compositor-test/src/ui.c

298 lines
7.2 KiB
C

#include "ui.h"
#include "SDL_events.h"
#include "aliases.h"
#include "math_utils.h"
#include "window.h"
#include <math.h>
#include <stdbool.h>
#include <stdlib.h>
#define NOODLE_HALF_WIDTH 2
#define DEFAULT_NOODLE_LENGTH 60
internal line ui_noodle(const window *wnd, ui_ctx *ctx, line ln,
ui_elem_colours colours, rect node);
internal bool aabb(rect rec, i32 x, i32 y);
internal line line_from_origin(point origin, f64 angle, i32 line_length);
void init_ui_ctx(ui_ctx *ctx) {
*ctx = (ui_ctx){0};
ctx->hovered = -1;
ctx->active = -1;
}
void reset_ui_ctx(ui_ctx *ctx) {
ctx->count = 0;
ctx->mouse_down = false;
ctx->mouse_up = false;
ctx->rel_x = 0;
ctx->rel_y = 0;
}
void handle_ui_events(const window *wnd, ui_ctx *ctx, const SDL_Event *event) {
switch (event->type) {
case SDL_MOUSEMOTION:
if (wnd->id == event->motion.windowID) {
ctx->mouse_x = event->motion.x;
ctx->mouse_y = event->motion.y;
ctx->rel_x += event->motion.xrel;
ctx->rel_y += event->motion.yrel;
ctx->wnd = wnd;
break;
}
case SDL_MOUSEBUTTONDOWN:
if (wnd->id == event->button.windowID) {
ctx->mouse_x = event->button.x;
ctx->mouse_y = event->button.y;
ctx->mouse_down = true;
ctx->wnd = wnd;
break;
}
case SDL_MOUSEBUTTONUP:
if (wnd->id == event->button.windowID) {
ctx->mouse_x = event->button.x;
ctx->mouse_y = event->button.y;
ctx->mouse_up = true;
ctx->wnd = wnd;
break;
}
}
}
bool ui_button(const window *wnd, ui_ctx *ctx, rect rec,
ui_elem_colours colours) {
if (ctx->count + 1 >= MAX_UI_ELEMENTS) {
return false;
}
u64 id = (ctx->count)++;
fill_rect(wnd, rec, colours.fill);
draw_rect(wnd, rec, colours.border);
if (wnd != ctx->wnd || (ctx->active >= 0 && ctx->active != id)) {
return false;
}
if (!aabb(rec, ctx->mouse_x, ctx->mouse_y)) {
return false;
}
ctx->hovered = id;
if (ctx->mouse_down) {
ctx->active = id;
}
if (ctx->mouse_up && ctx->hovered == id && ctx->active == id) {
ctx->hovered = ctx->active = -1;
return true;
}
return false;
}
ui_node_elem ui_node(const window *wnd, ui_ctx *ctx, ui_node_elem node,
ui_elem_colours colours) {
if (ctx->count + 1 >= MAX_UI_ELEMENTS) {
return (ui_node_elem){0};
}
u64 id = (ctx->count)++;
line ln = {0};
f64 angle = 90.0;
f64 angle_delta = 25.0;
i64 delta_multiplier = node.inputs % 2 == 0 ? -1 : 0;
for (u64 i = 0; i < node.inputs; ++i) {
if (node.noodles[i].p0.x == node.noodles[i].p1.x &&
node.noodles[i].p0.y == node.noodles[i].p1.y) {
point origin = {node.rec.topleft.x + node.rec.w / 2,
node.rec.topleft.y + node.rec.h / 2};
f64 new_angle = angle + angle_delta * delta_multiplier;
ln = line_from_origin(origin, new_angle, DEFAULT_NOODLE_LENGTH);
if (delta_multiplier > 0) {
angle = new_angle;
}
if (delta_multiplier == 0) {
delta_multiplier = -1;
} else {
delta_multiplier *= -1;
}
} else {
ln = node.noodles[i];
}
node.noodles[i] = ui_noodle(wnd, ctx, ln, colours, node.rec);
}
fill_rect(wnd, node.rec, colours.fill);
draw_rect(wnd, node.rec, colours.border);
if (wnd != ctx->wnd || (ctx->active >= 0 && ctx->active != id)) {
return node;
}
if (ctx->mouse_up) {
ctx->hovered = ctx->active = -1;
ctx->rel_x = ctx->rel_y = 0;
return node;
}
if (ctx->hovered == id && ctx->active == id) {
node.rec.topleft.x += ctx->rel_x;
node.rec.topleft.y += ctx->rel_y;
for (u64 i = 0; i < node.inputs; ++i) {
node.noodles[i].p0.x += ctx->rel_x;
node.noodles[i].p0.y += ctx->rel_y;
node.noodles[i].p1.x += ctx->rel_x;
node.noodles[i].p1.y += ctx->rel_y;
}
return node;
}
if (!aabb(node.rec, ctx->mouse_x, ctx->mouse_y)) {
return node;
}
ctx->hovered = id;
if (ctx->mouse_down) {
ctx->active = id;
}
return node;
}
internal line ui_noodle(const window *wnd, ui_ctx *ctx, line ln,
ui_elem_colours colours, rect node) {
if (ctx->count + 1 >= MAX_UI_ELEMENTS) {
return (line){0};
}
u64 id = (ctx->count)++;
bool horizontal = ln.p0.y == ln.p1.y;
rect bounding_box = (rect){0};
if (horizontal) {
i32 x = min(ln.p0.x, ln.p1.x);
bounding_box.topleft = (point){x, ln.p0.y - NOODLE_HALF_WIDTH};
bounding_box.w = abs(ln.p1.x - ln.p0.x);
bounding_box.h = NOODLE_HALF_WIDTH * 2;
fill_rect(wnd, bounding_box, colours.fill);
} else {
vec2 direction = line_direction(&ln);
quad qd = (quad){0};
if (direction.x == 0) {
qd = (quad){
.p0 = (point){ln.p0.x - NOODLE_HALF_WIDTH, ln.p0.y},
.p1 = (point){ln.p0.x + NOODLE_HALF_WIDTH, ln.p0.y},
.p2 = (point){ln.p1.x - NOODLE_HALF_WIDTH, ln.p1.y},
.p3 = (point){ln.p1.x + NOODLE_HALF_WIDTH, ln.p1.y},
};
} else {
f32 slope = (f32)(direction.y) / direction.x;
f32 perpendicular_dy =
sqrtf(square(NOODLE_HALF_WIDTH) / (square((f32)slope) + 1.0f));
f32 perpendicular_dx = -1.0f * slope * perpendicular_dy;
qd = (quad){
.p0 = (point){ln.p0.x - perpendicular_dx, ln.p0.y - perpendicular_dy},
.p1 = (point){ln.p0.x + perpendicular_dx, ln.p0.y + perpendicular_dy},
.p2 = (point){ln.p1.x - perpendicular_dx, ln.p1.y - perpendicular_dy},
.p3 = (point){ln.p1.x + perpendicular_dx, ln.p1.y + perpendicular_dy},
};
}
fill_quad(wnd, qd, colours.fill);
i32 _min_x_1 = min(qd.p0.x, qd.p1.x);
i32 _min_x_2 = min(qd.p2.x, qd.p3.x);
i32 min_x = min(_min_x_1, _min_x_2);
i32 _max_x_1 = max(qd.p0.x, qd.p1.x);
i32 _max_x_2 = max(qd.p2.x, qd.p3.x);
i32 max_x = max(_max_x_1, _max_x_2);
i32 _min_y_1 = min(qd.p0.y, qd.p1.y);
i32 _min_y_2 = min(qd.p2.y, qd.p3.y);
i32 min_y = min(_min_y_1, _min_y_2);
i32 _max_y_1 = max(qd.p0.y, qd.p1.y);
i32 _max_y_2 = max(qd.p2.y, qd.p3.y);
i32 max_y = max(_max_y_1, _max_y_2);
bounding_box = (rect){
.topleft.x = min_x,
.topleft.y = min_y,
.w = max_x - min_x,
.h = max_y - min_y,
};
}
if (wnd != ctx->wnd || (ctx->active >= 0 && ctx->active != id)) {
return ln;
}
if (ctx->mouse_up) {
ctx->hovered = ctx->active = -1;
ctx->rel_x = ctx->rel_y = 0;
return ln;
}
if (ctx->hovered == id && ctx->active == id) {
ln.p0.x += ctx->rel_x;
ln.p0.y += ctx->rel_y;
return ln;
}
if (!aabb(bounding_box, ctx->mouse_x, ctx->mouse_y) ||
aabb(node, ctx->mouse_x, ctx->mouse_y)) {
return ln;
}
ctx->hovered = id;
if (ctx->mouse_down) {
ctx->active = id;
}
return ln;
}
internal bool aabb(rect rec, i32 x, i32 y) {
return x > rec.topleft.x && x <= rec.topleft.x + rec.w && y > rec.topleft.y &&
y <= rec.topleft.y + rec.h;
}
internal line line_from_origin(point origin, f64 angle, i32 line_length) {
f64 rad = radians(angle);
f64 direction = angle / absolute(angle) * -1;
i32 adjacent = line_length * cos(rad) * direction; // dx
i32 opposite = line_length * sin(rad) * direction; // dy
return (line){
(point){origin.x + adjacent, origin.y + opposite},
origin,
};
}