# ui_draw.ludic — layout arrange, drawing, focus/activation and the game-facing # accessors. Split out of ui.ludic (the storage/build/measure half). # ---- arrange: rects, parents before children ------------------------------ function ui_arrange(i: int, x: int, y: int) -> void { ui_rx[i] = x ui_ry[i] = y let t = ui_type[i] if ui_is_container(t) == false { return } let dir = ui_dir(t) let pad = ui_pad[i] let gap = ui_gap[i] let innerw = ui_rw[i] - 2 * pad let innerh = ui_rh[i] - 2 * pad var total = 0 var ng = 0 var grows = 0 for c in 0 .. ui_n { if ui_parent[c] == i { if ui_visible[c] == 1 { if dir == 1 { total = total + ui_rh[c] } else { total = total + ui_rw[c] } ng = ng + 1 grows = grows + ui_grow[c] } } } if ng > 1 { total = total + gap * (ng - 1) } var avail = innerw if dir == 1 { avail = innerh } let extra = max(avail - total, 0) var cx = x + pad var cy = y + pad for c in 0 .. ui_n { if ui_parent[c] == i { if ui_visible[c] == 1 { var kw = ui_rw[c] var kh = ui_rh[c] if ui_grow[c] != 0 { if grows > 0 { if dir == 1 { kh = kh + extra / grows } else { kw = kw + extra / grows } } } let al = ui_eff_align(c, i) ui_rw[c] = kw ui_rh[c] = kh if dir == 1 { var ax = x + pad if al == 1 { ax = x + pad + (innerw - kw) / 2 } if al == 2 { ax = x + pad + (innerw - kw) } ui_arrange(c, ax, cy) cy = cy + kh + gap } else { var ay = y + pad if al == 1 { ay = y + pad + (innerh - kh) / 2 } if al == 2 { ay = y + pad + (innerh - kh) } ui_arrange(c, cx, ay) cx = cx + kw + gap } } } } } function ui_layout() -> void { if ui_active < 0 { return } ui_measure() var px = (rt_fbw - ui_rw[ui_active]) / 2 var py = (rt_fbh - ui_rh[ui_active]) / 2 if ui_haspos[ui_active] == 1 { px = ui_x[ui_active] py = ui_y[ui_active] } ui_arrange(ui_active, px, py) } # ---- drawing -------------------------------------------------------------- function ui_lighten(c: int) -> int { var r = ((c >> 16) & 255) var g = ((c >> 8) & 255) var b = (c & 255) r = r + (255 - r) * 4 / 10 g = g + (255 - g) * 4 / 10 b = b + (255 - b) * 4 / 10 return (((r << 16) | (g << 8)) | b) } function ui_draw_node(i: int) -> void { if ui_visible[i] == 0 { return } let t = ui_type[i] let rx = ui_rx[i] let ry = ui_ry[i] let rw = ui_rw[i] let rh = ui_rh[i] let skin = ui_skin[i] var focused = 0 if i == ui_focus { focused = 1 } if t == WT_PANEL { if skin >= 0 { rt_draw_9slice(skin, rx, ry, rw, rh, ui_inset[i]) } else { if ui_bg[i] >= 0 { rt_fill_rect(rx, ry, rw, rh, ui_bg[i]) } if ui_border[i] >= 0 { rt_frame_rect(rx, ry, rw, rh, ui_border[i]) } } } if t == WT_BUTTON { var bg = ui_bg[i] if bg < 0 { bg = 0x2a2a3a } if focused == 1 { bg = ui_lighten(bg) } if skin >= 0 { rt_draw_9slice(skin, rx, ry, rw, rh, ui_inset[i]) } else { rt_fill_rect(rx, ry, rw, rh, bg) } var bc = ui_border[i] if bc < 0 { bc = 0x555577 } if focused == 1 { bc = 0xffff00 } rt_frame_rect(rx, ry, rw, rh, bc) let s = ui_str(i) var fg = ui_fg[i] if fg < 0 { fg = 0xffffff } let font = ui_font[i] let size = ui_size[i] ui_draw_text(font, rx + (rw - ui_tw(font, s, size)) / 2, ry + (rh - ui_th(font, size)) / 2, s, fg, size) } if t == WT_LABEL { let s = ui_str(i) var fg = ui_fg[i] if fg < 0 { fg = 0xffffff } let font = ui_font[i] let size = ui_size[i] let pad = ui_pad[i] let tw = ui_tw(font, s, size) var tx = rx + pad let al = ui_align[i] if al == 1 { tx = rx + (rw - tw) / 2 } if al == 2 { tx = rx + rw - pad - tw } ui_draw_text(font, tx, ry + pad, s, fg, size) } if t == WT_IMAGE { if ui_img[i] >= 0 { rt_draw_image_scaled(ui_img[i], rx, ry, rw, rh) } } for c in 0 .. ui_n { if ui_parent[c] == i { ui_draw_node(c) } } } # ---- focus and activation ------------------------------------------------- var ui_fl: words = null function ui_focusables() -> int { if (ui_fl == null) { ui_fl = words(UI_MAX) } var n = 0 for i in 0 .. ui_n { if ui_focusable[i] == 1 { if ui_visible[i] == 1 { if ui_under(i, ui_active) { ui_fl[n] = i n = n + 1 } } } } return n } function rt_ui_open(root: int) -> void { ui_active = root let n = ui_focusables() ui_focus = 0 - 1 if n > 0 { ui_focus = ui_fl[0] } } function rt_ui_tick(k: int) -> void { if ui_active < 0 { return } for i in 0 .. ui_n { ui_fired[i] = 0 } ui_layout() let n = ui_focusables() if n == 0 { ui_focus = 0 - 1 return } var cur = 0 - 1 for i in 0 .. n { if ui_fl[i] == ui_focus { cur = i } } if cur < 0 { cur = 0 ui_focus = ui_fl[0] } if k == 119 { # 'w' cur = (cur - 1 + n) % n ui_focus = ui_fl[cur] } if k == 115 { # 's' cur = (cur + 1) % n ui_focus = ui_fl[cur] } if k == 32 { ui_fired[ui_focus] = 1 } if k == 10 { ui_fired[ui_focus] = 1 } if k == 13 { ui_fired[ui_focus] = 1 } } function rt_ui_render() -> void { if ui_active < 0 { return } ui_layout() ui_draw_node(ui_active) } # ---- game-facing accessors ------------------------------------------------ function rt_ui_clicked(id: int) -> bool { if id < 0 { return false } if id >= ui_n { return false } return ui_fired[id] == 1 } function rt_ui_set_text(id: int, s: string) -> void { if id < 0 { return } if id >= ui_n { return } let base = id * 96 var i = 0 var ch = s[0] while ch != 0 { if i >= 95 { ch = 0 } if ch != 0 { ui_dyn[base + i] = ch i = i + 1 ch = s[i] } } ui_dyn[base + i] = 0 ui_hasdyn[id] = 1 } function rt_ui_set_int(id: int, n: int) -> void { if id < 0 { return } if id >= ui_n { return } let base = id * 96 var at = 0 var v = n if v < 0 { ui_dyn[base] = 45 at = 1 v = 0 - v } if v == 0 { ui_dyn[base + at] = 48 at = at + 1 } else { var digits = 0 var t = v while t > 0 { digits = digits + 1 t = t / 10 } var p = digits while p > 0 { var div = 1 for k in 1 .. p { div = div * 10 } ui_dyn[base + at] = 48 + (v / div) % 10 at = at + 1 p = p - 1 } } ui_dyn[base + at] = 0 ui_hasdyn[id] = 1 } function rt_ui_focus(id: int) -> void { if id < 0 { return } if id >= ui_n { return } ui_focus = id } function rt_ui_focused() -> int { return ui_focus } function rt_ui_visible(id: int, v: int) -> void { if id < 0 { return } if id >= ui_n { return } ui_visible[id] = v }