mirror of
https://github.com/nzp-team/quakec.git
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1084 lines
29 KiB
C++
1084 lines
29 KiB
C++
// Shpuld's Simple UI lib - sui
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// Created 11/2018
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//
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// sui is a simple QuakeC UI lib for drawing and handling game interfaces.
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// The API is made simple and easy to build upon, but cuts have been made
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// to keep complexity low.
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//
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#ifdef MENU
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const float IE_KEYDOWN = 0; /* Specifies that a key was pressed. Second argument is the scan code. Third argument is the unicode (printable) char value. Fourth argument denotes which keyboard(or mouse, if its a mouse 'scan' key) the event came from. Note that some systems may completely separate scan codes and unicode values, with a 0 value for the unspecified argument. */
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const float IE_KEYUP = 1; /* Specifies that a key was released. Arguments are the same as IE_KEYDOWN. On some systems, this may be fired instantly after IE_KEYDOWN was fired. */
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const float IE_MOUSEDELTA = 2; /* Specifies that a mouse was moved (touch screens and tablets typically give IE_MOUSEABS events instead, use _windowed_mouse 0 to test code to cope with either). Second argument is the X displacement, third argument is the Y displacement. Fourth argument is which mouse or touch event triggered the event. */
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const float IE_MOUSEABS = 3; /* Specifies that a mouse cursor or touch event was moved to a specific location relative to the virtual screen space. Second argument is the new X position, third argument is the new Y position. Fourth argument is which mouse or touch event triggered the event. */
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const float IE_ACCELEROMETER = 4;
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const float IE_FOCUS = 5; /* Specifies that input focus was given. parama says mouse focus, paramb says keyboard focus. If either are -1, then it is unchanged. */
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const float IE_JOYAXIS = 6; /* Specifies that what value a joystick/controller axis currently specifies. x=axis, y=value. Will be called multiple times, once for each axis of each active controller. */
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#define printf(x, ...) print(sprintf(x, __VA_ARGS__))
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#endif
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float _sui_draw_initialized;
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// framing
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// pseudo windowing, sets a new "frame" for whatever we're drawing, instead of
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// always using screen [0, 0] as min and [screen_width, screen_height] as max.
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// also allows for aligning content to frame start/end/center on both axis
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struct _frame_t {
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vector pos;
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vector size;
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vector align;
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};
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const float MAX_FRAMES = 64;
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_frame_t _frames[MAX_FRAMES];
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float _frame_index;
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const float SUI_ALIGN_START = 0;
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const float SUI_ALIGN_CENTER = 1;
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const float SUI_ALIGN_END = 2;
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void() sui_reset_align =
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{
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_frames[_frame_index].align = [SUI_ALIGN_START, SUI_ALIGN_START];
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};
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void(float align) sui_set_x_align =
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{
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_frames[_frame_index].align.x = align;
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};
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void(float align) sui_set_y_align =
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{
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_frames[_frame_index].align.y = align;
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};
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void(vector align) sui_set_align =
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{
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_frames[_frame_index].align = align;
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};
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void(__inout vector point) sui_transform_point =
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{
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int idx = _frame_index;
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switch (_frames[idx].align.x)
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{
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case SUI_ALIGN_START: point_x += _frames[idx].pos.x; break;
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case SUI_ALIGN_CENTER: point_x += _frames[idx].pos.x + _frames[idx].size.x * 0.5; break;
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case SUI_ALIGN_END: point_x += _frames[idx].pos.x + _frames[idx].size.x; break;
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default: break;
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}
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switch (_frames[idx].align.y)
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{
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case SUI_ALIGN_START: point_y += _frames[idx].pos.y; break;
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case SUI_ALIGN_CENTER: point_y += _frames[idx].pos.y + _frames[idx].size.y * 0.5; break;
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case SUI_ALIGN_END: point_y += _frames[idx].pos.y + _frames[idx].size.y; break;
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default: break;
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}
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};
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void(__inout vector point, vector size) sui_transform_box =
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{
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int idx = _frame_index;
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switch (_frames[idx].align.x)
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{
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case SUI_ALIGN_START:
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point_x += _frames[idx].pos.x;
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break;
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case SUI_ALIGN_CENTER:
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point_x += _frames[idx].pos.x + _frames[idx].size.x * 0.5 - size_x * 0.5;
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break;
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case SUI_ALIGN_END:
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point_x += _frames[idx].pos.x + _frames[idx].size.x - size_x;
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break;
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default: break;
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}
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switch (_frames[idx].align.y)
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{
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case SUI_ALIGN_START:
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point_y += _frames[idx].pos.y;
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break;
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case SUI_ALIGN_CENTER:
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point_y += _frames[idx].pos.y + _frames[idx].size.y * 0.5 - size_y * 0.5;
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break;
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case SUI_ALIGN_END:
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point_y += _frames[idx].pos.y + _frames[idx].size.y - size_y;
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break;
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default: break;
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}
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};
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vector() sui_current_frame_pos =
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{
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return _frames[_frame_index].pos;
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};
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vector() sui_current_frame_size =
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{
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return _frames[_frame_index].size;
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};
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float _sui_is_clipping;
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vector _sui_clip_area_mins;
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vector _sui_clip_area_maxs;
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void() sui_clip_to_frame =
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{
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vector pos = _frames[_frame_index].pos;
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vector size = _frames[_frame_index].size;
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_sui_is_clipping = TRUE;
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_sui_clip_area_mins = pos;
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_sui_clip_area_maxs = pos + size;
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drawsetcliparea(pos.x, pos.y, size.x, size.y);
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};
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void() sui_reset_clip =
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{
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_sui_is_clipping = FALSE;
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drawresetcliparea();
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};
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float() sui_is_clipping =
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{
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return _sui_is_clipping;
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};
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void(vector pos, vector size) sui_push_frame =
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{
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sui_transform_box(pos, size);
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_frame_index += 1;
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if (_frame_index >= MAX_FRAMES)
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{
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//printf("^3sui warning: amount of frames = %.0f exceeds MAX_FRAMES = %.0f, consider increasing MAX_FRAMES\n", _frame_index, MAX_FRAMES);
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return;
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}
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_frames[_frame_index].pos = pos;
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_frames[_frame_index].size = size;
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_frames[_frame_index].align = [SUI_ALIGN_START, SUI_ALIGN_START]; // TODO allow customizing this
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};
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void() sui_pop_frame =
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{
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if (_frame_index > 0) _frame_index -= 1;
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};
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void() sui_reset_frame =
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{
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_frame_index = 0;
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sui_reset_align();
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};
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// actions
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// interaction for sui elements, relies a lot on reading globals to see which
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// element id is under cursor or held or whatever, not the most elegant
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// solution but in this highly imperative world of QuakeC we can live with it
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float _holding_click;
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vector _cursor_click;
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vector _cursor_position;
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vector _cursor_relative_click;
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vector _cursor_relative_hover;
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struct _action_element_t {
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vector pos;
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vector size;
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string id;
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void(float index, vector click_ratios) action;
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};
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const float MAX_ACTION_ELEMENTS = 256;
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_action_element_t _action_elements[MAX_ACTION_ELEMENTS];
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float _action_elements_index;
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// TODO better naming
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float(vector point, vector min, vector max) is_2dpoint_in_bounds =
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{
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if (point_x <= min_x || point_y <= min_y) return FALSE;
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if (point_x > max_x || point_y > max_y) return FALSE;
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return TRUE;
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};
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// TODO better naming
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float(vector point, vector pos, vector size) is_2dpoint_in_bbox =
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{
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return is_2dpoint_in_bounds(point, pos, pos + size);
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};
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void() _action_element_count_sanity =
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{
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if (_action_elements_index > MAX_ACTION_ELEMENTS)
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{
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// let the user know if they're hitting the bounds
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//printf("^3sui warning: amount of action elements = %.0f exceeds MAX_ACTION_ELEMENTS = %.0f, consider increasing MAX_ACTION_ELEMENTS\n", _action_elements_index, MAX_ACTION_ELEMENTS);
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}
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};
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const float MAX_MOUSE_ACTIONS = 16;
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string _hover_actions[MAX_MOUSE_ACTIONS];
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string _click_actions[MAX_MOUSE_ACTIONS];
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string _hold_actions[MAX_MOUSE_ACTIONS];
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string _release_actions[MAX_MOUSE_ACTIONS];
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string _last_clicked_actions[MAX_MOUSE_ACTIONS];
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float _hover_action_count;
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float _click_action_count;
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float _hold_action_count;
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float _release_action_count;
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float _last_clicked_action_count;
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// Resets things you might want to persist normally
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void() sui_reset_actions =
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{
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_hover_action_count = 0;
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_click_action_count = 0;
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_hold_action_count = 0;
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_release_action_count = 0;
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_last_clicked_action_count = 0;
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_holding_click = FALSE;
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};
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// Per frame reset?
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void() sui_reset_click =
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{
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_hold_action_count = 0;
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_click_action_count = 0;
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_holding_click = FALSE;
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};
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float() sui_click_held = { return _holding_click; };
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// click: on mouse1 button down AND button op, once
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// Returns true if id was the topmost click (what usually is cared about the most)
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float(string id) sui_is_clicked =
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{
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return _click_action_count > 0 && _click_actions[0] == id;
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};
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// Returns the index of the clicked id, -1 if wasn't hit at all. 0 is topmost
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float(string id) sui_click_index =
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{
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for (int i = 0; i < _click_action_count; i++)
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{
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if (_click_actions[i] == id) return i;
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}
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return -1;
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};
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// hover: mouse is on top of the action element id
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string last_hovered_id;
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float(string id) sui_is_hovered =
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{
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float is_hovered = _hover_action_count > 0 && _hover_actions[0] == id;
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if (is_hovered && last_hovered_id != id && substring(id, 0, 4) != "soc_") {
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last_hovered_id = id;
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Menu_PlaySound(MENU_SND_NAVIGATE);
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}
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return is_hovered;
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};
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float(string id) sui_hover_index =
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{
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for (int i = 0; i < _hover_action_count; i++)
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{
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if (_hover_actions[i] == id) return i;
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}
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return -1;
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};
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// hold: mouse button was clicked on top of this id and is held down, but not necessarily over this id anymore
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float(string id) sui_is_held =
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{
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return _hold_action_count > 0 && _hold_actions[0] == id;
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};
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float(string id) sui_hold_index =
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{
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for (int i = 0; i < _hold_action_count; i++)
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{
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if (_hold_actions[i] == id) return i;
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}
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return -1;
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};
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// last clicked: is this the last action element that was clicked, good for focusing on input boxes for example
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float(string id) sui_is_last_clicked =
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{
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return _last_clicked_action_count > 0 && _last_clicked_actions[0] == id;
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};
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float(string id) sui_last_clicked_index =
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{
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for (int i = 0; i < _last_clicked_action_count; i++)
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{
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if (_last_clicked_actions[i] == id) return i;
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}
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return -1;
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};
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// release: a thing was held, but now it was released, once
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float(string id) sui_is_released =
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{
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return _release_action_count > 0 && _release_actions[0] == id;
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};
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float(string id) sui_release_index =
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{
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for (int i = 0; i < _release_action_count; i++)
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{
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if (_release_actions[i] == id) return i;
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}
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return -1;
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};
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float(float num) mouse_action_sanity =
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{
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if (num >= MAX_MOUSE_ACTIONS)
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{
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//printf("^3sui warning: you have exceeded the amount of overlapping action elements with %.0f, MAX_MOUSE_ACTIONS = %.0f\n", num, MAX_MOUSE_ACTIONS);
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return TRUE;
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}
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return FALSE;
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};
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// mouse move, mostly just update hovers
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void(vector pos) _sui_mouse_move =
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{
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_cursor_position = pos;
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_action_element_count_sanity();
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// Reset hover, it'll be back to what it used to be before draw gets called if mouse is still on same element
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_hover_action_count = 0;
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_hover_actions[0] = "";
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// Iterate front to back, so topmost element gets the click/hover
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for (int i = min(MAX_ACTION_ELEMENTS, _action_elements_index) - 1; i >= 0; i--)
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{
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if (is_2dpoint_in_bbox(_cursor_position, _action_elements[i].pos, _action_elements[i].size))
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{
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if (mouse_action_sanity(_hover_action_count)) break;
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if (_hover_action_count == 0) _cursor_relative_hover = _cursor_position - _action_elements[i].pos;
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_hover_actions[_hover_action_count] = _action_elements[i].id;
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_hover_action_count += 1;
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}
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}
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// Cypress -- Reset last_hovered if nothing is hovered for menu
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// navigation sounds
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if (!_hover_action_count)
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last_hovered_id = "";
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};
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void() _sui_menukey_downarrow =
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{
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string current_hovered_option = _hover_actions[0];
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switch(current_menu) {
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#ifdef MENU
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case MENU_MAIN:
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_hover_actions[0] = Menu_Main_GetNextButton(current_hovered_option);
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break;
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// TODO: do this
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#if 0
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case MENU_COOP:
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case MENU_COOPJOIN:
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case MENU_COOPBROWSE:
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case MENU_COOPDIRECT:
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case MENU_COOPCREATE:
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case MENU_COOPSTOCK:
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_hover_actions[0] = Menu_Maps_GetNextButton(current_hovered_option);
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break;
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#endif
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case MENU_SOLO:
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case MENU_SOLOUSER:
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_hover_actions[0] = Menu_Maps_GetNextButton(current_hovered_option);
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break;
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#else
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case MENU_PAUSE:
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_hover_actions[0] = Menu_Pause_GetNextButton(current_hovered_option);
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break;
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#endif // MENU
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case MENU_OPTIONS:
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_hover_actions[0] = Menu_Options_GetNextButton(current_hovered_option);
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break;
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case MENU_VIDEO:
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_hover_actions[0] = Menu_Video_GetNextButton(current_hovered_option);
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break;
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case MENU_AUDIO:
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_hover_actions[0] = Menu_Audio_GetNextButton(current_hovered_option);
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break;
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case MENU_CONTROL:
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_hover_actions[0] = Menu_Control_GetNextButton(current_hovered_option);
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break;
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case MENU_GAMEPAD:
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_hover_actions[0] = Menu_Gamepad_GetNextButton(current_hovered_option);
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break;
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case MENU_BINDINGS:
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_hover_actions[0] = Menu_Bindings_GetNextButton(current_hovered_option);
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break;
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default:
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break;
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}
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_hover_action_count = 1;
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};
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void() _sui_menukey_uparrow =
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{
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string current_hovered_option = _hover_actions[0];
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switch(current_menu) {
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#ifdef MENU
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case MENU_MAIN:
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_hover_actions[0] = Menu_Main_GetPreviousButton(current_hovered_option);
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break;
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case MENU_SOLO:
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case MENU_SOLOUSER:
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_hover_actions[0] = Menu_Maps_GetPreviousButton(current_hovered_option);
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break;
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#else
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case MENU_PAUSE:
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_hover_actions[0] = Menu_Pause_GetPreviousButton(current_hovered_option);
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break;
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#endif // MENU
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case MENU_OPTIONS:
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_hover_actions[0] = Menu_Options_GetPreviousButton(current_hovered_option);
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break;
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case MENU_VIDEO:
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_hover_actions[0] = Menu_Video_GetPreviousButton(current_hovered_option);
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break;
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case MENU_AUDIO:
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_hover_actions[0] = Menu_Audio_GetPreviousButton(current_hovered_option);
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break;
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case MENU_CONTROL:
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_hover_actions[0] = Menu_Control_GetPreviousButton(current_hovered_option);
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break;
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case MENU_GAMEPAD:
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_hover_actions[0] = Menu_Gamepad_GetPreviousButton(current_hovered_option);
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break;
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case MENU_BINDINGS:
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_hover_actions[0] = Menu_Bindings_GetPreviousButton(current_hovered_option);
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break;
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default:
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break;
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}
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_hover_action_count = 1;
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};
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void() _sui_menukey_enter =
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{
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if (_hover_actions[0] == "")
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_sui_menukey_downarrow();
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_click_actions[0] = _hover_actions[0];
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_click_action_count = 1;
|
|
_last_clicked_action_count = 1;
|
|
};
|
|
|
|
// JERK ALERT: hard to pass input params for it without them just being the globals
|
|
// ... so it just straight up uses the globals... optimization
|
|
void() _sui_mouse1_down =
|
|
{
|
|
// Cheap but it should work...
|
|
_cursor_click = _cursor_position;
|
|
_cursor_relative_click = _cursor_relative_hover;
|
|
for (int i = 0; i < _hover_action_count; i++) _hold_actions[i] = _hover_actions[i];
|
|
_hold_action_count = _hover_action_count;
|
|
_holding_click = TRUE;
|
|
_last_clicked_action_count = 0;
|
|
};
|
|
|
|
void() _sui_mouse1_up =
|
|
{
|
|
// Can't be cheap here, we have to get the action fn of the element anyway so..
|
|
_action_element_count_sanity();
|
|
|
|
// Assume we won't hit anything
|
|
_click_action_count = 0;
|
|
_last_clicked_action_count = 0;
|
|
|
|
// Iterate front to back, so topmost element gets the click/hover
|
|
for (int i = min(MAX_ACTION_ELEMENTS, _action_elements_index) - 1; i >= 0; i--)
|
|
{
|
|
// If the thing wasn't the same thing we started pressing down on, ignore
|
|
for (int j = 0; j < _hold_action_count; j++)
|
|
{
|
|
if (_hold_actions[j] == _action_elements[i].id) // yes this element was held
|
|
{
|
|
// Still in bounds?
|
|
if (is_2dpoint_in_bbox(_cursor_position, _action_elements[i].pos, _action_elements[i].size))
|
|
{
|
|
if (mouse_action_sanity(_click_action_count)) break;
|
|
|
|
// Register click
|
|
_click_actions[_click_action_count] = _action_elements[i].id;
|
|
_last_clicked_actions[_last_clicked_action_count] = _action_elements[i].id;
|
|
_click_action_count += 1;
|
|
_last_clicked_action_count += 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// In case someone is keeping state on hold and wants to do stuff on release, even if cursor has moved
|
|
for (int i = 0; i < _hold_action_count; i++) _release_actions[i] = _hold_actions[i];
|
|
_release_action_count = _hold_action_count;
|
|
_hold_action_count = 0;
|
|
_holding_click = FALSE;
|
|
};
|
|
|
|
// HACK!
|
|
void() sui_reset_hover =
|
|
{
|
|
_hover_actions[0] = "";
|
|
};
|
|
|
|
void(vector pos, vector size, string id, void(float index, vector click_ratios) action) sui_action_element =
|
|
{
|
|
if (!_sui_draw_initialized)
|
|
{
|
|
print("^1sui error: adding sui elements before sui_pre_draw!\n^1 Always do your sui menus between sui_pre_draw and sui_draw!\n");
|
|
}
|
|
if (_action_elements_index >= MAX_ACTION_ELEMENTS)
|
|
{
|
|
// Silently fail here, sui will let us know another way, increase the count
|
|
// so that the error in click/mousemove handlers prints correct numbers.
|
|
_action_elements_index += 1;
|
|
return;
|
|
}
|
|
|
|
sui_transform_box(pos, size);
|
|
|
|
if (_sui_is_clipping)
|
|
{
|
|
vector oldpos = pos;
|
|
pos_x = max(pos_x, _sui_clip_area_mins_x);
|
|
pos_y = max(pos_y, _sui_clip_area_mins_y);
|
|
|
|
size -= pos - oldpos;
|
|
|
|
size_x -= bound(0, (pos_x + size_x - _sui_clip_area_maxs_x), size_x);
|
|
size_y -= bound(0, (pos_y + size_y - _sui_clip_area_maxs_y), size_y);
|
|
}
|
|
|
|
_action_elements[_action_elements_index].pos = pos;
|
|
_action_elements[_action_elements_index].size = size;
|
|
_action_elements[_action_elements_index].id = id;
|
|
_action_elements[_action_elements_index].action = action;
|
|
|
|
_action_elements_index += 1;
|
|
};
|
|
|
|
|
|
// Input related stuff
|
|
|
|
string _sui_binding_command;
|
|
string _sui_binding_command_name;
|
|
|
|
struct _input_t {
|
|
float char;
|
|
float scan;
|
|
};
|
|
const float MAX_INPUTS = 64;
|
|
|
|
_input_t _input_buffer[MAX_INPUTS];
|
|
float _input_index;
|
|
float _input_length;
|
|
|
|
|
|
// probably good to use it like while (sui_get_input(char, scan)) { ... };
|
|
float(__inout float char, __inout float scan) sui_get_input =
|
|
{
|
|
if (_input_index >= _input_length) return FALSE;
|
|
|
|
char = _input_buffer[_input_index].char;
|
|
scan = _input_buffer[_input_index].scan;
|
|
_input_index++;
|
|
|
|
return TRUE;
|
|
};
|
|
|
|
// if 2 controls want to read the same input for some reason..
|
|
void() sui_reread_input =
|
|
{
|
|
_input_index = 0;
|
|
};
|
|
|
|
void() sui_clear_input =
|
|
{
|
|
_input_length = 0;
|
|
_input_index = 0;
|
|
};
|
|
|
|
float(float char, float scan) _sui_add_input =
|
|
{
|
|
// TODO check if input was listened, return FALSE if not
|
|
if (_input_length >= MAX_INPUTS)
|
|
{
|
|
// printf("^3sui warning: exceeded amount of per frame inputs count MAX_INPUTS = %.0f\n"
|
|
// "^3 - make sure sui_input_event isn't being called without sui_draw being called in update loop\n"
|
|
// "^3 - consider increasing MAX_INPUTS\n", MAX_INPUTS);
|
|
return TRUE;
|
|
}
|
|
_input_buffer[_input_length].char = char;
|
|
_input_buffer[_input_length].scan = scan;
|
|
_input_length += 1;
|
|
return TRUE;
|
|
};
|
|
|
|
// Listen to a certain keycode if it was pressed, this way sui know it was requested
|
|
float(float keycode) sui_listen_keycode_down =
|
|
{
|
|
return FALSE;
|
|
};
|
|
|
|
// all text that was input between last and current frame
|
|
string() sui_listen_text_input =
|
|
{
|
|
return "";
|
|
};
|
|
|
|
void(float char, float scan, __inout string text, __inout float cursor) sui_handle_text_input =
|
|
{
|
|
float maxlen = 128;
|
|
|
|
string prev = text;
|
|
string pre_cursor, post_cursor;
|
|
float length = strlen(prev);
|
|
if (char > 31 && char < 128) //an actual input
|
|
{
|
|
if (length >= maxlen) return;
|
|
pre_cursor = substring(prev, 0, cursor);
|
|
post_cursor = substring(prev, cursor, length);
|
|
|
|
text = sprintf("%s%s%s", pre_cursor, chr2str(char), post_cursor);
|
|
cursor += 1;
|
|
}
|
|
else if (char == 8 || scan == K_BACKSPACE) // backspace
|
|
{
|
|
if (cursor <= 0) return;
|
|
pre_cursor = substring(prev, 0, cursor - 1);
|
|
post_cursor = substring(prev, cursor, length);
|
|
cursor -= 1;
|
|
cursor = max(0, cursor);
|
|
text = strcat(pre_cursor, post_cursor);
|
|
}
|
|
else if (scan == K_DEL)
|
|
{
|
|
if (cursor >= length) return;
|
|
pre_cursor = substring(prev, 0, cursor);
|
|
post_cursor = substring(prev, cursor + 1, length);
|
|
text = strcat(pre_cursor, post_cursor);
|
|
}
|
|
else if (char == 13 || char == 27 || scan == K_ENTER || scan == K_ESCAPE) // enter or escape
|
|
{
|
|
// Commit and deselect...
|
|
// Let's try a hack..
|
|
_last_clicked_action_count = 0;
|
|
}
|
|
else if (scan == K_LEFTARROW)
|
|
{
|
|
cursor -= 1;
|
|
cursor = max(0, cursor);
|
|
}
|
|
else if (scan == K_RIGHTARROW)
|
|
{
|
|
cursor += 1;
|
|
cursor = min(strlen(prev), cursor);
|
|
}
|
|
};
|
|
|
|
void(float maxlen, __inout string text, __inout float cursor) sui_cap_input_length =
|
|
{
|
|
if (strlen(text) > maxlen)
|
|
{
|
|
text = substring(text, 0, strlen(text));
|
|
cursor = strlen(text);
|
|
}
|
|
};
|
|
|
|
void(string command) _sui_unbind =
|
|
{
|
|
tokenize(findkeysforcommand(command));
|
|
string keyname = keynumtostring(stof(argv(0)));
|
|
string altkeyname = keynumtostring(stof(argv(1)));
|
|
localcmd(sprintf("unbind %s\n", keyname));
|
|
localcmd(sprintf("unbind %s\n", altkeyname));
|
|
};
|
|
|
|
float menu_bind_currentwatcher;
|
|
void(float scan, string command) _sui_do_keybind =
|
|
{
|
|
if (scan == K_ESCAPE)
|
|
{
|
|
_sui_binding_command = "";
|
|
_sui_binding_command_name = "";
|
|
return;
|
|
}
|
|
if (scan == K_BACKSPACE)
|
|
{
|
|
_sui_unbind(command);
|
|
_sui_binding_command = "";
|
|
_sui_binding_command_name = "";
|
|
return;
|
|
}
|
|
string keyname = keynumtostring(scan);
|
|
_sui_unbind(command);
|
|
localcmd(sprintf("bind %s %s\n", keyname, command));
|
|
_sui_binding_command = "";
|
|
_sui_binding_command_name = "";
|
|
menu_bind_currentwatcher = 0;
|
|
};
|
|
|
|
void(string command, string command_name) sui_start_bind =
|
|
{
|
|
_sui_binding_command = command;
|
|
_sui_binding_command_name = command_name;
|
|
};
|
|
|
|
// void(float evtype, float scanx, float chary, float devid) sui_input_event
|
|
// same args is CSQC_InputEvent.
|
|
// return value tells you if sui used the event or not, in case you want to
|
|
// not let engine handle it if it was used.
|
|
// Sets all the internal sui action stuff, call it in CSQC_InputEvent
|
|
float(float evtype, float scanx, float chary, float devid) sui_input_event =
|
|
{
|
|
switch (evtype)
|
|
{
|
|
case IE_MOUSEABS:
|
|
_sui_mouse_move([scanx, chary]);
|
|
return TRUE;
|
|
case IE_MOUSEDELTA:
|
|
// Big question mark...
|
|
// maybe make our own delta based sui_cursor here..
|
|
// maybe just ignore delta and let user fake mouseabs with their own
|
|
// delta cursor by passing different params to this func...?
|
|
// for MVP let's just use mouseabs only
|
|
return FALSE;
|
|
case IE_KEYDOWN:
|
|
if (_sui_binding_command != "")
|
|
{
|
|
_sui_do_keybind(scanx, _sui_binding_command);
|
|
return TRUE;
|
|
}
|
|
else if (scanx == K_MOUSE1)
|
|
{
|
|
_sui_mouse1_down();
|
|
return TRUE;
|
|
}
|
|
else if (scanx == K_DOWNARROW || scanx == K_GP_DPAD_DOWN)
|
|
{
|
|
_sui_menukey_downarrow();
|
|
return TRUE;
|
|
}
|
|
else if (scanx == K_UPARROW || scanx == K_GP_DPAD_UP)
|
|
{
|
|
_sui_menukey_uparrow();
|
|
return TRUE;
|
|
}
|
|
else if (scanx == K_ENTER || scanx == K_GP_A)
|
|
{
|
|
_sui_menukey_enter();
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
if ((scanx == K_ESCAPE || scanx == K_BACKSPACE) && _sui_binding_command != "")
|
|
return TRUE;
|
|
else if (scanx == K_ESCAPE)
|
|
return FALSE;
|
|
return _sui_add_input(chary, scanx);
|
|
}
|
|
case IE_KEYUP:
|
|
if (_sui_binding_command != "")
|
|
{
|
|
// Nothing
|
|
return TRUE;
|
|
}
|
|
else if (scanx == K_MOUSE1)
|
|
{
|
|
_sui_mouse1_up();
|
|
return TRUE;
|
|
}
|
|
default:
|
|
return FALSE;
|
|
}
|
|
|
|
return FALSE;
|
|
};
|
|
|
|
|
|
// void() sui_pre_draw
|
|
// Resets state for sui actions so that no trouble happens.
|
|
// Call it before your menu code per frame in your draw/updateview.
|
|
void(float width, float height) sui_begin =
|
|
{
|
|
_action_elements_index = 0;
|
|
_sui_draw_initialized = TRUE;
|
|
|
|
sui_reset_frame();
|
|
sui_push_frame([0, 0], [width, height]);
|
|
}
|
|
|
|
// void() sui_end
|
|
// Call after your menu code per frame in your draw/updateview.
|
|
void() sui_end =
|
|
{
|
|
// Dirty part:
|
|
_sui_draw_initialized = FALSE;
|
|
// reset "once" type actions
|
|
_click_action_count = 0;
|
|
_release_action_count = 0;
|
|
// empty input buffer
|
|
sui_clear_input();
|
|
};
|
|
|
|
|
|
// Different draw components:
|
|
|
|
void(vector pos, vector size, vector color, float alpha, float flags) sui_fill =
|
|
{
|
|
sui_transform_box(pos, size);
|
|
|
|
drawfill(pos, size, color, alpha, flags);
|
|
};
|
|
|
|
void(vector pos, vector size, string pic, vector color, float alpha, float flags) sui_pic =
|
|
{
|
|
sui_transform_box(pos, size);
|
|
|
|
drawpic(pos, pic, size, color, alpha, flags);
|
|
};
|
|
|
|
void(vector pos, vector size, string pic, vector color, vector source_pos, vector source_size, float alpha, float flags) sui_subpic =
|
|
{
|
|
sui_transform_box(pos, size);
|
|
|
|
drawsubpic(pos, size, pic, source_pos, source_size, color, alpha, flags);
|
|
};
|
|
|
|
// drawsubpic([g_width - 32, g_height - 32], [28, 28], "gfx/menu/social.tga", [0.5, 0], [0.5, 0.5], [1, 1, 1], 1); // YouTube
|
|
// drawsubpic([g_width - 32, g_height - 64], [28, 28], "gfx/menu/social.tga", [0, 0.5], [0.5, 0.5], [1, 1, 1], 1); // Twitter
|
|
// drawsubpic([g_width - 32, g_height - 96], [28, 28], "gfx/menu/social.tga", [0.5, 0.5], [0.5, 0.5], [1, 1, 1], 1); // Patreon
|
|
|
|
void(vector pos, vector size, float width, vector color, float alpha, float flags) sui_border_box =
|
|
{
|
|
sui_transform_box(pos, size);
|
|
|
|
// Top line
|
|
drawfill(pos, [size_x, width], color, alpha, flags);
|
|
// Bottom line
|
|
drawfill([pos_x, pos_y + size_y - width], [size_x, width], color, alpha, flags);
|
|
// Left line
|
|
drawfill([pos_x, pos_y + width], [width, size_y - width * 2], color, alpha, flags);
|
|
// Right line
|
|
drawfill([pos_x + size_x - width, pos_y + width], [width, size_y - width * 2], color, alpha, flags);
|
|
};
|
|
|
|
|
|
void(vector pos, vector size, string text, vector color, float alpha, float flags) sui_text =
|
|
{
|
|
sui_transform_box(pos, [getTextWidth(text, size_x), size_y]);
|
|
|
|
Draw_String(pos, text, size, color, alpha, flags);
|
|
};
|
|
|
|
void(float index, vector click_ratios) sui_noop = {};
|
|
|
|
void(float value) sui_slider_noop = {};
|
|
|
|
float(string id, vector pos, vector size, vector minmaxsteps, float value, void(float value) action) sui_slidercontrol =
|
|
{
|
|
sui_action_element(pos, size, id, sui_noop);
|
|
float newvalue = value;
|
|
|
|
sui_transform_box(pos, size);
|
|
// user is clicking and holding the slider
|
|
if (sui_is_held(id))
|
|
{
|
|
float min = minmaxsteps[0];
|
|
float max = minmaxsteps[1];
|
|
float steps = minmaxsteps[2];
|
|
float click_ratio = (_cursor_position_x - pos_x) / size_x;
|
|
click_ratio = bound(0, click_ratio, 1);
|
|
if (steps > 0) click_ratio = rint(click_ratio * steps) / steps;
|
|
newvalue = min + click_ratio * (max - min);
|
|
if (newvalue != value) action(newvalue);
|
|
}
|
|
return newvalue;
|
|
};
|
|
|
|
void(string id, vector pos, vector size, __inout string text, __inout float cursor) sui_text_input =
|
|
{
|
|
sui_action_element(pos, size, id, sui_noop);
|
|
if (sui_is_clicked(id)) cursor = strlen(text);
|
|
if (sui_is_last_clicked(id))
|
|
{
|
|
float char = 0;
|
|
float scan = 0;
|
|
while(sui_get_input(char, scan)) sui_handle_text_input(char, scan, text, cursor);
|
|
}
|
|
};
|
|
|
|
|
|
void(string id, vector size, vector contentsize, __inout vector offset, vector scrollbar_widths) sui_scrollbar =
|
|
{
|
|
vector maxoffset = contentsize - size;
|
|
maxoffset_x = max(0, maxoffset_x);
|
|
maxoffset_y = max(0, maxoffset_y);
|
|
sui_push_frame([0, 0], size);
|
|
float ofs;
|
|
float length;
|
|
vector barpos, barsize;
|
|
float scan = 0;
|
|
float char = 0;
|
|
string barname;
|
|
if (maxoffset_y > 0 && contentsize_y > 0)
|
|
{
|
|
sui_set_align([SUI_ALIGN_END, SUI_ALIGN_START]);
|
|
sui_push_frame([0, 0], [scrollbar_widths_y, size_y]);
|
|
ofs = (offset_y / contentsize_y) * size_y;
|
|
length = (size_y / contentsize_y) * size_y;
|
|
barpos = [0, ofs];
|
|
barsize = [scrollbar_widths_y, length];
|
|
barname = strcat(id, "vbar");
|
|
|
|
if (sui_is_held(barname))
|
|
{
|
|
vector anchor = barpos + _cursor_relative_click;
|
|
sui_transform_point(anchor);
|
|
float diff = _cursor_position_y - anchor_y;
|
|
offset_y += (diff * contentsize_y) / size_y; // * contentsize_y; // (size_y / contentsize_y);
|
|
}
|
|
|
|
sui_fill(barpos, barsize, '0.1 0.1 0.1' * (1 - sui_is_hovered(barname)), 0.66, 0);
|
|
sui_action_element(barpos, barsize, barname, sui_noop);
|
|
sui_pop_frame();
|
|
}
|
|
sui_pop_frame();
|
|
};
|
|
|
|
void(string id, vector pos, vector size, vector contentsize, __inout vector offset, vector scrollbar_widths) sui_scroll_view_begin =
|
|
{
|
|
// make space for scrollbars
|
|
sui_push_frame(pos, size - [scrollbar_widths_y, scrollbar_widths_x]);
|
|
sui_action_element([0, 0], size, id, sui_noop);
|
|
|
|
if (sui_hover_index(id) > -1)
|
|
{
|
|
float scrollamount = 0;
|
|
float char = 0;
|
|
float scan = 0;
|
|
sui_reread_input();
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while (sui_get_input(char, scan))
|
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{
|
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if (scan == K_MWHEELUP) scrollamount -= 20;
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if (scan == K_MWHEELDOWN) scrollamount += 20;
|
|
}
|
|
offset_y += scrollamount;
|
|
}
|
|
|
|
vector maxoffset = contentsize - size;
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|
maxoffset_x = max(0, maxoffset_x);
|
|
maxoffset_y = max(0, maxoffset_y);
|
|
offset_x = bound(0, offset_x, maxoffset_x);
|
|
offset_y = bound(0, offset_y, maxoffset_y);
|
|
|
|
sui_scrollbar(id, size, contentsize, offset, scrollbar_widths);
|
|
|
|
offset_x = bound(0, offset_x, maxoffset_x);
|
|
offset_y = bound(0, offset_y, maxoffset_y);
|
|
|
|
sui_clip_to_frame();
|
|
|
|
|
|
sui_push_frame(-1 * offset, contentsize);
|
|
};
|
|
|
|
void() sui_scroll_view_end =
|
|
{
|
|
sui_pop_frame();
|
|
sui_reset_clip();
|
|
sui_pop_frame();
|
|
};
|
|
|
|
float _sui_list_item_height;
|
|
float _sui_list_first;
|
|
float _sui_list_last;
|
|
float _sui_list_pos;
|
|
int _sui_list_index;
|
|
void(string id, vector pos, vector size, vector itemsize, float numitems, __inout vector offset, vector scrollbar_widths) sui_list_view_begin =
|
|
{
|
|
vector contentsize = [itemsize_x, itemsize_y * numitems];
|
|
sui_scroll_view_begin(id, pos, size, contentsize, offset, scrollbar_widths);
|
|
|
|
_sui_list_item_height = itemsize_y;
|
|
float hidden_above = floor(offset_y / itemsize_y);
|
|
_sui_list_first = max(0, hidden_above); // Index of first elem
|
|
_sui_list_last = min(_sui_list_first + rint(size_y / itemsize_y) + 1, numitems);
|
|
_sui_list_pos = hidden_above * itemsize_y;
|
|
_sui_list_index = _sui_list_first;
|
|
};
|
|
|
|
float(__inout vector pos) sui_list_item =
|
|
{
|
|
if (_sui_list_index >= _sui_list_last) return -1;
|
|
pos = _sui_list_index * [0, _sui_list_item_height];
|
|
_sui_list_index += 1;
|
|
return _sui_list_index - 1;
|
|
};
|
|
|
|
void() sui_list_view_end =
|
|
{
|
|
sui_scroll_view_end();
|
|
};
|
|
|
|
string(string id, vector pos, vector size, string name, string command) sui_binder =
|
|
{
|
|
sui_action_element(pos, size, id, sui_noop);
|
|
if (sui_is_released(id))
|
|
{
|
|
sui_start_bind(command, name);
|
|
}
|
|
|
|
tokenize(findkeysforcommand(command));
|
|
string keyname = keynumtostring(stof(argv(0)));
|
|
if (keyname == "01") keyname = "unbound";
|
|
|
|
return keyname;
|
|
};
|
|
|
|
// -------------------- END OF SUI SYSTEM STUFF --------------------
|