fysxasteroids/engine/IMGUIControls.cc

518 lines
14 KiB
C++

#include "IMGUIControls.h"
#include "Engine.h"
#include "ControllerBase.h"
#include "ViewBase.h"
#include <GL/gl.h>
#include "DrawingsGL.h"
#include "keytable.h"
Engine::ControllerBase *controller = NULL;
Engine::ViewBase *view = NULL;
namespace Engine {
namespace GUI {
/** \brief Checks whether the mouse is in the given rectangle */
bool regionhit (int x, int y, int w, int h) {
controller = EngineGetController();
assert (controller);
int mouse_pos[2];
controller->GetMouseScreenPosition(mouse_pos);
if (mouse_pos[0] < x ||
mouse_pos[1] < y ||
mouse_pos[0] >= x + w ||
mouse_pos[1] >= y + h)
return false;
return true;
}
void DrawBlock (int x, int y, int w, int h) {
const float shading_dark = 0.5;
const float shading_light = 1.3;
float color[4];
glGetFloatv (GL_CURRENT_COLOR, color);
glBegin(GL_QUADS);
// middle part
glVertex3f (x, y, 0.);
glVertex3f (x, y + h, 0.);
glVertex3f (x + w, y + h, 0.);
glVertex3f (x + w, y, 0.);
glEnd();
glColor4fv (color);
// "Shading"
glLineWidth(3);
glColor3f (color[0] * shading_dark, color[1] * shading_dark, color[2] * shading_dark);
glBegin(GL_LINE_STRIP);
glVertex3f (x,y + 2, 0.);
glVertex3f (x,y +h, 0.);
glVertex3f (x + w - 2, y + h, 0.);
glEnd();
}
void DrawRoundedBlock (int x, int y, int w, int h) {
const int d = 16;
const float shading_dark = 0.5;
const float shading_light = 1.3;
assert (h > d);
assert (w > d);
glBegin(GL_QUADS);
// lower part
glVertex3f (x, y, 0.);
glVertex3f (x, y + d, 0.);
glVertex3f (x + w, y + d, 0.);
glVertex3f (x + w - d, y, 0.);
// middle part
glVertex3f (x, y + d, 0.);
glVertex3f (x, y + d + h - 2 * d, 0.);
glVertex3f (x + w, y + d + h - 2 * d, 0.);
glVertex3f (x + w, y + d, 0.);
// bottom part
glVertex3f (x, y + h - d, 0.);
glVertex3f (x + d, y + h, 0.);
glVertex3f (x + w, y + h, 0.);
glVertex3f (x + w, y + h - d, 0.);
glEnd();
// "Shading"
float color[4];
glGetFloatv (GL_CURRENT_COLOR, color);
glLineWidth(3);
glColor3f (color[0] * shading_dark, color[1] * shading_dark, color[2] * shading_dark);
glBegin(GL_LINE_STRIP);
glVertex3f (x,y + 2, 0.);
glVertex3f (x,y + h -d, 0.);
glVertex3f (x + d, y + h, 0.);
glVertex3f (x + w - 2, y + h, 0.);
glEnd();
glColor3f (color[0] * shading_light, color[1] * shading_light, color[2] * shading_light);
glBegin(GL_LINE_STRIP);
glVertex3f (x + w - d, y, 0.);
glVertex3f (x + w, y + d, 0.);
glEnd();
glColor4fv (color);
}
/** \brief Draws a label with a given caption at the position (vertically centered)
*
* This function draws the label at the horizontal x position and centers the
* label with regard to the height of the rendered caption.
*
* \TODO [med] The vertical alignment around the center of the vertical height
* of the string is rather unfortunate as different contents will be rendered
* at different vertical positions (e.g. "aaa" and "ggg")
*/
void Label (int id, const char* caption, int x, int y) {
if (caption != NULL) {
float width, height;
view = EngineGetView ();
assert (view);
glColor3f (1., 1., 1.);
view->DrawGLStringMeasure(caption, &width, &height);
view->DrawGLString(x , y + height * 0.5, caption);
}
}
/** \brief Draws a label with a given caption centered at the position (vertically centered)
*
* This function draws the label at the horizontal x position and centers the
* label with regard to the height of the rendered caption.
*
* \TODO [med] The vertical alignment around the center of the vertical height
* of the string is rather unfortunate as different contents will be rendered
* at different vertical positions (e.g. "aaa" and "ggg")
*/
void LabelCentered (int id, const char* caption, int x, int y) {
if (caption != NULL) {
float width, height;
view = EngineGetView ();
assert (view);
view->DrawGLStringMeasure(caption, &width, &height);
view->DrawGLString(x - 0.5 * width, y + height * 0.5, caption);
}
}
/** \brief Draws a button at the given position
*
* The area defined by the parameters defines the clickable area. However
* decorations might be drawn on a smaller or bigger area.
*
* \returns true if it was clicked
*
*/
bool Button (int id, const char* caption, int x, int y, int w, int h) {
controller = EngineGetController();
assert (controller);
// LogMessage ("id = %d hotitem = %d activeitem = %d kbditem = %d", id, controller->uistate.hotitem, controller->uistate.activeitem, controller->uistate.kbditem);
// Check for hotness
if (regionhit (x, y, w, h)) {
controller->uistate.hotitem = id;
if (controller->uistate.activeitem == 0
&& controller->GetButtonState(MouseButtonLeft))
controller->uistate.activeitem = id;
}
// If nothing is selected
if (controller->uistate.hotitem != 0) {
controller->uistate.kbditem = controller->uistate.hotitem;
}
if (controller->uistate.kbditem == 0) {
controller->uistate.hotitem = id;
controller->uistate.kbditem = id;
}
// Render
glColor3f (0.2, 0.2, 0.2);
// DrawRoundedBlock (x + 4, y + 4, w, h);
if (controller->uistate.hotitem == id
|| controller->uistate.kbditem == id) {
if (controller->uistate.activeitem == id) {
glColor3f (0.8, 0.8, 0.8);
DrawRoundedBlock (x, y, w, h);
} else {
glColor3f (0.7, 0.7, 0.7);
DrawRoundedBlock (x, y, w, h);
}
} else {
glColor3f (0.4, 0.4, 0.4);
DrawRoundedBlock (x, y, w, h);
}
// Caption
if (caption != NULL) {
float width, height;
view = EngineGetView ();
assert (view);
// we have to load the font prior to measuring it
SelectFont("console.ttf size=23");
view->DrawGLStringMeasure(caption, &width, &height);
float xpos = x + w * 0.5 - width * 0.5;
float ypos = y + h * 0.5 - height * 0.5;
// LogDebug ("measure '%s' width = %f height = %f", caption, width, height);
if (controller->uistate.hotitem == id || controller->uistate.kbditem == id) {
SelectFont("console.ttf size=23 color=#666666");
view->DrawGLString( xpos - 2., ypos + 2., caption);
SelectFont("console.ttf size=23 color=#ffffff");
view->DrawGLString( xpos, ypos, caption);
} else {
SelectFont("console.ttf size=23 color=#4d4d4d");
view->DrawGLString( xpos - 2., ypos + 2., caption);
SelectFont("console.ttf size=23 color=#b3b3b3");
view->DrawGLString( xpos, ypos, caption);
}
}
// Mouse Logic
if (controller->GetButtonState(MouseButtonLeft) == false
&& controller->uistate.hotitem == id
&& controller->uistate.activeitem == id) {
controller->uistate.lastwidget = id;
return true;
}
// Keyboard Logic
if (controller->uistate.kbditem == id) {
// Any unicode keys that were sent get cleared
controller->uistate.last_unicode = 0;
// We have to make sure, that we always clear the uistate.last_keysym
// value, otherwise the same action might be repeated over and over.
switch (controller->uistate.last_keysym) {
case SDLK_DOWN:
controller->uistate.kbditem = 0;
controller->uistate.hotitem = 0;
controller->uistate.last_keysym = SDLK_CLEAR;
break;
case SDLK_UP:
controller->uistate.kbditem = controller->uistate.lastwidget;
controller->uistate.hotitem = controller->uistate.lastwidget;
controller->uistate.last_keysym = SDLK_CLEAR;
break;
case SDLK_RETURN:
controller->uistate.last_keysym = SDLK_CLEAR;
// As we (probably) exit the current set of widgets, we have to clear
// the uistate.kbditem value.
controller->uistate.kbditem = 0;
return true;
break;
}
}
controller->uistate.lastwidget = id;
return false;
}
/** \brief An Edit widget that allows editing of a string consisting of one line
*
* \TODO [med] vertical alignment (especially of text) is a bit whacky
*
* \returns true if it was clicked
*
*/
bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxlength) {
controller = EngineGetController();
assert (controller);
int textpos_x = x + 8;
int textpos_y = y + 5;
y -= 16;
int w = maxlength * 16;
int h = 30;
// LogMessage ("id = %d hotitem = %d activeitem = %d kbditem = %d key = %s", id, controller->uistate.hotitem, controller->uistate.activeitem, controller->uistate.kbditem, convert_keycode (controller->uistate.last_keysym));
// Check for hotness
if (regionhit (x, y, w, h)) {
controller->uistate.hotitem = id;
if (controller->uistate.activeitem == 0
&& controller->GetButtonState(MouseButtonLeft)) {
controller->uistate.activeitem = id;
}
}
if (controller->uistate.kbditem == 0) {
controller->uistate.hotitem = id;
controller->uistate.kbditem = id;
controller->uistate.last_unicode = 0;
return false;
}
// If we have keyboard focus, we highlight the widget
if ( controller->uistate.kbditem == id) {
if (controller->uistate.activeitem == id) {
glColor3f (0.8, 0.8, 0.8);
DrawBlock (x, y, w, h);
} else {
glColor3f (0.7, 0.7, 0.7);
DrawBlock (x, y, w, h);
}
} else {
glColor3f (0.4, 0.4, 0.4);
DrawBlock (x, y, w, h);
}
// Rendering of the current value
float width, height;
view = EngineGetView ();
assert (view);
glColor3f (1., 1., 1.);
std::string text_output = text_value;
if (controller->uistate.kbditem == id && SDL_GetTicks() >> 9 & 1)
text_output += "_";
view->DrawGLStringMeasure(text_value.c_str(), &width, &height);
view->DrawGLString(textpos_x, textpos_y, text_output.c_str());
// Keyboard Logic
if (controller->uistate.kbditem == id) {
switch (controller->uistate.last_keysym) {
case SDLK_DOWN:
controller->uistate.kbditem = 0;
controller->uistate.hotitem = 0;
controller->uistate.last_keysym = SDLK_CLEAR;
break;
case SDLK_UP:
controller->uistate.kbditem = controller->uistate.lastwidget;
controller->uistate.hotitem = controller->uistate.lastwidget;
controller->uistate.last_keysym = SDLK_CLEAR;
break;
case SDLK_CLEAR:
controller->uistate.last_keysym = SDLK_CLEAR;
controller->uistate.last_unicode = 0;
return false;
break;
case SDLK_ESCAPE:
controller->uistate.last_keysym = SDLK_CLEAR;
controller->uistate.last_unicode = 0;
controller->uistate.hotitem = 0;
controller->uistate.kbditem = 0;
return false;
break;
case SDLK_RETURN:
controller->uistate.last_keysym = SDLK_CLEAR;
controller->uistate.last_unicode = 0;
controller->uistate.hotitem = 0;
controller->uistate.kbditem = 0;
return true;
break;
case SDLK_BACKSPACE:
if (text_value.size() > 0) {
text_value = text_value.substr(0, text_value.size() - 1);
controller->uistate.last_keysym = SDLK_CLEAR;
controller->uistate.last_unicode = 0;
return true;
}
break;
default:
// The raw input processing
if (maxlength > 0 && text_value.size() < maxlength) {
if (controller->uistate.last_unicode) {
if ((controller->uistate.last_unicode & 0xFF80) == 0) {
text_value += controller->uistate.last_unicode & 0x7F;
controller->uistate.last_unicode = 0;
return true;
} else {
LogWarning ("Input key not supported!");
return false;
}
}
}
break;
}
}
controller->uistate.lastwidget = id;
// Mouse Logic
if (controller->GetButtonState(MouseButtonLeft) == false
&& controller->uistate.hotitem == id
&& controller->uistate.activeitem == id) {
controller->uistate.kbditem = id;
controller->uistate.last_unicode = 0;
}
return false;
}
float VerticalSlider (int id, int x, int y, int w, int h, float min_value, float max_value, float &value) {
const int knob_width = 16;
const int knob_height = h * 2;
int slider_pos = (w * value) / max_value - knob_width / 2;
// Check for hotness
if (regionhit (x, y + h * 0.5 - knob_height * 0.5, w, knob_height)) {
controller->uistate.hotitem = id;
if (controller->uistate.activeitem == 0
&& controller->GetButtonState(MouseButtonLeft)) {
controller->uistate.activeitem = id;
}
}
// If nothing is selected
if (controller->uistate.hotitem != 0) {
controller->uistate.kbditem = controller->uistate.hotitem;
}
if (controller->uistate.kbditem == 0) {
controller->uistate.hotitem = id;
controller->uistate.kbditem = id;
}
// If we have keyboard focus, we highlight the widget
if ( controller->uistate.kbditem == id) {
if (controller->uistate.activeitem == id) {
glColor3f (0.6, 0.6, 0.6);
DrawBlock (x, y, w, h);
glColor3f (0.8, 0.8, 0.8);
DrawBlock (x + slider_pos, y + h * 0.5 - knob_height * 0.5, knob_width, knob_height);
} else {
glColor3f (0.6, 0.6, 0.6);
DrawBlock (x, y, w, h);
glColor3f (0.7, 0.7, 0.7);
DrawBlock (x + slider_pos, y + h * 0.5 - knob_height * 0.5, knob_width, knob_height);
}
} else {
glColor3f (0.4, 0.4, 0.4);
DrawBlock (x, y, w, h);
glColor3f (0.5, 0.5, 0.5);
DrawBlock (x + slider_pos, y + h * 0.5 - knob_height * 0.5, knob_width, knob_height);
}
if (controller->uistate.kbditem == id) {
switch (controller->uistate.last_keysym) {
case SDLK_DOWN:
controller->uistate.kbditem = 0;
controller->uistate.hotitem = 0;
controller->uistate.last_keysym = SDLK_CLEAR;
break;
case SDLK_UP:
controller->uistate.kbditem = controller->uistate.lastwidget;
controller->uistate.hotitem = controller->uistate.lastwidget;
controller->uistate.last_keysym = SDLK_CLEAR;
break;
case SDLK_LEFT:
value -= (max_value - min_value) * 0.1;
if ( value < min_value)
value = min_value;
controller->uistate.last_keysym = SDLK_CLEAR;
return true;
break;
case SDLK_RIGHT:
value += (max_value - min_value) * 0.1;
if ( value > max_value)
value = max_value;
controller->uistate.last_keysym = SDLK_CLEAR;
return true;
break;
}
}
controller->uistate.lastwidget = id;
if (controller->uistate.activeitem == id) {
int mouse_pos[2];
controller->GetMouseScreenPosition(mouse_pos);
int rel_mouse_pos = mouse_pos[0] - x;
if (rel_mouse_pos < 0)
rel_mouse_pos = 0;
if (rel_mouse_pos > w)
rel_mouse_pos = w;
float mouse_value = rel_mouse_pos * max_value / static_cast<float>(w);
if (mouse_value != value) {
value = mouse_value;
return true;
}
}
return false;
}
bool CheckKeyPress (int keycode) {
if (controller->uistate.last_keysym == keycode)
return true;
return false;
}
};
};