#include "ui_list.h" #include "SDL_rect.h" #include "SDL_render.h" #include "aliases/aliases.h" #include #include bool aabb(SDL_Rect *rect, i64 x, i64 y) { return x >= rect->x && y >= rect->y && x < rect->x + rect->w && y < rect->y + rect->h; } bool draw_element(SDL_Texture *texture, SDL_Texture *selected_texture, bool selected, u64 x, u64 y, u64 item_w, u64 item_h, u64 padding, i64 mouse_x, i64 mouse_y, i64 clicked_x, i64 clicked_y, SDL_Renderer *renderer, colour_t bg_colour, colour_t hover_colour) { bool output = false; SDL_Rect bg_dest = {.x = x - padding, .y = y - padding, .w = item_w + padding * 2, .h = item_h + padding * 2 + 1}; SDL_Rect texture_dest = {.x = x, .y = y, .w = 0, .h = 0}; colour_t c = bg_colour; bool hovered = false; if (aabb(&bg_dest, mouse_x, mouse_y)) { hovered = true; c = hover_colour; } if (aabb(&bg_dest, clicked_x, clicked_y)) { output = true; } SDL_SetRenderDrawColor(renderer, c.rgba.r, c.rgba.g, c.rgba.b, c.rgba.a); SDL_Texture *render_texture = (selected || hovered) ? selected_texture : texture; i32 texture_w; i32 texture_h; SDL_QueryTexture(render_texture, NULL, NULL, &texture_w, &texture_h); i32 x_offset = (item_w - texture_w) / 2; texture_dest.x += x_offset; texture_dest.w = texture_w; texture_dest.h = texture_h; (selected || hovered) ? SDL_RenderFillRect(renderer, &bg_dest) : SDL_RenderDrawRect(renderer, &bg_dest); SDL_RenderCopy(renderer, render_texture, NULL, &texture_dest); return output; } u64 ui_list(const ui_list_t *list, u64 x, u64 y, u64 padding, i64 mouse_x, i64 mouse_y, i64 clicked_x, i64 clicked_y, SDL_Renderer *renderer, colour_t bg_colour, colour_t hover_colour) { u64 selected = list->selected; for (u64 i = 0; i < list->length; ++i) { if (draw_element(list->textures[i], list->selected_textures[i], i == list->selected, x, y + (list->item_h + padding * 2) * i, list->item_w, list->item_h, padding, mouse_x, mouse_y, clicked_x, clicked_y, renderer, bg_colour, hover_colour)) { selected = i; } } return selected; }