tri
{0, 0 + size.height, 0.0, 1.0},
{0 + size.width, 0, 1.0, 0.0},
{0 + size.width, 0 + size.height, 1.0, 1.0},
};
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void draw_circle(UIConstraints *constraints, const Color color, Alignment align) {
float radius = 0.f;
if (constraints->width > constraints->height) {
radius = constraints->height / 2.f;
} else {
radius = constraints->width / 2.f;
}
draw_quad(constraints, color, radius, align);
}
void draw_triangle(UIConstraints *constraints, const Color color, Alignment align) {
use_shader(ui_shader);
set_vec4f(ui_shader, "aColor", color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
set_mat4f(ui_shader, "projection", (float *)zephr_ctx->projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = { 0.f, 0.f };
apply_constraints(constraints, &pos, &size);
apply_alignment(align, constraints, &pos, size);
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// set the positions after applying alignment so children can use them
constraints->x = pos.x;
constraints->y = pos.y;
Matrix4x4 model = identity();
apply_translation(&model, (Vec2f){-size.width / 2.f, -size.height / 2.f});
apply_rotation(&model, to_radians(constraints->rotation));
apply_translation(&model, (Vec2f){size.width / 2.f, size.height / 2.f});
apply_translation(&model, pos);
set_mat4f(ui_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
float vertices[3][4] = {
{0 + size.width, 0, 0.0, 0.0},
{0, 0, 0.0, 0.0},
{0 + size.width / 2, 0 + size.height, 0.0, 0.0},
};
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
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void draw_texture(UIConstraints *constraints, const TextureId texture_id, const Color color, f32 radius, Alignment align) {
use_shader(ui_shader);
set_vec4f(ui_shader, "aColor", color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
set_float(ui_shader, "uiWidth", constraints->width);
set_float(ui_shader, "uiHeight", constraints->height);
set_float(ui_shader, "borderRadius", radius);
set_bool(ui_shader, "hasTexture", true);
set_mat4f(ui_shader, "projection", (float *)zephr_ctx->projection.m);
Vec2f pos = { 0.f, 0.f };
Sizef size = { 0.f, 0.f };
apply_constraints(constraints, &pos, &size);
apply_alignment(align, constraints, &pos, size);
// set the positions after applying alignment so children can use them
constraints->x = pos.x;
constraints->y = pos.y;
Matrix4x4 model = identity();
apply_translation(&model, (Vec2f){-size.width / 2.f, -size.height / 2.f});
apply_rotation(&model, to_radians(constraints->rotation));
apply_translation(&model, (Vec2f){size.width / 2.f, size.height / 2.f});
apply_translation(&model, pos);
set_mat4f(ui_shader, "model", (float *)model.m);
glBindVertexArray(ui_vao);
float vertices[6][4] = {
// bottom left tri
{0, 0 + size.height, 0.0, 1.0},
{0, 0, 0.0, 0.0},
{0 + size.width, 0, 1.0, 0.0},
// top right tri
{0, 0 + size.height, 0.0, 1.0},
{0 + size.width, 0, 1.0, 0.0},
{0 + size.width, 0 + size.height, 1.0, 1.0},
};
glBindBuffer(GL_ARRAY_BUFFER, ui_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_id);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
set_bool(ui_shader, "hasTexture", false);
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}
bool draw_button(UIConstraints *constraints, const Color color, const char *text, f32 radius, Alignment align, ButtonState state) {
Color text_color = COLOR_BLACK;
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text_color.a = color.a;
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Rect rect = {0};
apply_constraints(constraints, &rect.pos, &rect.size);
apply_alignment(align, constraints, &rect.pos, rect.size);
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bool is_hovered = inside_rect(&rect, &zephr_ctx->mouse.pos);
bool left_mouse_pressed = zephr_ctx->mouse.pressed && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT;
if (is_hovered && state == BUTTON_STATE_ACTIVE) {
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zephr_set_cursor(ZEPHR_CURSOR_HAND);
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if (left_mouse_pressed) {
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Color new_color = mult_color(color, 0.8f);
draw_quad(constraints, new_color, radius, align);
} else {
Color new_color = mult_color(color, 0.9f);
draw_quad(constraints, new_color, radius, align);
}
} else if (state == BUTTON_STATE_DISABLED) {
if (is_hovered) {
zephr_set_cursor(ZEPHR_CURSOR_DISABLED);
}
Color new_color = color;
new_color.a = 100;
text_color.a = 100;
draw_quad(constraints, new_color, radius, align);
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} else {
draw_quad(constraints, color, radius, align);
}
if (text) {
UIConstraints text_constraints = {0};
set_parent_constraint(&text_constraints, constraints);
set_x_constraint(&text_constraints, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
set_y_constraint(&text_constraints, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
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set_width_constraint(&text_constraints, 1.0, UI_CONSTRAINT_RELATIVE_PIXELS);
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u8 font_size = (u8)((constraints->width) / (text_constraints.width * 0.1 * 65.f));
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// TODO: need to adjust the font size based on the text height
draw_text(text, font_size, text_constraints, text_color, ALIGN_CENTER);
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}
if (is_hovered && state == BUTTON_STATE_ACTIVE && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
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return true;
}
return false;
}
bool draw_icon_button(UIConstraints *constraints, Color btn_color, const TextureId icon_tex_id, f32 radius, Alignment align, ButtonState state) {
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CORE_DEBUG_ASSERT(icon_tex_id, "draw_icon_button() requires that you provide an icon texture");
Rect rect = {0};
Color icon_color = COLOR_WHITE;
apply_constraints(constraints, &rect.pos, &rect.size);
apply_alignment(align, constraints, &rect.pos, rect.size);
bool is_hovered = inside_rect(&rect, &zephr_ctx->mouse.pos);
bool left_mouse_pressed = zephr_ctx->mouse.pressed && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT;
if (is_hovered && state == BUTTON_STATE_ACTIVE) {
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zephr_set_cursor(ZEPHR_CURSOR_HAND);
if (left_mouse_pressed) {
btn_color = mult_color(btn_color, 0.8f);
icon_color = mult_color(icon_color, 0.8f);
} else {
btn_color = mult_color(btn_color, 0.9f);
icon_color = mult_color(icon_color, 0.9f);
}
} else if (state == BUTTON_STATE_DISABLED) {
if (is_hovered) {
zephr_set_cursor(ZEPHR_CURSOR_DISABLED);
}
icon_color.a = 100;
btn_color.a = 100;
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}
draw_quad(constraints, btn_color, radius, align);
UIConstraints icon_constraints = {0};
set_parent_constraint(&icon_constraints, constraints);
set_x_constraint(&icon_constraints, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
set_y_constraint(&icon_constraints, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
set_width_constraint(&icon_constraints, constraints->width * 0.8f, UI_CONSTRAINT_FIXED);
set_height_constraint(&icon_constraints, constraints->height * 0.8f, UI_CONSTRAINT_FIXED);
draw_texture(&icon_constraints, icon_tex_id, icon_color, 0, ALIGN_CENTER);
if (is_hovered && state == BUTTON_STATE_ACTIVE && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
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return true;
}
return false;
}
/* enum Element { */
/* Rect, */
/* Circle, */
/* }; */
/* struct UIElement { */
/* Vec2 pos; */
/* Size size; */
/* Color *color; */
/* enum Element type; */
/* }; */
/* struct UIText { */
/* Vec2 pos; */
/* float scale; */
/* Color *color; */
/* const char* text; */
/* }; */
/* struct UIElement *create_element(Vec2 pos, Size size, Color *color, enum Element type) { */
/* struct UIElement *element = malloc(sizeof(struct UIElement)); */
/* element->pos = pos; */
/* element->size = size; */
/* element->color = color; */
/* element->type = type; */
/* return element; */
/* } */