Mercurial > molko
diff examples/example-ui/main.c @ 209:23a844fdc911
examples: move all into subdirectories, closes #2513
author | David Demelier <markand@malikania.fr> |
---|---|
date | Wed, 11 Nov 2020 17:10:40 +0100 |
parents | examples/example-ui.c@133926e08d6e |
children | 76afe639fd72 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/examples/example-ui/main.c Wed Nov 11 17:10:40 2020 +0100 @@ -0,0 +1,324 @@ +/* + * example-action.c -- example on how to use automatic actions + * + * Copyright (c) 2020 David Demelier <markand@malikania.fr> + * + * Permission to use, copy, modify, and/or distribute this software for any + * purpose with or without fee is hereby granted, provided that the above + * copyright notice and this permission notice appear in all copies. + * + * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES + * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR + * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES + * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN + * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF + * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. + */ + +#include <core/action.h> +#include <core/core.h> +#include <core/event.h> +#include <core/game.h> +#include <core/maths.h> +#include <core/panic.h> +#include <core/painter.h> +#include <core/state.h> +#include <core/sys.h> +#include <core/util.h> +#include <core/window.h> + +#include <ui/align.h> +#include <ui/button.h> +#include <ui/checkbox.h> +#include <ui/frame.h> +#include <ui/label.h> +#include <ui/theme.h> +#include <ui/ui.h> + +#define W (1280) +#define H (720) + +#define FRAME_ORIGIN_X (10) +#define FRAME_ORIGIN_Y (10) +#define FRAME_WIDTH (400) +#define FRAME_HEIGHT (200) + +#define HEADER_HEIGHT (32) + +#define ELEMENT_HEIGHT (20) + +/* + * We design a basic UI like this. + * + * FRAME_WIDTH + * +---------------------------------------------+-- + * | Title | | HEADER_HEIGHT + * +---------------------------------------------+-- + * | [x] Auto save | + * | | + * | | + * | [ Quit ] | + * +---------------------------------------------+ + */ +static struct { + struct action_stack st; + + struct { + bool active; + int x; + int y; + } motion; + + struct { + struct frame frame; + struct action act; + } panel; + + struct { + struct label label; + struct action act; + } header; + + struct { + struct checkbox cb; + struct action cb_act; + struct label label; + struct action label_act; + } autosave; + + struct { + struct button button; + struct action act; + } quit; +} ui = { + .panel = { + .frame = { + .x = FRAME_ORIGIN_X, + .y = FRAME_ORIGIN_Y, + .w = FRAME_WIDTH, + .h = FRAME_HEIGHT + } + }, + .header = { + .label = { + .text = "Preferences", + .x = FRAME_ORIGIN_X, + .y = FRAME_ORIGIN_Y, + .flags = LABEL_FLAGS_SHADOW, + } + }, + .autosave = { + .cb = { + .w = ELEMENT_HEIGHT, + .h = ELEMENT_HEIGHT + }, + .label = { + .text = "Auto save game", + .flags = LABEL_FLAGS_SHADOW, + } + }, + .quit = { + .button = { + .text = "Quit", + .h = ELEMENT_HEIGHT + } + } +}; + +static void +init(void) +{ + if (!core_init() || !ui_init()) + panic(); + if (!window_open("Example - UI", W, H)) + panic(); +} + +static void +resize_header(void) +{ + struct frame *f = &ui.panel.frame; + struct label *l = &ui.header.label; + unsigned int w, h; + + /* Header. */ + label_query(l, &w, &h); + align(ALIGN_LEFT, &l->x, &l->y, w, h, f->x, f->y, f->w, HEADER_HEIGHT); + + l->x += theme_default()->padding; +} + +static void +resize_autosave(void) +{ + unsigned int padding = theme_default()->padding; + struct frame *f = &ui.panel.frame; + struct checkbox *c = &ui.autosave.cb; + struct label *l = &ui.autosave.label; + + c->x = f->x + padding; + c->y = f->y + HEADER_HEIGHT + padding; + + l->x = c->x + c->w + padding; + l->y = c->y; +} + +static void +resize_button(void) +{ + unsigned int padding = theme_default()->padding; + struct frame *f = &ui.panel.frame; + struct button *b = &ui.quit.button; + + /* Button. */ + b->w = f->w / 4; + + align(ALIGN_BOTTOM_RIGHT, &b->x, &b->y, b->w, b->h, + f->x, f->y, f->w, f->h); + + b->x -= padding; + b->y -= padding; +} + +static void +resize(void) +{ + resize_header(); + resize_autosave(); + resize_button(); +} + +static void +prepare(void) +{ + /* Frame. */ + frame_action(&ui.panel.frame, &ui.panel.act); + + /* Header title. */ + label_action(&ui.header.label, &ui.header.act); + + /* Button quit. */ + button_action(&ui.quit.button, &ui.quit.act); + + /* Autosave. */ + checkbox_action(&ui.autosave.cb, &ui.autosave.cb_act); + label_action(&ui.autosave.label, &ui.autosave.label_act); + + /* Add all UI elements. */ + action_stack_add(&ui.st, &ui.panel.act); + action_stack_add(&ui.st, &ui.header.act); + action_stack_add(&ui.st, &ui.autosave.cb_act); + action_stack_add(&ui.st, &ui.autosave.label_act); + action_stack_add(&ui.st, &ui.quit.act); +} + +static bool +headerclick(int x, int y) +{ + return maths_is_boxed( + ui.panel.frame.x, + ui.panel.frame.y, + ui.panel.frame.w, + HEADER_HEIGHT, + x, + y + ); +} + +static void +handle(struct state *st, const union event *ev) +{ + (void)st; + + switch (ev->type) { + case EVENT_QUIT: + game_quit(); + break; + case EVENT_MOUSE: + if (ui.motion.active) { + ui.panel.frame.x += ev->mouse.x - ui.motion.x; + ui.panel.frame.y += ev->mouse.y - ui.motion.y; + ui.motion.x = ev->mouse.x; + ui.motion.y = ev->mouse.y; + resize(); + } + break; + case EVENT_CLICKDOWN: + if (headerclick(ev->click.x, ev->click.y)) { + ui.motion.active = true; + ui.motion.x = ev->click.x; + ui.motion.y = ev->click.y; + window_set_cursor(WINDOW_CURSOR_SIZE); + } + else + action_stack_handle(&ui.st, ev); + break; + case EVENT_CLICKUP: + ui.motion.active = false; + window_set_cursor(WINDOW_CURSOR_ARROW); + /* Fallthrough. */ + default: + action_stack_handle(&ui.st, ev); + break; + } +} + +static void +update(struct state *st, unsigned int ticks) +{ + (void)st; + + if (ui.quit.button.state == BUTTON_STATE_ACTIVATED) + game_quit(); + else + action_stack_update(&ui.st, ticks); +} + +static void +draw(struct state *st) +{ + (void)st; + + painter_set_color(0xffffffff); + painter_clear(); + action_stack_draw(&ui.st); + painter_present(); +} + +static void +run(void) +{ + struct state state = { + .handle = handle, + .update = update, + .draw = draw + }; + + prepare(); + resize(); + + game_switch(&state, true); + game_loop(); +} + +static void +quit(void) +{ + window_finish(); + ui_finish(); + core_finish(); +} + +int +main(int argc, char **argv) +{ + (void)argc; + (void)argv; + + init(); + run(); + quit(); + + return 0; +}