the pain is gone
[carveJwlIkooP6JGAAIwe30JlM.git] / gui.h
diff --git a/gui.h b/gui.h
index cf381afb64b194f66314ff78cf9a44f64c7691b7..2ec0a5070afb4640cdf97d3fbef2e8178a9c896e 100644 (file)
--- a/gui.h
+++ b/gui.h
@@ -3,9 +3,104 @@
 
 #include "font.h"
 
-VG_STATIC void gui_example( void )
+struct{
+   struct gui_helper{
+      const char *bindstr, *text;
+   }
+   helpers[4];
+   u32 helper_count;
+
+   float factive;
+}
+static gui;
+
+VG_STATIC
+void gui_draw(void)
 {
-   
+   camera ortho;
+
+   float fl = 0.0f,
+         fr = vg.window_x,
+         fb = 0.0f,
+         ft = vg.window_y,
+         rl = 1.0f / (fr-fl),
+         tb = 1.0f / (ft-fb);
+
+   m4x4_zero( ortho.mtx.p );
+   ortho.mtx.p[0][0] = 2.0f * rl;
+   ortho.mtx.p[1][1] = 2.0f * tb;
+   ortho.mtx.p[3][0] = (fr + fl) * -rl;
+   ortho.mtx.p[3][1] = (ft + fb) * -tb;
+   ortho.mtx.p[3][3] = 1.0f;
+   m4x3_identity( ortho.transform );
+   camera_update_view( &ortho );
+   camera_finalize( &ortho );
+
+   gui.factive = vg_lerpf( gui.factive, gui.helper_count?1.0f:0.0f,
+                           vg.time_delta*2.0f );
+
+   if( gui.factive > 0.01f ){
+      /* draw bottom bar */
+      glEnable(GL_BLEND);
+      glDisable(GL_DEPTH_TEST);
+      glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+      glBlendEquation(GL_FUNC_ADD);
+
+      shader_blitcolour_use();
+      shader_blitcolour_uColour( (v4f){ 0.0f, 0.0f, 0.0f, gui.factive*0.8f } );
+      render_fsquad1();
+   }
+
+   font3d *font = &world_global.font;
+   font3d_bind( font, &ortho );
+
+   float dy    = ft/0.79f,
+         scale = dy*0x1p-4f*0.75f;
+
+   m4x3f mmdl;
+   v4f q;
+   m3x3_identity( mmdl );
+   m3x3_scale( mmdl, (v3f){scale,scale,scale} );
+   v3_zero( mmdl[3] );
+
+   float pad = dy*0x1p-4f*0.125f;
+   mmdl[3][0] = pad*2.0f;
+   mmdl[3][1] = pad;
+
+   for( u32 i=0; i<gui.helper_count; i++ ){
+      struct gui_helper *helper = &gui.helpers[i];
+
+      shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+
+      struct font3d_render render;
+      font3d_begin( font, 2, &ortho, mmdl, &render );
+
+      render.u8pch = (u8*)helper->bindstr;
+      font3d_draw( &render );
+
+      const char *make_smaller = "\x02\xaf\x03 ";
+      render.u8pch = (const u8*)make_smaller;
+      font3d_draw( &render );
+
+      render.u8pch = (u8*)helper->text;
+      font3d_draw( &render );
+      
+      float w = render.offset[0]+1.0f;
+      mmdl[3][0] += w*scale;
+   }
+
+   gui.helper_count = 0;
+}
+
+VG_STATIC 
+void gui_helper_action( const char *bindstr, const char *text )
+{
+   if( gui.helper_count >= vg_list_size(gui.helpers) )
+      vg_fatal_error( "Too many helpers\n" );
+
+   struct gui_helper *helper = &gui.helpers[ gui.helper_count ++ ];
+   helper->bindstr = bindstr;
+   helper->text = text;
 }
 
 #endif /* GUI_H */