/* OUI - A minimal semi-immediate GUI handling & layouting library Copyright (c) 2014 Leonard Ritter Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef _OUI_H_ #define _OUI_H_ /* Revision 2 (2014-07-13) OUI (short for "Open UI", spoken like the french "oui" for "yes") is a platform agnostic single-header C library for layouting GUI elements and handling related user input. Together with a set of widget drawing and logic routines it can be used to build complex user interfaces. OUI is a semi-immediate GUI. Widget declarations are persistent for the duration of the setup and evaluation, but do not need to be kept around longer than one frame. OUI has no widget types; instead, it provides only one kind of element, "Items", which can be taylored to the application by the user and expanded with custom buffers and event handlers to behave as containers, buttons, sliders, radio buttons, and so on. OUI also does not draw anything; Instead it provides a set of functions to iterate and query the layouted items in order to allow client code to render each widget with its current state using a preferred graphics library. A basic setup for OUI usage looks like this: void app_main(...) { UIcontext *context = uiCreateContext(); uiMakeCurrent(context); while (app_running()) { // update position of mouse cursor; the ui can also be updated // from received events. uiSetCursor(app_get_mouse_x(), app_get_mouse_y()); // update button state for (int i = 0; i < 3; ++i) uiSetButton(i, app_get_button_state(i)); // begin new UI declarations uiClear(); // - UI setup code goes here - app_setup_ui(); // layout UI, update states and fire handlers uiProcess(); // draw UI app_draw_ui(render_context,0,0,0); } uiDestroyContext(context); } Here's an example setup for a checkbox control: typedef struct CheckBoxData { int type; const char *label; bool *checked; } CheckBoxData; // called when the item is clicked (see checkbox()) void app_checkbox_handler(int item, UIevent event) { // retrieve custom data (see checkbox()) const CheckBoxData *data = (const CheckBoxData *)uiGetData(item); // toggle value *data->checked = !(*data->checked); } // creates a checkbox control for a pointer to a boolean and attaches it to // a parent item. int checkbox(int parent, UIhandle handle, const char *label, bool *checked) { // create new ui item int item = uiItem(); // set persistent handle for item that is used // to track activity over time uiSetHandle(item, handle); // set size of wiget; horizontal size is dynamic, vertical is fixed uiSetSize(item, 0, APP_WIDGET_HEIGHT); // attach checkbox handler, set to fire as soon as the left button is // pressed; UI_BUTTON0_HOT_UP is also a popular alternative. uiSetHandler(item, app_checkbox_handler, UI_BUTTON0_DOWN); // store some custom data with the checkbox that we use for rendering // and value changes. CheckBoxData *data = (CheckBoxData *)uiAllocData(item, sizeof(CheckBoxData)); // assign a custom typeid to the data so the renderer knows how to // render this control. data->type = APP_WIDGET_CHECKBOX; data->label = label; data->checked = checked; // append to parent uiAppend(parent, item); return item; } A simple recursive drawing routine can look like this: void app_draw_ui(AppRenderContext *ctx, int item, int x, int y) { // retrieve custom data and cast it to an int; we assume the first member // of every widget data item to be an "int type" field. const int *type = (const int *)uiGetData(item); // get the widgets relative rectangle and offset by the parents // absolute position. UIrect rect = uiGetRect(item); rect.x += x; rect.y += y; // if a type is set, this is a specialized widget if (type) { switch(*type) { default: break; case APP_WIDGET_LABEL: { // ... } break; case APP_WIDGET_BUTTON: { // ... } break; case APP_WIDGET_CHECKBOX: { // cast to the full data type const CheckBoxData *data = (CheckBoxData*)type; // get the widgets current state int state = uiGetState(item); // if the value is set, the state is always active if (*data->checked) state = UI_ACTIVE; // draw the checkbox app_draw_checkbox(ctx, rect, state, data->label); } break; } } // iterate through all children and draw int kid = uiFirstChild(item); while (kid >= 0) { app_draw_ui(ctx, kid, rect.x, rect.y); kid = uiNextSibling(kid); } } See example.cpp in the repository for a full usage example. */ // limits // maximum number of items that may be added #define UI_MAX_ITEMS 4096 // maximum size in bytes reserved for storage of application dependent data // as passed to uiAllocData(). #define UI_MAX_BUFFERSIZE 1048576 // maximum size in bytes of a single data buffer passed to uiAllocData(). #define UI_MAX_DATASIZE 4096 // maximum depth of nested containers #define UI_MAX_DEPTH 64 typedef unsigned int UIuint; // opaque UI context typedef struct UIcontext UIcontext; // application defined context handle typedef unsigned long long UIhandle; // item states as returned by uiGetState() typedef enum UIitemState { // the item is inactive UI_COLD = 0, // the item is inactive, but the cursor is hovering over this item UI_HOT = 1, // the item is toggled or activated (depends on item kind) UI_ACTIVE = 2, // the item is unresponsive UI_FROZEN = 3 } UIitemState; // layout flags typedef enum UIlayoutFlags { // anchor to left item or left side of parent UI_LEFT = 1, // anchor to top item or top side of parent UI_TOP = 2, // anchor to right item or right side of parent UI_RIGHT = 4, // anchor to bottom item or bottom side of parent UI_DOWN = 8, // anchor to both left and right item or parent borders UI_HFILL = 5, // anchor to both top and bottom item or parent borders UI_VFILL = 10, // center horizontally, with left margin as offset UI_HCENTER = 0, // center vertically, with top margin as offset UI_VCENTER = 0, // center in both directions, with left/top margin as offset UI_CENTER = 0, // anchor to all four directions UI_FILL = 15, } UIlayoutFlags; // event flags typedef enum UIevent { // on button 0 down UI_BUTTON0_DOWN = 0x01, // on button 0 up // when this event has a handler, uiGetState() will return UI_ACTIVE as // long as button 0 is down. UI_BUTTON0_UP = 0x02, // on button 0 up while item is hovered // when this event has a handler, uiGetState() will return UI_ACTIVE // when the cursor is hovering the items rectangle; this is the // behavior expected for buttons. UI_BUTTON0_HOT_UP = 0x04, // item is being captured (button 0 constantly pressed); // when this event has a handler, uiGetState() will return UI_ACTIVE as // long as button 0 is down. UI_BUTTON0_CAPTURE = 0x08, // item has received a new child // this can be used to allow container items to configure child items // as they appear. UI_APPEND = 0x10, } UIevent; // handler callback; event is one of UI_EVENT_* typedef void (*UIhandler)(int item, UIevent event); // for cursor positions, mainly typedef struct UIvec2 { union { int v[2]; struct { int x, y; }; }; } UIvec2; // layout rectangle typedef struct UIrect { union { int v[4]; struct { int x, y, w, h; }; }; } UIrect; // unless declared otherwise, all operations have the complexity O(1). // Context Management // ------------------ // create a new UI context; call uiMakeCurrent() to make this context the // current context. The context is managed by the client and must be released // using uiDestroyContext() UIcontext *uiCreateContext(); // select an UI context as the current context; a context must always be // selected before using any of the other UI functions void uiMakeCurrent(UIcontext *ctx); // release the memory of an UI context created with uiCreateContext(); if the // context is the current context, the current context will be set to NULL void uiDestroyContext(UIcontext *ctx); // Input Control // ------------- // sets the current cursor position (usually belonging to a mouse) to the // screen coordinates at (x,y) void uiSetCursor(int x, int y); // returns the current cursor position in screen coordinates as set by // uiSetCursor() UIvec2 uiGetCursor(); // returns the offset of the cursor relative to the last call to uiProcess() UIvec2 uiGetCursorDelta(); // returns the beginning point of a drag operation. UIvec2 uiGetCursorStart(); // returns the offset of the cursor relative to the beginning point of a drag // operation. UIvec2 uiGetCursorStartDelta(); // sets a mouse or gamepad button as pressed/released // button is in the range 0..63 and maps to an application defined input // source. // enabled is 1 for pressed, 0 for released void uiSetButton(int button, int enabled); // returns the current state of an application dependent input button // as set by uiSetButton(). // the function returns 1 if the button has been set to pressed, 0 for released. int uiGetButton(int button); // Stages // ------ // clear the item buffer; uiClear() should be called before the first // UI declaration for this frame to avoid concatenation of the same UI multiple // times. // After the call, all previously declared item IDs are invalid, and all // application dependent context data has been freed. void uiClear(); // layout all added items starting from the root item 0, update the // internal state according to the current cursor position and button states, // and call all registered handlers. // after calling uiProcess(), no further modifications to the item tree should // be done until the next call to uiClear(). // It is safe to immediately draw the items after a call to uiProcess(). // this is an O(N) operation for N = number of declared items. void uiProcess(); // UI Declaration // -------------- // create a new UI item and return the new items ID. int uiItem(); // set an items state to frozen; the UI will not recurse into frozen items // when searching for hot or active items; subsequently, frozen items and // their child items will not cause mouse event notifications. // The frozen state is not applied recursively; uiGetState() will report // UI_COLD for child items. Upon encountering a frozen item, the drawing // routine needs to handle rendering of child items appropriately. // see example.cpp for a demonstration. void uiSetFrozen(int item, int enable); // set the application-dependent handle of an item. // handle is an application defined 64-bit handle. If handle is 0, the item // will not be interactive. void uiSetHandle(int item, UIhandle handle); // allocate space for application-dependent context data and return the pointer // if successful. If no data has been allocated, a new pointer is returned. // Otherwise, an assertion is thrown. // The memory of the pointer is managed by the UI context. void *uiAllocData(int item, int size); // set the handler callback for an interactive item. // flags is a combination of UI_EVENT_* and designates for which events the // handler should be called. void uiSetHandler(int item, UIhandler handler, int flags); // assign an item to a container. // an item ID of 0 refers to the root item. // if child is already assigned to a parent, an assertion will be thrown. // the function returns the child item ID int uiAppend(int item, int child); // set the size of the item; a size of 0 indicates the dimension to be // dynamic; if the size is set, the item can not expand beyond that size. void uiSetSize(int item, int w, int h); // set the anchoring behavior of the item to one or multiple UIlayoutFlags void uiSetLayout(int item, int flags); // set the left, top, right and bottom margins of an item; when the item is // anchored to the parent or another item, the margin controls the distance // from the neighboring element. void uiSetMargins(int item, int l, int t, int r, int b); // anchor the item to another sibling within the same container, so that the // sibling is left to this item. void uiSetRelToLeft(int item, int other); // anchor the item to another sibling within the same container, so that the // sibling is above this item. void uiSetRelToTop(int item, int other); // anchor the item to another sibling within the same container, so that the // sibling is right to this item. void uiSetRelToRight(int item, int other); // anchor the item to another sibling within the same container, so that the // sibling is below this item. void uiSetRelToDown(int item, int other); // Iteration // --------- // returns the first child item of a container item. If the item is not // a container or does not contain any items, -1 is returned. // if item is 0, the first child item of the root item will be returned. int uiFirstChild(int item); // returns the last child item of a container item. If the item is not // a container or does not contain any items, -1 is returned. // if item is 0, the last child item of the root item will be returned. int uiLastChild(int item); // returns an items parent container item. // if item is 0, -1 will be returned. int uiParent(int item); // returns an items next sibling in the list of the parent containers children. // if item is 0 or the item is the last child item, -1 will be returned. int uiNextSibling(int item); // returns an items previous sibling in the list of the parent containers // children. // if item is 0 or the item is the first child item, -1 will be returned. int uiPrevSibling(int item); // Querying // -------- // return the current state of the item. This state is only valid after // a call to uiProcess(). // The returned value is one of UI_COLD, UI_HOT, UI_ACTIVE, UI_FROZEN. UIitemState uiGetState(int item); // return the application-dependent handle of the item as passed to uiSetHandle(). UIhandle uiGetHandle(int item); // return the application-dependent context data for an item as passed to // uiAllocData(). The memory of the pointer is managed by the UI context // and must not be altered. const void *uiGetData(int item); // return the handler callback for an item as passed to uiSetHandler() UIhandler uiGetHandler(int item); // return the handler flags for an item as passed to uiSetHandler() int uiGetHandlerFlags(int item); // returns the number of child items a container item contains. If the item // is not a container or does not contain any items, 0 is returned. // if item is 0, the child item count of the root item will be returned. int uiGetChildCount(int item); // returns an items child index relative to its parent. If the item is the // first item, the return value is 0; If the item is the last item, the return // value is equivalent to uiGetChildCount(uiParent(item))-1. // if item is 0, 0 will be returned. int uiGetChildId(int item); // returns the items layout rectangle relative to the parent. If uiGetRect() // is called before uiProcess(), the values of the returned rectangle are // undefined. UIrect uiGetRect(int item); // when called from an input event handler, returns the active items absolute // layout rectangle. If uiGetActiveRect() is called outside of a handler, // the values of the returned rectangle are undefined. UIrect uiGetActiveRect(); // return the width of the item as set by uiSetSize() int uiGetWidth(int item); // return the height of the item as set by uiSetSize() int uiGetHeight(int item); // return the anchoring behavior as set by uiSetLayout() int uiGetLayout(int item); // return the left margin of the item as set with uiSetMargins() int uiGetMarginLeft(int item); // return the top margin of the item as set with uiSetMargins() int uiGetMarginTop(int item); // return the right margin of the item as set with uiSetMargins() int uiGetMarginRight(int item); // return the bottom margin of the item as set with uiSetMargins() int uiGetMarginDown(int item); // return the items anchored sibling as assigned with uiSetRelToLeft() // or -1 if not set. int uiGetRelToLeft(int item); // return the items anchored sibling as assigned with uiSetRelToTop() // or -1 if not set. int uiGetRelToTop(int item); // return the items anchored sibling as assigned with uiSetRelToRight() // or -1 if not set. int uiGetRelToRight(int item); // return the items anchored sibling as assigned with uiSetRelToBottom() // or -1 if not set. int uiGetRelToDown(int item); #endif // _OUI_H_ #ifdef OUI_IMPLEMENTATION #include #ifdef _MSC_VER #pragma warning (disable: 4996) // Switch off security warnings #pragma warning (disable: 4100) // Switch off unreferenced formal parameter warnings #ifdef __cplusplus #define UI_INLINE inline #else #define UI_INLINE #endif #else #define UI_INLINE inline #endif #define UI_MAX_KIND 16 typedef struct UIitem { // declaration independent unique handle (for persistence) UIhandle handle; // handler UIhandler handler; // container structure // number of kids int numkids; // index of first kid int firstkid; // index of last kid int lastkid; // child structure // parent item int parent; // index of kid relative to parent int kidid; // index of next sibling with same parent int nextitem; // index of previous sibling with same parent int previtem; // one or multiple of UIlayoutFlags int layout_flags; // size UIvec2 size; // visited flags for layouting int visited; // margin offsets, interpretation depends on flags int margins[4]; // neighbors to position borders to int relto[4]; // computed size UIvec2 computed_size; // relative rect UIrect rect; // attributes int frozen; // index of data or -1 for none int data; // size of data int datasize; // a combination of UIevents int event_flags; } UIitem; typedef enum UIstate { UI_STATE_IDLE = 0, UI_STATE_CAPTURE, } UIstate; struct UIcontext { // button state in this frame unsigned long long buttons; // button state in the previous frame unsigned long long last_buttons; // where the cursor was at the beginning of the active state UIvec2 start_cursor; // where the cursor was last frame UIvec2 last_cursor; // where the cursor is currently UIvec2 cursor; UIhandle hot_handle; UIhandle active_handle; int hot_item; int active_item; UIrect hot_rect; UIrect active_rect; UIstate state; int count; UIitem items[UI_MAX_ITEMS]; int datasize; unsigned char data[UI_MAX_BUFFERSIZE]; }; UI_INLINE int ui_max(int a, int b) { return (a>b)?a:b; } UI_INLINE int ui_min(int a, int b) { return (abuttons = (enabled)? (ui_context->buttons | mask): (ui_context->buttons & ~mask); } int uiGetLastButton(int button) { assert(ui_context); return (ui_context->last_buttons & (1ull<buttons & (1ull<cursor.x = x; ui_context->cursor.y = y; } UIvec2 uiGetCursor() { assert(ui_context); return ui_context->cursor; } UIvec2 uiGetCursorStart() { assert(ui_context); return ui_context->start_cursor; } UIvec2 uiGetCursorDelta() { assert(ui_context); UIvec2 result = {{{ ui_context->cursor.x - ui_context->last_cursor.x, ui_context->cursor.y - ui_context->last_cursor.y }}}; return result; } UIvec2 uiGetCursorStartDelta() { assert(ui_context); UIvec2 result = {{{ ui_context->cursor.x - ui_context->start_cursor.x, ui_context->cursor.y - ui_context->start_cursor.y }}}; return result; } UIitem *uiItemPtr(int item) { assert(ui_context && (item >= 0) && (item < ui_context->count)); return ui_context->items + item; } void uiClear() { assert(ui_context); ui_context->count = 0; ui_context->datasize = 0; ui_context->hot_item = -1; ui_context->active_item = -1; } int uiItem() { assert(ui_context && (ui_context->count < UI_MAX_ITEMS)); int idx = ui_context->count++; UIitem *item = uiItemPtr(idx); memset(item, 0, sizeof(UIitem)); item->parent = -1; item->firstkid = -1; item->lastkid = -1; item->nextitem = -1; item->previtem = -1; item->data = -1; for (int i = 0; i < 4; ++i) item->relto[i] = -1; return idx; } void uiNotifyItem(int item, UIevent event) { UIitem *pitem = uiItemPtr(item); if (pitem->handler && (pitem->event_flags & event)) { pitem->handler(item, event); } } int uiAppend(int item, int child) { assert(child > 0); assert(uiParent(child) == -1); UIitem *pitem = uiItemPtr(child); UIitem *pparent = uiItemPtr(item); pitem->parent = item; pitem->kidid = pparent->numkids++; if (pparent->lastkid < 0) { pparent->firstkid = child; pparent->lastkid = child; } else { pitem->previtem = pparent->lastkid; uiItemPtr(pparent->lastkid)->nextitem = child; pparent->lastkid = child; } uiNotifyItem(item, UI_APPEND); return child; } void uiSetFrozen(int item, int enable) { UIitem *pitem = uiItemPtr(item); pitem->frozen = enable; } void uiSetSize(int item, int w, int h) { UIitem *pitem = uiItemPtr(item); pitem->size.x = w; pitem->size.y = h; } int uiGetWidth(int item) { return uiItemPtr(item)->size.x; } int uiGetHeight(int item) { return uiItemPtr(item)->size.y; } void uiSetLayout(int item, int flags) { uiItemPtr(item)->layout_flags = flags; } int uiGetLayout(int item) { return uiItemPtr(item)->layout_flags; } void uiSetMargins(int item, int l, int t, int r, int b) { UIitem *pitem = uiItemPtr(item); pitem->margins[0] = l; pitem->margins[1] = t; pitem->margins[2] = r; pitem->margins[3] = b; } int uiGetMarginLeft(int item) { return uiItemPtr(item)->margins[0]; } int uiGetMarginTop(int item) { return uiItemPtr(item)->margins[1]; } int uiGetMarginRight(int item) { return uiItemPtr(item)->margins[2]; } int uiGetMarginDown(int item) { return uiItemPtr(item)->margins[3]; } void uiSetRelToLeft(int item, int other) { assert((other < 0) || (uiParent(other) == uiParent(item))); uiItemPtr(item)->relto[0] = other; } int uiGetRelToLeft(int item) { return uiItemPtr(item)->relto[0]; } void uiSetRelToTop(int item, int other) { assert((other < 0) || (uiParent(other) == uiParent(item))); uiItemPtr(item)->relto[1] = other; } int uiGetRelToTop(int item) { return uiItemPtr(item)->relto[1]; } void uiSetRelToRight(int item, int other) { assert((other < 0) || (uiParent(other) == uiParent(item))); uiItemPtr(item)->relto[2] = other; } int uiGetRelToRight(int item) { return uiItemPtr(item)->relto[2]; } void uiSetRelToDown(int item, int other) { assert((other < 0) || (uiParent(other) == uiParent(item))); uiItemPtr(item)->relto[3] = other; } int uiGetRelToDown(int item) { return uiItemPtr(item)->relto[3]; } UI_INLINE int uiComputeChainSize(UIitem *pkid, int dim) { UIitem *pitem = pkid; int wdim = dim+2; int size = pitem->rect.v[wdim]; int it = 0; pitem->visited |= 1<layout_flags>>dim) & UI_LEFT) { size += pitem->margins[dim]; if (pitem->relto[dim] < 0) break; pitem = uiItemPtr(pitem->relto[dim]); pitem->visited |= 1<rect.v[wdim]; it++; assert(it<1000000); // infinite loop } // traverse along right neighbors pitem = pkid; it = 0; while ((pitem->layout_flags>>dim) & UI_RIGHT) { size += pitem->margins[wdim]; if (pitem->relto[wdim] < 0) break; pitem = uiItemPtr(pitem->relto[wdim]); pitem->visited |= 1<rect.v[wdim]; it++; assert(it<1000000); // infinite loop } return size; } UI_INLINE void uiComputeSizeDim(UIitem *pitem, int dim) { int wdim = dim+2; if (pitem->size.v[dim]) { pitem->rect.v[wdim] = pitem->size.v[dim]; } else { int size = 0; int kid = pitem->firstkid; while (kid >= 0) { UIitem *pkid = uiItemPtr(kid); if (!(pkid->visited & (1<rect.v[wdim] = size; pitem->computed_size.v[dim] = size; } } static void uiComputeBestSize(int item) { UIitem *pitem = uiItemPtr(item); pitem->visited = 0; // children expand the size int kid = uiFirstChild(item); while (kid >= 0) { uiComputeBestSize(kid); kid = uiNextSibling(kid); } uiComputeSizeDim(pitem, 0); uiComputeSizeDim(pitem, 1); } static void uiLayoutChildItem(UIitem *pparent, UIitem *pitem, int *dyncount, int dim) { if (pitem->visited & (4<visited |= (4<size.v[dim]) { *dyncount = (*dyncount)+1; } int wdim = dim+2; int wl = 0; int wr = pparent->rect.v[wdim]; int flags = pitem->layout_flags>>dim; int hasl = (flags & UI_LEFT) && (pitem->relto[dim] >= 0); int hasr = (flags & UI_RIGHT) && (pitem->relto[wdim] >= 0); if (hasl) { UIitem *pl = uiItemPtr(pitem->relto[dim]); uiLayoutChildItem(pparent, pl, dyncount, dim); wl = pl->rect.v[dim]+pl->rect.v[wdim]+pl->margins[wdim]; wr -= wl; } if (hasr) { UIitem *pl = uiItemPtr(pitem->relto[wdim]); uiLayoutChildItem(pparent, pl, dyncount, dim); wr = pl->rect.v[dim]-pl->margins[dim]-wl; } switch(flags & UI_HFILL) { default: case UI_HCENTER: { pitem->rect.v[dim] = wl+(wr-pitem->rect.v[wdim])/2+pitem->margins[dim]; } break; case UI_LEFT: { pitem->rect.v[dim] = wl+pitem->margins[dim]; } break; case UI_RIGHT: { pitem->rect.v[dim] = wl+wr-pitem->rect.v[wdim]-pitem->margins[wdim]; } break; case UI_HFILL: { if (pitem->size.v[dim]) { // hard maximum size; can't stretch if (hasl) pitem->rect.v[dim] = wl+wr-pitem->rect.v[wdim]-pitem->margins[wdim]; else pitem->rect.v[dim] = wl+pitem->margins[dim]; } else { if (1) { //!pitem->rect.v[wdim]) { int width = (pparent->rect.v[wdim] - pparent->computed_size.v[dim]); int space = width / (*dyncount); //int rest = width - space*(*dyncount); if (!hasl) { pitem->rect.v[dim] = wl+pitem->margins[dim]; pitem->rect.v[wdim] = wr-pitem->margins[dim]-pitem->margins[wdim]; } else { pitem->rect.v[wdim] = space-pitem->margins[dim]-pitem->margins[wdim]; pitem->rect.v[dim] = wl+wr-pitem->rect.v[wdim]-pitem->margins[wdim]; } } else { pitem->rect.v[dim] = wl+pitem->margins[dim]; pitem->rect.v[wdim] = wr-pitem->margins[dim]-pitem->margins[wdim]; } } } break; } } UI_INLINE void uiLayoutItemDim(UIitem *pitem, int dim) { int kid = pitem->firstkid; while (kid >= 0) { UIitem *pkid = uiItemPtr(kid); int dyncount = 0; uiLayoutChildItem(pitem, pkid, &dyncount, dim); kid = uiNextSibling(kid); } } static void uiLayoutItem(int item) { UIitem *pitem = uiItemPtr(item); uiLayoutItemDim(pitem, 0); uiLayoutItemDim(pitem, 1); int kid = uiFirstChild(item); while (kid >= 0) { uiLayoutItem(kid); kid = uiNextSibling(kid); } } UIrect uiGetRect(int item) { return uiItemPtr(item)->rect; } UIrect uiGetActiveRect() { assert(ui_context); return ui_context->active_rect; } int uiFirstChild(int item) { return uiItemPtr(item)->firstkid; } int uiLastChild(int item) { return uiItemPtr(item)->lastkid; } int uiNextSibling(int item) { return uiItemPtr(item)->nextitem; } int uiPrevSibling(int item) { return uiItemPtr(item)->previtem; } int uiParent(int item) { return uiItemPtr(item)->parent; } const void *uiGetData(int item) { UIitem *pitem = uiItemPtr(item); if (pitem->data < 0) return NULL; return ui_context->data + pitem->data; } void *uiAllocData(int item, int size) { assert((size > 0) && (size < UI_MAX_DATASIZE)); UIitem *pitem = uiItemPtr(item); assert(pitem->data < 0); assert((ui_context->datasize+size) <= UI_MAX_BUFFERSIZE); pitem->data = ui_context->datasize; ui_context->datasize += size; return ui_context->data + pitem->data; } void uiSetHandle(int item, UIhandle handle) { uiItemPtr(item)->handle = handle; if (handle) { if (handle == ui_context->hot_handle) ui_context->hot_item = item; if (handle == ui_context->active_handle) ui_context->active_item = item; } } UIhandle uiGetHandle(int item) { return uiItemPtr(item)->handle; } void uiSetHandler(int item, UIhandler handler, int flags) { UIitem *pitem = uiItemPtr(item); pitem->handler = handler; pitem->event_flags = flags; } UIhandler uiGetHandler(int item) { return uiItemPtr(item)->handler; } int uiGetHandlerFlags(int item) { return uiItemPtr(item)->event_flags; } int uiGetChildId(int item) { return uiItemPtr(item)->kidid; } int uiGetChildCount(int item) { return uiItemPtr(item)->numkids; } int uiFindItem(int item, int x, int y, int ox, int oy) { UIitem *pitem = uiItemPtr(item); if (pitem->frozen) return -1; UIrect rect = pitem->rect; x -= rect.x; y -= rect.y; ox += rect.x; oy += rect.y; if ((x>=0) && (y>=0) && (x= 0) { int best_hit = uiFindItem(kid,x,y,ox,oy); if (best_hit >= 0) return best_hit; kid = uiNextSibling(kid); } rect.x += ox; rect.y += oy; ui_context->hot_rect = rect; return item; } return -1; } void uiProcess() { if (!ui_context->count) return; uiComputeBestSize(0); // position root element rect uiItemPtr(0)->rect.x = uiItemPtr(0)->margins[0]; uiItemPtr(0)->rect.y = uiItemPtr(0)->margins[1]; uiLayoutItem(0); int hot = uiFindItem(0, ui_context->cursor.x, ui_context->cursor.y, 0, 0); switch(ui_context->state) { default: case UI_STATE_IDLE: { ui_context->start_cursor = ui_context->cursor; if (uiGetButton(0)) { ui_context->hot_item = -1; ui_context->active_rect = ui_context->hot_rect; ui_context->active_item = hot; if (ui_context->active_item >= 0) { uiNotifyItem(ui_context->active_item, UI_BUTTON0_DOWN); } ui_context->state = UI_STATE_CAPTURE; } else { ui_context->hot_item = hot; } } break; case UI_STATE_CAPTURE: { if (!uiGetButton(0)) { if (ui_context->active_item >= 0) { uiNotifyItem(ui_context->active_item, UI_BUTTON0_UP); if (ui_context->active_item == hot) { uiNotifyItem(ui_context->active_item, UI_BUTTON0_HOT_UP); } } ui_context->active_item = -1; ui_context->state = UI_STATE_IDLE; } else { if (ui_context->active_item >= 0) { uiNotifyItem(ui_context->active_item, UI_BUTTON0_CAPTURE); } if (hot == ui_context->active_item) ui_context->hot_item = hot; else ui_context->hot_item = -1; } } break; } ui_context->last_cursor = ui_context->cursor; ui_context->hot_handle = (ui_context->hot_item>=0)? uiGetHandle(ui_context->hot_item):0; ui_context->active_handle = (ui_context->active_item>=0)? uiGetHandle(ui_context->active_item):0; } static int uiIsActive(int item) { assert(ui_context); return ui_context->active_item == item; } static int uiIsHot(int item) { assert(ui_context); return ui_context->hot_item == item; } UIitemState uiGetState(int item) { UIitem *pitem = uiItemPtr(item); if (pitem->frozen) return UI_FROZEN; if (uiIsActive(item)) { if (pitem->event_flags & (UI_BUTTON0_CAPTURE|UI_BUTTON0_UP)) return UI_ACTIVE; if ((pitem->event_flags & UI_BUTTON0_HOT_UP) && uiIsHot(item)) return UI_ACTIVE; return UI_COLD; } else if (uiIsHot(item)) { return UI_HOT; } return UI_COLD; } #endif // OUI_IMPLEMENTATION