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413 lines (338 loc) · 13.1 KB
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#include"imgui.h"
#include"pixie.h"
#include"font.h"
#include<string.h>
#include<assert.h>
#include<algorithm>
usingnamespacePixie;
structState
{
enum Flags
{
Flags_Started = 1 << 0,
};
boolHasStarted() { return (flags & Flags_Started) != 0; }
intGetNextId() { return nextId++; }
int flags;
int nextId;
int hoverId;
int focusId;
int keyboardCursorPosition;
float keyRepeatTimer;
float keyRepeatTime;
float cursorBlinkTimer;
uint32_t defaultTextColour;
Window* window;
Font* font;
};
static State s_state = { 0 };
voidImGui::Begin(Window* window, Font* font)
{
assert(window);
assert(font);
s_state.flags = State::Flags_Started;
s_state.nextId = 1;
s_state.hoverId = 0;
s_state.window = window;
s_state.font = font;
s_state.defaultTextColour = MAKE_RGB(200, 200, 200);
}
voidImGui::End()
{
s_state.flags = 0;
if (s_state.window->HasMouseGoneDown(Pixie::MouseButton_Left))
{
// If mouse has gone down over empty space, clear the current focus.
if (s_state.hoverId == 0)
{
s_state.focusId = 0;
s_state.keyboardCursorPosition = 0;
}
}
s_state.window = 0;
}
voidImGui::Label(constchar* text, int x, int y, uint32_t colour)
{
assert(text);
assert(s_state.HasStarted());
s_state.font->DrawColour(text, x, y, colour, s_state.window);
}
boolImGui::Button(constchar* label, int x, int y, int width, int height)
{
assert(s_state.HasStarted());
Window* window = s_state.window;
int id = s_state.GetNextId();
constuint32_t NormalColour = MAKE_RGB(32, 50, 77);
constuint32_t HoverColour = MAKE_RGB(39, 73, 114);
constuint32_t PressedColour = MAKE_RGB(22, 40, 67);
constuint32_t BorderColour = MAKE_RGB(68, 79, 103);
constuint32_t FocusBorderColour = MAKE_RGB(200, 200, 229);
int mouseX = window->GetMouseX();
int mouseY = window->GetMouseY();
bool hover = mouseX >= x && mouseX <= x + width && mouseY >= y && mouseY <= y + height;
bool pressed = false;
if (hover)
{
s_state.hoverId = id;
// Mouse has just gone down over this element, so give it focus.
if (window->HasMouseGoneDown(Pixie::MouseButton_Left))
s_state.focusId = id;
// If mouse is still down over this element and it has focus, then it is pressed.
pressed = window->IsMouseDown(Pixie::MouseButton_Left) && s_state.focusId == id;
}
uint32_t buttonColour = pressed ? PressedColour : hover ? HoverColour : NormalColour;
uint32_t borderColour = s_state.focusId == id ? FocusBorderColour : BorderColour;
FilledRect(x, y, width, height, buttonColour, borderColour);
if (label)
{
Font* font = s_state.font;
int textX = x + ((width - font->GetStringWidth(label)) >> 1);
int textY = y + ((height - font->GetCharacterHeight()) >> 1);
Label(label, textX, textY, s_state.defaultTextColour);
}
return hover && s_state.focusId == id && window->HasMouseGoneUp(Pixie::MouseButton_Left);
}
voidImGui::Input(char* text, int textBufferLength, int x, int y, int width, int height)
{
assert(text);
assert(s_state.HasStarted());
Window* window = s_state.window;
int id = s_state.GetNextId();
constint LeftMargin = 8;
constuint32_t NormalColour = MAKE_RGB(64, 68, 71);
constuint32_t HoverColour = MAKE_RGB(74, 78, 81);
constuint32_t BorderColour = MAKE_RGB(104, 108, 111);
constuint32_t FocusBorderColour = MAKE_RGB(200, 200, 200);
constuint32_t CursorColour = MAKE_RGB(220, 220, 220);
constint CursorWidth = 8;
constfloat KeyRepeatTimeInit = 0.2f;
constfloat KeyRepeatTimeRepeat = 0.05f;
constfloat CursorBlinkTime = 1.0f;
int mouseX = window->GetMouseX();
int mouseY = window->GetMouseY();
bool hover = mouseX >= x && mouseX <= x + width && mouseY >= y && mouseY <= y + height;
bool pressed = false;
int textLength = (int)strlen(text);
int textX = x + LeftMargin;
if (hover)
{
s_state.hoverId = id;
// Mouse has just gone down over this element, so give it focus.
if (window->HasMouseGoneDown(Pixie::MouseButton_Left))
{
if (s_state.focusId != id)
{
s_state.keyRepeatTimer = 0.0f;
s_state.cursorBlinkTimer = 0.0f;
s_state.focusId = id;
}
// Move the cursor to whereever the user clicked.
s_state.keyboardCursorPosition = std::min((mouseX - textX) / s_state.font->GetCharacterWidth(), textLength);
// Also force the cursor to be visible.
s_state.cursorBlinkTimer = CursorBlinkTime;
}
// If mouse is still down over this element and it has focus, then it is pressed.
pressed = window->IsMouseDown(Pixie::MouseButton_Left) && s_state.focusId == id;
}
uint32_t boxColour = pressed || hover || s_state.focusId == id ? HoverColour : NormalColour;
uint32_t borderColour = s_state.focusId == id ? FocusBorderColour : BorderColour;
// Draw the input field.
FilledRect(x, y, width, height, boxColour, borderColour);
int textY = y + ((height - s_state.font->GetCharacterHeight()) >> 1);
Label(text, textX, textY, s_state.defaultTextColour);
if (s_state.focusId == id)
{
float delta = window->GetDelta();
// Input field has focus, draw the keyboard cursor and process input.
s_state.cursorBlinkTimer -= delta;
if (s_state.cursorBlinkTimer >= CursorBlinkTime * 0.5f)
FilledRect(textX + (s_state.keyboardCursorPosition * s_state.font->GetCharacterWidth()), textY + s_state.font->GetCharacterHeight() - 2, CursorWidth, 2, CursorColour, CursorColour);
if (s_state.cursorBlinkTimer <= 0.0f || window->IsAnyKeyDown())
s_state.cursorBlinkTimer = CursorBlinkTime;
// TODO: Not sure if this is the right way to do this. The timer should probably be per-key.
if (window->HasAnyKeyGoneDown())
{
s_state.keyRepeatTimer = 0.0f;
s_state.keyRepeatTime = KeyRepeatTimeInit;
}
s_state.keyRepeatTimer -= delta;
if (s_state.keyRepeatTimer <= 0.0f)
{
s_state.keyRepeatTimer = s_state.keyRepeatTime;
s_state.keyRepeatTime = KeyRepeatTimeRepeat;
if (window->IsKeyDown(Pixie::Key_Left))
{
s_state.keyboardCursorPosition = std::max(s_state.keyboardCursorPosition - 1, 0);
}
elseif (window->IsKeyDown(Pixie::Key_Right))
{
s_state.keyboardCursorPosition = std::min(s_state.keyboardCursorPosition + 1, textLength);
}
elseif (window->IsKeyDown(Pixie::Key_Backspace))
{
// Move cursor back.
s_state.keyboardCursorPosition--;
if (s_state.keyboardCursorPosition >= 0)
{
// Copy everything after the current position to the current position.
int position = s_state.keyboardCursorPosition;
int copyAmount = (int)strlen(text + position + 1) + 1;
memcpy(text + position, text + position + 1, copyAmount);
}
else
{
s_state.keyboardCursorPosition = 0;
}
}
elseif (window->IsKeyDown(Pixie::Key_Delete))
{
// Delete the current character.
int position = s_state.keyboardCursorPosition;
if (position < textLength)
{
// Copy everything after the current position to the current position.
int copyAmount = (int)strlen(text + position + 1) + 1;
memcpy(text + position, text + position + 1, copyAmount);
}
}
elseif (window->IsKeyDown(Pixie::Key_Home))
{
s_state.keyboardCursorPosition = 0;
}
elseif (window->IsKeyDown(Pixie::Key_End))
{
s_state.keyboardCursorPosition = textLength;
}
}
// Process remaining ASCII input.
constchar* inputCharacters = window->GetInputCharacters();
if (*inputCharacters)
{
for ( ; *inputCharacters; inputCharacters++)
{
if (s_state.keyboardCursorPosition == textBufferLength - 1)
break;
// Overwrite the character at the current position.
int position = s_state.keyboardCursorPosition;
assert(position >= 0 && position < textBufferLength - 1);
text[position] = *inputCharacters;
// If at the end of the string, add a null because we've just extended the string.
if (position == textLength)
{
position++;
assert(position >= 0 && position < textBufferLength);
text[position] = 0;
}
// Move the cursor.
s_state.keyboardCursorPosition = std::min(s_state.keyboardCursorPosition + 1, textBufferLength);
}
// We have consumed the input so remove it from the buffer.
window->ClearInputCharacters();
}
}
}
boolImGui::Checkbox(constchar* label, bool checked, int x, int y)
{
assert(label);
assert(s_state.HasStarted());
constint TextLeftMargin = 8;
constint BoxSize = 18;
constint CheckSize = 8;
Font* font = s_state.font;
int charHeight = font->GetCharacterHeight();
int textY = y + ((BoxSize - charHeight) >> 1) + 1;
Label(label, x + BoxSize + TextLeftMargin, textY, s_state.defaultTextColour);
bool wasChecked = checked;
if (Button(0, x, y, BoxSize, BoxSize))
checked = !checked;
if (wasChecked)
{
// Draw check mark.
int checkX = x + ((BoxSize - CheckSize) >> 1);
int checkY = y + ((BoxSize - CheckSize) >> 1);
Window* window = s_state.window;
int windowWidth = window->GetWidth();
uint32_t* pixels = window->GetPixels();
y = checkY;
for (int yy = y*windowWidth, x = 0; y < checkY + CheckSize; y++, x++, yy += windowWidth)
{
pixels[checkX + x + yy] = MAKE_RGB(255, 255, 255);
pixels[checkX + CheckSize - x - 1 + yy] = MAKE_RGB(255, 255, 255);
}
}
return checked;
}
boolImGui::RadioButton(constchar* label, bool checked, int x, int y)
{
assert(label);
assert(s_state.HasStarted());
constint TextLeftMargin = 8;
constint BoxSize = 18;
constint CheckSize = 8;
constuint32_t FontColour = s_state.defaultTextColour;
Font* font = s_state.font;
int charHeight = font->GetCharacterHeight();
int textY = y + ((BoxSize - charHeight) >> 1) + 1;
Label(label, x + BoxSize + TextLeftMargin, textY, FontColour);
bool wasChecked = checked;
if (Button(0, x, y, BoxSize, BoxSize))
checked = !checked;
if (wasChecked)
{
// Draw radio button mark.
int checkX = x + ((BoxSize - CheckSize) >> 1);
int checkY = y + ((BoxSize - CheckSize) >> 1);
FilledRect(checkX, checkY, CheckSize, CheckSize, FontColour, FontColour);
}
return checked;
}
voidImGui::Rect(int x, int y, int width, int height, uint32_t borderColour)
{
assert(s_state.HasStarted());
Window* window = s_state.window;
uint32_t* pixels = window->GetPixels();
int windowWidth = window->GetWidth();
int windowHeight = window->GetHeight();
pixels += x + (y*windowWidth);
for (int j = 0, ypos = y; j < height && ypos < windowHeight; j++, ypos++)
{
int left = x;
if (left >= 0 && left < windowWidth)
*pixels = borderColour;
int right = x + width - 1;
if (right >= 0 && right < windowWidth)
*(pixels + width - 1) = borderColour;
pixels += windowWidth;
}
pixels = window->GetPixels() + x + (y*windowWidth);
for (int i = 0, xpos = x; i < width; i++, xpos++)
{
int top = y;
if (top >= 0 && top < windowHeight)
*pixels = borderColour;
int bottom = y + height - 1;
if (bottom >= 0 && bottom < windowHeight)
*(pixels + ((height-1)*windowWidth)) = borderColour;
pixels++;
}
}
voidImGui::FilledRect(int x, int y, int width, int height, uint32_t colour, uint32_t borderColour)
{
assert(s_state.HasStarted());
Window* window = s_state.window;
uint32_t* pixels = window->GetPixels();
int windowWidth = window->GetWidth();
int windowHeight = window->GetHeight();
pixels += x + (y*windowWidth);
for (int j = 0, ypos = y; j < height && ypos < windowHeight; j++, ypos++)
{
for (int i = 0, xpos = x; i < width; i++, xpos++)
{
if (xpos < 0 || xpos >= windowWidth || ypos < 0 || ypos >= windowHeight)
continue;
*pixels = (i == 0 || i == width - 1 || j == 0 || j == height - 1) ? borderColour : colour;
pixels++;
}
pixels += windowWidth - width;
}
}