Mercurial > molko
view examples/example-ui/main.c @ 314:d01e83210ca2
misc: update years
author | David Demelier <markand@malikania.fr> |
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date | Wed, 22 Sep 2021 07:22:20 +0200 |
parents | 3638b39ef2bf |
children |
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/* * example-action.c -- example on how to use automatic actions * * Copyright (c) 2020-2021 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 { int 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("fr.malikania", "ui") < 0 || ui_init() < 0) panic(); if (window_open("Example - UI", W, H) < 0) 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 int 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 = 1; 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 = 0; 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_push(&state); 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; }