UI wip
This commit is contained in:
parent
24294d45a9
commit
317ad22de0
22
app.c
22
app.c
@ -11,6 +11,7 @@
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#include "render_bundle.h"
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#include "render_component.h"
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#include "mapper_misc.h"
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#include "ui.h"
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#include <stdlib.h>
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#include <stdio.h>
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@ -27,6 +28,9 @@ App *app_NewApp() {
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app->camera = camera_NewSystem(app);
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app->particle = particle_NewSystem(app);
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app->time = gametime_NewSystem(app);
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app->ui = ui_NewSystem(app);
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ui_RebuildUI(app->ui);
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ui_PushState(app->ui, ui_Running);
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app->switch_level = NULL;
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app->timescale = 1.0;
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@ -57,6 +61,7 @@ void app_DeleteApp(App *app) {
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camera_DeleteSystem(app->camera);
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particle_DeleteSystem(app->particle);
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gametime_DeleteSystem(app->time);
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ui_DeleteSystem(app->ui);
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free(app);
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}
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@ -72,15 +77,18 @@ void app_Advance(App *app, Duration deltaTime) {
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input_Advance(app->input);
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Duration delta_game = deltaTime;
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if (1.0 - app->timescale > EPS)
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deltaTime.microseconds = deltaTime.microseconds * app->timescale;
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delta_game.microseconds = delta_game.microseconds * app->timescale;
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if (!app->paused) {
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gametime_Advance(app->time, deltaTime);
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particle_Advance(app->particle, deltaTime);
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player_Advance(app->player, deltaTime);
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physics_Advance(app->physics, deltaTime);
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entity_Advance(app->entity, deltaTime);
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camera_Advance(app->camera, deltaTime);
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gametime_Advance(app->time, delta_game);
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particle_Advance(app->particle, delta_game);
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player_Advance(app->player, delta_game);
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physics_Advance(app->physics, delta_game);
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entity_Advance(app->entity, delta_game);
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camera_Advance(app->camera, delta_game);
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}
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ui_Advance(app->ui, deltaTime);
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}
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2
app.h
2
app.h
@ -7,6 +7,7 @@
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#include "input.h"
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#include "camera.h"
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#include "particle.h"
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#include "ui.h"
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#include "types.h"
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#include "util/vector.h"
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@ -25,6 +26,7 @@ typedef struct _App {
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System_Camera *camera;
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System_Particle *particle;
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System_GameTime *time;
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System_UI *ui;
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char *switch_level;
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double timescale;
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@ -7,6 +7,7 @@
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#include "easyx.h"
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#include "render_bundle.h"
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#include "render_component.h"
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#include "ui.h"
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#include "util/tree.h"
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#include "types.h"
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#include "render_util.h"
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@ -21,10 +22,7 @@ TimePoint since = time_Now();
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} // namespace
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extern "C" {
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void app_Render(App *app) {
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extern "C" void app_Render(App *app) {
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render_SetModes(render_ModeDefault, time_Now());
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setbkcolor(app->clear_color);
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cleardevice();
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@ -176,11 +174,13 @@ void app_Render(App *app) {
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// If paused, display a text
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if (app->paused)
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render_DrawTextEx("Game Paused", box2(SCREEN_WIDTH / 2 - 10, 100, 20, 100), DT_CENTER | DT_NOCLIP);
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render_DrawTextEx("Game Paused", box2(SCREEN_WIDTH / 2.0 - 10, 100, 20, 100), DT_CENTER | DT_NOCLIP);
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if (1.0 - app->timescale > EPS) {
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char buf[128];
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snprintf(buf, sizeof(buf), "*** TIMESCALE %.2lf ***", app->timescale);
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render_DrawTextEx(buf, box2(SCREEN_WIDTH / 2 - 10, 50, 20, 100), DT_CENTER | DT_NOCLIP);
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}
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render_DrawTextEx(buf, box2(SCREEN_WIDTH / 2.0 - 10, 50, 20, 100), DT_CENTER | DT_NOCLIP);
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}
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// Draw UI
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ui_Render(app->ui);
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}
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15
input.c
15
input.c
@ -1,6 +1,7 @@
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#include "input.h"
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#include "app.h"
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#include "ui.h"
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#include <stdlib.h>
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#include <stdio.h>
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@ -75,11 +76,15 @@ void input_Advance(System_Input *sys) {
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}
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if (sys->keys[input_Key_Escape] == JustPressed) {
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if (!sys->super->paused)
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fprintf(stderr, "[input_Advance] Pausing\n");
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else
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fprintf(stderr, "[input_Advance] Unpausing\n");
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sys->super->paused = !sys->super->paused;
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if (ui_CurrentState(sys->super->ui) == ui_Running) {
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// Pause
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ui_PushState(sys->super->ui, ui_Paused);
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sys->super->paused = true;
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} else if (ui_CurrentState(sys->super->ui) == ui_Paused) {
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// Unpause
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ui_PopState(sys->super->ui);
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sys->super->paused = false;
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}
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}
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}
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4
types.h
4
types.h
@ -11,8 +11,8 @@ extern "C" {
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#endif
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#define SCREEN_WIDTH 1600
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#define SCREEN_HEIGHT 900
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#define SCREEN_WIDTH 1536
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#define SCREEN_HEIGHT 864
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#define WARN(fmt, ...) fprintf(stderr, "[WARN][%s] " fmt "\n", __func__, ##__VA_ARGS__)
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#define INFO(fmt, ...) fprintf(stderr, "[%s] " fmt "\n", __func__, ##__VA_ARGS__)
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127
ui.c
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127
ui.c
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@ -0,0 +1,127 @@
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#include "ui.h"
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#include "input.h"
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#include "app.h"
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#include "types.h"
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#include "util/vector.h"
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#include <stdio.h>
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const char *ui_StateTitle[ui_StateCount] = {
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"Running",
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"Pause Menu",
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"Jack's Escape (ver. 3.141592) - Title",
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"Select Level",
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"Options"};
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static inline double dabs(double x) { return x > 0 ? x : -x; }
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static inline double dmin(double x, double y) { return x < y ? x : y; }
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static inline double dmax(double x, double y) { return x > y ? x : y; }
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System_UI *ui_NewSystem(App *super) {
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System_UI *sys = zero_malloc(sizeof(System_UI));
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sys->super = super;
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sys->state = vector_Create(sizeof(ui_State));
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for (int i = 0; i < ui_StateCount; i++)
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sys->parts[i] = vector_Create(sizeof(ui_Part));
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return sys;
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}
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void ui_DeleteSystem(System_UI *sys) {
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for (int i = 0; i < ui_StateCount; i++)
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for (int j = 0; j < vector_Size(sys->parts[i]); j++) {
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ui_Part *part = (ui_Part *)vector_At(sys->parts[i], j);
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part->free(sys, part, part->user);
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}
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for (int i = 0; i < ui_StateCount; i++)
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vector_Destroy(sys->parts[i]);
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vector_Destroy(sys->state);
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free(sys);
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}
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void ui_PushPart(System_UI *sys, ui_State layer, ui_Part part) {
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vector_Push(sys->parts[layer], &part);
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}
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static inline double fadeto(double from, double to, Duration deltaTime) {
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if (dabs(from - to) < EPS)
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return to;
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else
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return from + (to - from) * UI_BACKGROUND_FADE_MOVE_SPEED * duration_Seconds(deltaTime);
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}
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static void _ui_UpdateBgTarget(System_UI *sys) {
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if (vector_Size(sys->state) == 0) {
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WARN("state stack is empty");
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return;
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}
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ui_State layer = *(ui_State *)vector_Back(sys->state);
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if (vector_Size(sys->parts[layer]) == 0) {
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// No UI target, set to (0,0), (0,0)
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memset(&sys->bg_target, 0, sizeof(sys->bg_target));
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return;
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}
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Vec2 min = {.x = SCREEN_WIDTH, .y = SCREEN_HEIGHT}, max = {.x = 0, .y = 0};
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for (int i = 0; i < vector_Size(sys->parts[layer]); i++) {
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ui_Part *part = (ui_Part *)vector_At(sys->parts[layer], i);
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min.x = dmin(min.x, part->box.lefttop.x);
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min.y = dmin(min.y, part->box.lefttop.y);
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max.x = dmax(max.x, part->box.lefttop.x + part->box.size.x);
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max.y = dmax(max.y, part->box.lefttop.y + part->box.size.y);
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}
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sys->bg_target.lefttop = vec2(min.x - UI_PADDING, min.y - UI_PADDING);
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sys->bg_target.size = vec2(max.x - min.x + 2 * UI_PADDING, max.y - min.y + 2 * UI_PADDING);
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}
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void ui_Advance(System_UI *sys, Duration deltaTime) {
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Vec2 lt = sys->bg.lefttop, rb = vec2_Add(sys->bg.lefttop, sys->bg.size);
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Vec2 lt_target = sys->bg_target.lefttop, rb_target = vec2_Add(sys->bg_target.lefttop, sys->bg_target.size);
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lt.x = fadeto(lt.x, lt_target.x, deltaTime);
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lt.y = fadeto(lt.y, lt_target.y, deltaTime);
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rb.x = fadeto(rb.x, rb_target.x, deltaTime);
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rb.y = fadeto(rb.y, rb_target.y, deltaTime);
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sys->bg.lefttop = lt;
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sys->bg.size = vec2_Minus(rb, lt);
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for (int i = 0; i < ui_StateCount; i++)
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for (int j = 0; j < vector_Size(sys->parts[i]); j++) {
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ui_Part *part = (ui_Part *)vector_At(sys->parts[i], j);
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// Hover check
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if (box2_Contains(part->box, input_MousePosition(sys->super->input))) {
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part->hovered = true;
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part->progress = dmin(part->progress + UI_BUTTON_HOVER_SPEED * duration_Seconds(deltaTime), 1.0);
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} else {
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part->hovered = false;
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part->progress = dmax(part->progress - UI_BUTTON_HOVER_SPEED * duration_Seconds(deltaTime), 0.0);
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}
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part->update(sys, part, part->user, deltaTime);
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}
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}
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void ui_PushState(System_UI *sys, ui_State push_state) {
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vector_Push(sys->state, &push_state);
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_ui_UpdateBgTarget(sys);
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}
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void ui_PopState(System_UI *sys) {
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if (vector_Size(sys->state) == 0)
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WARN("state stack empty");
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else {
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vector_Pop(sys->state, NULL);
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_ui_UpdateBgTarget(sys);
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}
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}
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ui_State ui_CurrentState(System_UI *sys) {
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if (vector_Size(sys->state) == 0)
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WARN("state stack empty");
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return *(ui_State *)vector_Back(sys->state);
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}
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72
ui.h
72
ui.h
@ -15,26 +15,86 @@ typedef enum {
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ui_Running,
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ui_Paused,
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ui_TitleMenu,
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ui_SceneSelect,
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ui_Options,
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ui_StateCount // Keep at last
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} ui_States;
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} ui_State;
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extern const char *ui_StateTitle[ui_StateCount];
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// Forward declarations
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typedef struct _ui_Button ui_Button;
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typedef struct _System_UI System_UI;
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// a Part of the UI.
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typedef struct {
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void *user; // user data
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void (*draw)(System_UI *sys, void *user); // called when the UI is to be drawn
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typedef struct _ui_Part {
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Box2 box; // bounding box of the UI element
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float progress; // hover process, from 0 to 1
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bool hovered; // Whether the part is hovered
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uintptr_t user; // user data
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void (*draw)(System_UI *sys, struct _ui_Part *part, uintptr_t user); // called when the UI is to be drawn
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void (*update)(System_UI *sys, struct _ui_Part *part, uintptr_t user, Duration deltatime); // called when the element is to be updated
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void (*free)(System_UI *sys, struct _ui_Part *part, uintptr_t user); // called when the element is to be deleted
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} ui_Part;
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// UI system with its own state machine.
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typedef struct _System_UI {
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App *super;
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vector_Vector *parts[ui_StateCount];
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vector_Vector *parts[ui_StateCount]; // A vector of ui_Parts
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vector_Vector *state; // A stack of ui_States
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Box2 bg, bg_target;
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} System_UI;
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System_UI *ui_NewSystem(App *super);
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void ui_DeleteSystem(System_UI *sys);
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// Clears and refills every menu with its widgets
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void ui_RebuildUI(System_UI *sys);
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void ui_PushPart(System_UI *sys, ui_State layer, ui_Part part);
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void ui_Advance(System_UI *sys, Duration deltaTime);
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void ui_Render(System_UI *sys);
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void ui_PushState(System_UI *sys, ui_State push_state);
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void ui_PopState(System_UI *sys);
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ui_State ui_CurrentState(System_UI *sys);
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#define UI_PADDING (20)
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#define UI_BACKGROUND (0)
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#define UI_BACKGROUND_FADE_MOVE_SPEED (20.0)
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#define UI_BUTTON_HOVER_SPEED (5.0)
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#define UI_BUTTON_BACKGROUND (RGB(50, 50, 50))
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#define UI_BUTTON_HOVERED (RGB(75, 75, 75))
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#define UI_BUTTON_CLICKED (RGB(90, 90, 90))
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typedef void (*ui_ActionCallback)(System_UI *sys, ui_Part *part, uintptr_t data);
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// An Action to pop the UI state stack once
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void ui_Action_PopState(System_UI *sys, ui_Part *part, uintptr_t data);
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// An Action to push the state, casted directly from data
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void ui_Action_PushState(System_UI *sys, ui_Part *part, uintptr_t data);
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// Allocated & passed in as user data for ui part
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typedef struct _ui_Button {
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ui_ActionCallback callback;
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uintptr_t callback_data;
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uint32_t bg, bg_hover, clicked;
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char *label; // Allocated & copied
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bool left_aligned;
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} ui_Button;
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ui_Part ui_Button_New(Box2 box, const char *label, ui_ActionCallback callback, uintptr_t data);
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ui_Part ui_Button_NewLeftAligned(Box2 box, const char *label, ui_ActionCallback callback, uintptr_t data);
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// ui_Part ui_Button_NewColored(Box2 box, const char *label, uint32_t bg, uint32_t hover, uint32_t clicked, ui_ActionCallback callback, uintptr_t data);
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#ifdef __cplusplus
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}
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10
ui_action.c
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10
ui_action.c
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@ -0,0 +1,10 @@
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#include "ui.h"
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void ui_Action_PopState(System_UI *sys, ui_Part *part, uintptr_t data) {
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ui_PopState(sys);
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}
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void ui_Action_PushState(System_UI *sys, ui_Part *part, uintptr_t data) {
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ui_PushState(sys, (ui_State)data);
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}
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29
ui_build.c
Normal file
29
ui_build.c
Normal file
@ -0,0 +1,29 @@
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#include "ui.h"
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#include "app.h"
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#include "util/vector.h"
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static void _ui_Action_ResumeGame(System_UI *sys, ui_Part *part, uintptr_t data) {
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ui_Action_PopState(sys, part, data);
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sys->super->paused = false;
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}
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#define PUSH_UI(part) \
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_p0 = (part); \
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vector_Push(p, &_p0);
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void ui_RebuildUI(System_UI *sys) {
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vector_Vector *p;
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ui_Part _p0;
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// Paused
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p = sys->parts[ui_Paused];
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vector_Clear(p);
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PUSH_UI(ui_Button_New(
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box2_FromCenter(vec2(SCREEN_WIDTH / 2.0, 300), vec2(400, 50)),
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"Resume Game",
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&_ui_Action_ResumeGame, 0))
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}
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45
ui_button.c
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45
ui_button.c
Normal file
@ -0,0 +1,45 @@
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#include "input.h"
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#include "types.h"
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#include "ui.h"
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#include "app.h"
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#ifndef RGB
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#define RGB(r, g, b) ((r) | ((g) << 8) | ((b) << 16))
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#endif
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void _ui_Button_Draw(System_UI *sys, ui_Part *part, uintptr_t user); // Defined in ui_render.cpp
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void _ui_Button_Update(System_UI *sys, ui_Part *part, uintptr_t user, Duration deltatime) {
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ui_Button *b = (ui_Button *)user;
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if (part->hovered && sys->super->input->keys[input_Key_LeftMouse] == JustReleased)
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b->callback(sys, part, b->callback_data);
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}
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void _ui_Button_Free(System_UI *sys, ui_Part *part, uintptr_t user) {
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ui_Button *b = (ui_Button *)user;
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free(b->label);
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free(b);
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}
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ui_Part ui_Button_New(Box2 box, const char *label, ui_ActionCallback callback, uintptr_t data) {
|
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ui_Button *b = zero_malloc(sizeof(ui_Button));
|
||||
b->callback = callback;
|
||||
b->callback_data = data;
|
||||
b->bg = UI_BUTTON_BACKGROUND;
|
||||
b->bg_hover = UI_BUTTON_HOVERED;
|
||||
b->clicked = UI_BUTTON_CLICKED;
|
||||
b->label = copy_malloc(label);
|
||||
b->left_aligned = false;
|
||||
|
||||
ui_Part part = {
|
||||
.box = box,
|
||||
.progress = 0.0f,
|
||||
.user = (uintptr_t)b,
|
||||
.draw = &_ui_Button_Draw,
|
||||
.update = &_ui_Button_Update,
|
||||
.free = &_ui_Button_Free};
|
||||
return part;
|
||||
}
|
||||
ui_Part ui_Button_NewLeftAligned(Box2 box, const char *label, ui_ActionCallback callback, uintptr_t data);
|
75
ui_render.cpp
Normal file
75
ui_render.cpp
Normal file
@ -0,0 +1,75 @@
|
||||
|
||||
#include "input.h"
|
||||
#include "render_util.h"
|
||||
#include "types.h"
|
||||
#include "ui.h"
|
||||
#include "app.h"
|
||||
|
||||
#include <easyx.h>
|
||||
|
||||
|
||||
extern "C" void ui_Render(System_UI *sys) {
|
||||
// Background filled rectangle
|
||||
if (sys->bg.size.x > EPS && sys->bg.size.y > EPS) {
|
||||
setfillcolor(UI_BACKGROUND);
|
||||
solidrectangle(
|
||||
(int)round(sys->bg.lefttop.x),
|
||||
(int)round(sys->bg.lefttop.y),
|
||||
(int)round(sys->bg.lefttop.x + sys->bg.size.x),
|
||||
(int)round(sys->bg.lefttop.y + sys->bg.size.y));
|
||||
}
|
||||
if (vector_Size(sys->state) == 0)
|
||||
return;
|
||||
|
||||
ui_State layer = *(ui_State *)vector_Back(sys->state);
|
||||
// Title string
|
||||
setbkcolor(UI_BACKGROUND);
|
||||
render_DrawText(
|
||||
(int)round(sys->bg.lefttop.x),
|
||||
(int)round(sys->bg.lefttop.y) - TEXTHEIGHT,
|
||||
ui_StateTitle[layer]);
|
||||
|
||||
// UI elements
|
||||
// Skip them if the width of background is less than 90% of the target
|
||||
if (sys->bg.size.x > sys->bg_target.size.x * 0.9)
|
||||
for (int i = 0; i < vector_Size(sys->parts[layer]); i++) {
|
||||
ui_Part *part = (ui_Part *)vector_At(sys->parts[layer], i);
|
||||
part->draw(sys, part, part->user);
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" void _ui_Button_Draw(System_UI *sys, ui_Part *part, void *user) {
|
||||
ui_Button *b = (ui_Button *)user;
|
||||
|
||||
uint32_t color_final = 0;
|
||||
|
||||
if (part->hovered && input_IsPressed(sys->super->input->keys[input_Key_LeftMouse]))
|
||||
// Hovered & pressed
|
||||
color_final = b->clicked;
|
||||
else {
|
||||
// Fade the color
|
||||
int r0 = b->bg & 0xff;
|
||||
int g0 = (b->bg & 0xff00) >> 8;
|
||||
int b0 = (b->bg & 0xff0000) >> 16;
|
||||
|
||||
int r1 = b->bg_hover & 0xff;
|
||||
int g1 = (b->bg_hover & 0xff00) >> 8;
|
||||
int b1 = (b->bg_hover & 0xff0000) >> 16;
|
||||
|
||||
color_final = RGB(
|
||||
(int)((r1 - r0) * sqrt(part->progress) + r0),
|
||||
(int)((g1 - g0) * sqrt(part->progress) + g0),
|
||||
(int)((b1 - b0) * sqrt(part->progress) + b0));
|
||||
}
|
||||
|
||||
setbkcolor(color_final);
|
||||
setfillcolor(color_final);
|
||||
settextcolor(RGB(255, 255, 255));
|
||||
|
||||
solidrectangle(
|
||||
(int)round(part->box.lefttop.x),
|
||||
(int)round(part->box.lefttop.y),
|
||||
(int)round(part->box.lefttop.x + part->box.size.x),
|
||||
(int)round(part->box.lefttop.y + part->box.size.y));
|
||||
render_DrawTextEx(b->label, part->box, (b->left_aligned ? DT_LEFT : DT_CENTER) | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
@ -3,6 +3,7 @@
|
||||
|
||||
#include "string.h"
|
||||
#include "stdlib.h"
|
||||
#include "assert.h"
|
||||
|
||||
|
||||
vector_Vector *vector_Create(uintptr_t objectSize) {
|
||||
@ -19,6 +20,7 @@ vector_Vector *vector_Create(uintptr_t objectSize) {
|
||||
|
||||
// Resizes the underlying buffer to a new capacity
|
||||
static inline void __vector_Rebuffer(vector_Vector *vec, uintptr_t newcap) {
|
||||
ASSERT(newcap >= vec->size);
|
||||
void *newbuf = malloc(newcap);
|
||||
memcpy(newbuf, vec->data, vec->size);
|
||||
free(vec->data);
|
||||
@ -50,7 +52,7 @@ bool vector_Pop(vector_Vector *vec, void *out_data) {
|
||||
|
||||
void vector_Append(vector_Vector *vec, const void *data, uintptr_t n) {
|
||||
uintptr_t oldsize = vec->size, addsize = vec->objectSize * n;
|
||||
vector_Resize(vec, oldsize + addsize);
|
||||
vector_Resize(vec, vector_Size(vec) + n);
|
||||
|
||||
if (data)
|
||||
memcpy(vec->data + oldsize, data, addsize);
|
||||
@ -59,7 +61,7 @@ void vector_Append(vector_Vector *vec, const void *data, uintptr_t n) {
|
||||
}
|
||||
|
||||
void vector_Resize(vector_Vector *vec, uintptr_t size) {
|
||||
uintptr_t newsize = size;
|
||||
uintptr_t newsize = size * vec->objectSize;
|
||||
if (newsize > vec->cap) {
|
||||
// grow the buffer exponentially
|
||||
uint64_t newcap = vec->cap;
|
||||
@ -101,3 +103,7 @@ void *vector_At(vector_Vector *vec, uintptr_t i) {
|
||||
void *vector_Data(vector_Vector *vec) {
|
||||
return vec->data;
|
||||
}
|
||||
|
||||
void *vector_Back(vector_Vector *vec) {
|
||||
return vector_At(vec, vector_Size(vec) - 1);
|
||||
}
|
||||
|
@ -68,6 +68,11 @@ void *vector_At(vector_Vector *vec, uintptr_t i);
|
||||
// Data returns the data buffer.
|
||||
void *vector_Data(vector_Vector *vec);
|
||||
|
||||
// Back returns the last element in the vector.
|
||||
//
|
||||
// No boundary test is performed.
|
||||
void *vector_Back(vector_Vector *vec);
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user