--- /dev/null
+/* Font buffer generated from source file: 'restricted/Weiholmir_GameMaker_sheet.png' */
+0x61b001,0x198e1818,0x600061b1,0x47f99818,0x30302060,0x93ed031b,0x8303020,0x60014fe7,
+0xf803030,0x6003e1,0x661b0030,0x30000001,0x4fccdb00,0x30300060,0x10ccf,0x186000,
+0x1,0x8e0c78f0,0x54600000,0x19b1c6c,0xd8386000,0x31b0c,0xc1839f8,0x1c0071b,
+0xc183054,0x60c00006,0x1b0c3018,0x60c003,0xc1b0c60,0xd8000040,0x30c0e1e,0x7cf06cf8,
+0xe3e3870c,0x1800006c,0xc18066cd,0x8c180c00,0x6cc180c6,0xcd80003c,0xf07c71e0,0xc3878000,
+0x70000c19,0xb186c18c,0x183cf00c,0xd9b186c1,0x8c180c00,0xcf0e183,0x87000800,0xf1e3,
+0x87871e3c,0x787860da,0x1346cd9b,0x3060d878,0x1ad366cd,0x9b3060c0,0x1c7ad3e7,0x8c1b3870,
+0xc07862e3,0x66cd9b30,0x60d86002,0xb66cd9b,0x3060c800,0x61f36787,0x1e3c6078,0x6c61f366,
+0x18d99c78,0x706c6033,0x661dddb6,0x6cd86c60,0x33c61ddd,0xb66cd87c,0x61b3861f,0xdfb678d8,
+0x6c61b3c6,0x1adbb660,0xf86c61b3,0x6618dbb6,0x60706c60,0xe36798d9,0x9c601878,0x71fb66d8,
+0xdb337cf0,0x6cd86366,0xd8db330c,0xc06cc063,0x66dace1e,0x1cc07870,0x6366dfc4,0xc38c078,
+0x186366dd,0xce0c70c0,0x6cd86363,0x9ddb0c60,0xc06c7061,0xc118db0c,0x7cf060f0,0x40060018,
+0xc0060,0x30a00300,0x18000c00,0x30300000,0x79e1c3c,0x70383000,0xd9b36,0x6cd81830,
+0xd9b,0x306cf80c,0x3000000f,0x9b366cc0,0xcf003e0,0x69e1c3c,0x70180180,0x18c0c00,
+0x3471,0x81818c0c,0x30,0xd9e1800d,0x8c767870,0x30d9b001,0x8d8c7f6c,0xd87871b1,
+0x818f0c6b,0x6cd8301d,0xb1858d8c,0x6b6cd830,0x79b1838d,0x8c6b6c70,0x3,0,
+0,0x3000000,0x7c71,0xb3c78d9b,0x636cd86c,0xd9f7030d,0x9b6b6cd8,0x78d9c3c3,
+0xd8e6b38,0x78607180,0xe30d8e3e,0x6c186019,0x83c18704,0x366c7000,0x30c18000,0xfc,
+0x60c0c0,0x6000000,0xfc7c60c0,0xc6460000,0xfc1cc0,0xc0698600,0xfc38,0x60c0c006,
+0xfc,0x7060c0c0,0x6000000,0xfc7c30c1,0x80000000,0xfc0000,0,0,
+0,0,
\ No newline at end of file
*/
+SHADER_DEFINE( shader_ui,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;" // i16, i16, .. ?
+ "layout (location=1) in vec2 a_uv;" // i8, i8
+ "layout (location=2) in vec4 a_colour;" // u32
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ "out vec4 aColour;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
+ "aTexCoords = a_uv * 0.01388888888;"
+ "aColour = a_colour;"
+ "}",
+
+ // FRAGMENT
+ "uniform sampler2D uTexGlyphs;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ "in vec4 aColour;"
+ ""
+ "void main()"
+ "{"
+ "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
+ "FragColor = aColour * vec4( 1.0, 1.0, 1.0, glyph.r );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uTexGlyphs" })
+)
+
#define UI_AUTO_FILL 0
// Types
typedef ui_px ui_rect[4];
typedef struct ui_ctx ui_ctx;
+#pragma pack(push,1)
+struct ui_vert
+{
+ ui_px co[2];
+ u8 uv[2];
+ u32 colour;
+};
+#pragma pack(pop)
+
struct ui_ctx
{
ui_px padding;
}
stack[ 32 ];
+ struct ui_vert *verts;
+ u32 num_verts;
+ u16 *indices;
+ u32 num_indices;
+
ui_rect cursor;
u32 stack_count;
u32 capture_mouse_id;
int click_state; // 0: released, 1: on down, 2: pressed, 3: on release
};
+// Opengl
+GLuint ui_glyph_texture;
+GLuint ui_vao;
+GLuint ui_vbo;
+GLuint ui_ebo;
+
+
+
+#define UI_BUFFER_SIZE 30000
+#define UI_INDEX_SIZE 20000
+
+static void ui_glyphs_load( u32 *compressed )
+{
+ u32 pixels = 0, total = 72*72, data = 0;
+ u8 *image = malloc( total );
+
+ while( pixels < total )
+ {
+ for( int b = 31; b >= 0; b-- )
+ {
+ image[ pixels ++ ] = (compressed[data] & (0x1 << b))? 0xff: 0x00;
+
+ if( pixels >= total )
+ {
+ total = 0;
+ break;
+ }
+ }
+ data++;
+ }
+
+ for( int j = 0; j < 70; j ++ )
+ {
+ for( int i = 0; i < 70; i ++ )
+ printf( "%s",image[j*72+i]?"#":" " );
+ printf( "\n" );
+ }
+
+ glGenTextures( 1, &ui_glyph_texture );
+ glBindTexture( GL_TEXTURE_2D, ui_glyph_texture );
+
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_R8, 72, 72, 0, GL_RED, GL_UNSIGNED_BYTE, image );
+
+ vg_tex2d_clamp();
+ vg_tex2d_nearest();
+
+ free( image );
+}
+
+static void ui_default_init(void)
+{
+ ui_glyphs_load( (u32[]){
+ #include "fonts/weiholmir.h"
+ });
+
+ SHADER_INIT( shader_ui );
+
+ // Generate the buffer we are gonna be drawing to
+ glGenVertexArrays(1, &ui_vao);
+ glGenBuffers( 1, &ui_vbo );
+ glGenBuffers( 1, &ui_ebo );
+ glBindVertexArray( ui_vao );
+
+ glBindBuffer( GL_ARRAY_BUFFER, ui_vbo );
+
+ glBufferData( GL_ARRAY_BUFFER, UI_BUFFER_SIZE * sizeof( struct ui_vert ), NULL, GL_DYNAMIC_DRAW );
+ glBindVertexArray( ui_vao );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ui_ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, UI_INDEX_SIZE * sizeof( u16 ), NULL, GL_DYNAMIC_DRAW );
+
+ // XY
+ glVertexAttribPointer( 0, 2, GL_UNSIGNED_SHORT, GL_FALSE, sizeof( struct ui_vert ), (void *)offsetof( struct ui_vert, co ) );
+ glEnableVertexAttribArray( 0 );
+
+ // UV
+ glVertexAttribPointer( 1, 2, GL_UNSIGNED_BYTE, GL_FALSE, sizeof( struct ui_vert ), (void *)offsetof( struct ui_vert, uv ) );
+ glEnableVertexAttribArray( 1 );
+
+ // COLOUR
+ glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( struct ui_vert ), (void *)offsetof( struct ui_vert, colour ) );
+ glEnableVertexAttribArray( 2 );
+}
+
+static void ui_default_free(void)
+{
+ glDeleteTextures( 1, &ui_glyph_texture );
+
+ glDeleteVertexArrays( 1, &ui_vao );
+ glDeleteBuffers( 1, &ui_vbo );
+ glDeleteBuffers( 1, &ui_ebo );
+}
+
+static void ui_draw( ui_ctx *ctx )
+{
+ glBindVertexArray( ui_vao );
+
+ glBindBuffer( GL_ARRAY_BUFFER, ui_vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, 0, ctx->num_verts * sizeof( struct ui_vert ), ctx->verts );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ui_ebo );
+ glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, 0, ctx->num_indices * sizeof( u16 ), ctx->indices );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ SHADER_USE( shader_ui );
+
+ m3x3f view = M3X3_IDENTITY;
+ m3x3_translate( view, (v3f){ -1.0f, 1.0f, 0.0f } );
+ m3x3_scale( view, (v3f){ 1.0f/((float)vg_window_x*0.5f), -1.0f/((float)vg_window_y*0.5f), 1.0f } );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_ui, "uPv" ), 1, GL_FALSE, (float *)view );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, ui_glyph_texture );
+ glUniform1i( SHADER_UNIFORM( shader_ui, "uTexGlyphs" ), 0 );
+
+ glDrawElements( GL_TRIANGLES, ctx->num_indices, GL_UNSIGNED_SHORT, (void*)(0) );
+
+ //vg_info( "Verts: %u, Indices: %u\n", ctx->num_verts, ctx->num_indices );
+
+ glDisable(GL_BLEND);
+}
+
// Rect controls
// ==========================================================
static void ui_end_down( ui_ctx *ctx )
{
- ui_px height = ctx->stack[ ctx->stack_count ].rect[3];
+ ui_px height = ctx->stack[ ctx->stack_count-1 ].rect[3];
ui_end( ctx );
ctx->cursor[1] += height;
}
static void ui_end_right( ui_ctx *ctx )
{
- ui_px width = ctx->stack[ ctx->stack_count ].rect[2];
+ ui_px width = ctx->stack[ ctx->stack_count-1 ].rect[2];
ui_end( ctx );
ctx->cursor[0] += width;
}
ctx->cursor[0] = node->rect[0] + node->rect[2] - ctx->cursor[2];
}
+static void ui_align_top( ui_ctx *ctx )
+{
+ struct ui_qnode *node = &ctx->stack[ ctx->stack_count-1 ];
+ ctx->cursor[1] = node->rect[1] + node->rect[3] - ctx->cursor[3];
+}
+
static void ui_clamp_rect( ui_rect parent, ui_rect dest )
{
dest[0] = vg_min( parent[0] + parent[2] - dest[2], dest[0] );
}
}
+static void ui_fill_rect( ui_ctx *ctx, ui_rect rect, u32 colour )
+{
+ ui_px uv[2];
+ uv[0] = 66;
+ uv[1] = 66;
+
+ struct ui_vert *vertices = &ctx->verts[ ctx->num_verts ];
+ vertices[0].co[0] = rect[0];
+ vertices[0].co[1] = rect[1];
+ vertices[0].uv[0] = uv[0];
+ vertices[0].uv[1] = uv[1];
+ vertices[0].colour = colour;
+ vertices[1].co[0] = rect[0]+rect[2];
+ vertices[1].co[1] = rect[1];
+ vertices[1].uv[0] = uv[0];
+ vertices[1].uv[1] = uv[1];
+ vertices[1].colour = colour;
+ vertices[2].co[0] = rect[0]+rect[2];
+ vertices[2].co[1] = rect[1]+rect[3];
+ vertices[2].uv[0] = uv[0];
+ vertices[2].uv[1] = uv[1];
+ vertices[2].colour = colour;
+ vertices[3].co[0] = rect[0];
+ vertices[3].co[1] = rect[1]+rect[3];
+ vertices[3].uv[0] = uv[0];
+ vertices[3].uv[1] = uv[1];
+ vertices[3].colour = colour;
+ u16 ind_start = ctx->num_verts;
+ u16 *indices = &ctx->indices[ ctx->num_indices ];
+
+ indices[0] = ind_start+0;
+ indices[1] = ind_start+2;
+ indices[2] = ind_start+1;
+
+ indices[3] = ind_start+0;
+ indices[4] = ind_start+3;
+ indices[5] = ind_start+2;
+
+ ctx->num_indices += 6;
+ ctx->num_verts += 4;
+}
+
+static void ui_text( ui_ctx *ctx, const char *str, ui_px scale, int alignment )
+{
+ ui_rect text_cursor;
+
+ text_cursor[0] = ctx->cursor[0];
+ text_cursor[1] = ctx->cursor[1];
+ text_cursor[2] = 7*scale;
+ text_cursor[3] = 7*scale;
+
+ const char *_c = str;
+ char c;
+ while( (c = *(_c ++)) )
+ {
+ if( c == '\n' )
+ {
+ text_cursor[1] += 10*scale;
+ text_cursor[0] = ctx->cursor[0];
+ continue;
+ }
+ else if( c >= 33 && c <= 126 )
+ {
+ u8 glyph_base[2];
+ u8 glyph_index = c - 32;
+ glyph_base[0] = glyph_index%10;
+ glyph_base[1] = (glyph_index-glyph_base[0])/10;
+
+ glyph_base[0] *= 7;
+ glyph_base[1] *= 7;
+
+
+ struct ui_vert *vertices = &ctx->verts[ctx->num_verts];
+ vertices[0].co[0] = text_cursor[0];
+ vertices[0].co[1] = text_cursor[1];
+ vertices[0].uv[0] = glyph_base[0];
+ vertices[0].uv[1] = glyph_base[1];
+ vertices[0].colour = 0xffffffff;
+
+ vertices[1].co[0] = text_cursor[0]+text_cursor[2];
+ vertices[1].co[1] = text_cursor[1];
+ vertices[1].uv[0] = glyph_base[0]+7;
+ vertices[1].uv[1] = glyph_base[1];
+ vertices[1].colour = 0xffffffff;
+
+ vertices[2].co[0] = text_cursor[0]+text_cursor[2];
+ vertices[2].co[1] = text_cursor[1]+text_cursor[3];
+ vertices[2].uv[0] = glyph_base[0]+7;
+ vertices[2].uv[1] = glyph_base[1]+7;
+ vertices[2].colour = 0xffffffff;
+
+ vertices[3].co[0] = text_cursor[0];
+ vertices[3].co[1] = text_cursor[1]+text_cursor[3];
+ vertices[3].uv[0] = glyph_base[0];
+ vertices[3].uv[1] = glyph_base[1]+7;
+ vertices[3].colour = 0xffffffff;
+
+ u16 ind_start = ctx->num_verts;
+ u16 *indices = &ctx->indices[ ctx->num_indices ];
+
+ indices[0] = ind_start+0;
+ indices[1] = ind_start+2;
+ indices[2] = ind_start+1;
+
+ indices[3] = ind_start+0;
+ indices[4] = ind_start+3;
+ indices[5] = ind_start+2;
+
+ ctx->num_indices += 6;
+ ctx->num_verts += 4;
+ }
+
+ text_cursor[0] += 6*scale;
+ }
+}
+
// API control
// ====================================================================
ctx->stack[0].mouse_over = 1;
ctx->stack_count = 1;
+
+ ctx->num_verts = 0;
+ ctx->num_indices = 0;
}
static void ui_resolve( ui_ctx *ctx )
ui_new_node( ctx );
{
ui_capture_mouse( ctx, __COUNTER__ );
-
+
+ ui_fill_rect( ctx, ctx->cursor, 0xff333333 );
+
// Drag bar
ctx->cursor[3] = 25;
ui_new_node( ctx );
{
ui_capture_mouse( ctx, __COUNTER__ );
+ ui_fill_rect( ctx, ctx->cursor, 0xff555555 );
+
// title..
+ ctx->cursor[0] += 2;
+ ctx->cursor[1] += 2;
+ ui_text( ctx, window->title, 2, 0 );
// Close button
+ ctx->cursor[3] = 25;
ctx->cursor[2] = 25;
ui_align_right( ctx );
+ ui_align_top( ctx );
ui_rect_pad( ctx, ctx->cursor, 4 );
if( ui_button( ctx, __COUNTER__ ) )
}
}
}
- ui_end( ctx );
+ ui_end_down( ctx );
}
return 1;
}
+ui_ctx test_ctx = { .padding = 8 };
+
+static void ui_test_init(void)
+{
+ test_ctx.verts = (struct ui_vert *)malloc( UI_BUFFER_SIZE * sizeof(struct ui_vert) );
+ test_ctx.indices = (u16*)malloc( UI_INDEX_SIZE * sizeof(u16) );
+}
+
+static void ui_test_free(void)
+{
+ free( test_ctx.verts );
+ free( test_ctx.indices );
+}
+
static void ui_test(void)
{
/*
| |--------------| | [] Eternal flames 6 | |
+------+--------------+-+----------------------------+-+
*/
-
- static ui_ctx ctx = { .padding = 8 };
-
- ui_begin( &ctx, vg_window_x, vg_window_y );
+
+ ui_begin( &test_ctx, vg_window_x, vg_window_y );
// TODO: Find a more elegent form for this
int mouse_state = 0;
if( vg_get_button_down( "primary" ) ) mouse_state = 1;
if( vg_get_button_up( "primary" ) ) mouse_state = 3;
- ui_set_mouse( &ctx, vg_mouse[0], vg_mouse[1], mouse_state );
+ ui_set_mouse( &test_ctx, vg_mouse[0], vg_mouse[1], mouse_state );
static struct ui_window window =
{
.title = "Central Market"
};
- if( ui_window( &ctx, &window, __COUNTER__ ) )
+ if( ui_window( &test_ctx, &window, __COUNTER__ ) )
{
// Contents
+ ui_text( &test_ctx, "Just say anything, George, say what ever's natural,\nthe first thing that comes to your mind.\nTake that you mutated son-of-a-bitch.", 1, 0 );
}
- ui_end( &ctx );
+ ui_end( &test_ctx );
- ui_resolve( &ctx );
+ ui_resolve( &test_ctx );
m3x3f view = M3X3_IDENTITY;
m3x3_translate( view, (v3f){ -1.0f, 1.0f, 0.0f } );
m3x3_scale( view, (v3f){ 1.0f/((float)vg_window_x*0.5f), -1.0f/((float)vg_window_y*0.5f), 1.0f } );
vg_lines_drawall( (float*)view );
+
+ ui_draw( &test_ctx );
}