128 lines
3.8 KiB
C
128 lines
3.8 KiB
C
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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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ui_State state = ui_CurrentState(sys);
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for (int i = 0; i < vector_Size(sys->parts[state]); i++) {
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ui_Part *part = (ui_Part *)vector_At(sys->parts[state], i);
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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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