ludic/runtime/native/ui_draw.ludic

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# 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(rt_ui_st: mut RtUiState, i: int, x: int, y: int) -> void {
rt_ui_st.ui_rx[i] = x
rt_ui_st.ui_ry[i] = y
let t = rt_ui_st.ui_type[i]
if ui_is_container(t) == false { return }
let dir = ui_dir(t)
let pad = rt_ui_st.ui_pad[i]
let gap = rt_ui_st.ui_gap[i]
let innerw = rt_ui_st.ui_rw[i] - 2 * pad
let innerh = rt_ui_st.ui_rh[i] - 2 * pad
var total = 0
var ng = 0
var grows = 0
for c in 0 .. rt_ui_st.ui_n {
if rt_ui_st.ui_parent[c] == i {
if rt_ui_st.ui_visible[c] == 1 {
if dir == 1 { total += rt_ui_st.ui_rh[c] } else { total += rt_ui_st.ui_rw[c] }
ng += 1
grows += rt_ui_st.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 .. rt_ui_st.ui_n {
if rt_ui_st.ui_parent[c] == i {
if rt_ui_st.ui_visible[c] == 1 {
var kw = rt_ui_st.ui_rw[c]
var kh = rt_ui_st.ui_rh[c]
if rt_ui_st.ui_grow[c] != 0 {
if grows > 0 {
if dir == 1 { kh = kh + extra / grows } else { kw = kw + extra / grows }
}
}
let al = ui_eff_align(rt_ui_st, c, i)
rt_ui_st.ui_rw[c] = kw
rt_ui_st.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(rt_ui_st, 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(rt_ui_st, c, cx, ay)
cx = cx + kw + gap
}
}
}
}
}
function ui_layout(rt_image_st: RtImageState, rt_truetype_raster_st: mut RtTruetypeRasterState, rt_truetype_st: mut RtTruetypeState, rt_ui_st: mut RtUiState) -> void {
if rt_ui_st.ui_active < 0 { return }
ui_measure(rt_image_st, rt_truetype_raster_st, rt_truetype_st, rt_ui_st)
var px = (rt_fbw - rt_ui_st.ui_rw[rt_ui_st.ui_active]) / 2
var py = (rt_fbh - rt_ui_st.ui_rh[rt_ui_st.ui_active]) / 2
if rt_ui_st.ui_haspos[rt_ui_st.ui_active] == 1 {
px = rt_ui_st.ui_x[rt_ui_st.ui_active]
py = rt_ui_st.ui_y[rt_ui_st.ui_active]
}
ui_arrange(rt_ui_st, rt_ui_st.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(rt_core_st: mut RtCoreState, rt_image_st: RtImageState, rt_truetype_raster_st: mut RtTruetypeRasterState, rt_truetype_st: mut RtTruetypeState, rt_ui_st: RtUiState, i: int) -> void {
if rt_ui_st.ui_visible[i] == 0 { return }
let t = rt_ui_st.ui_type[i]
let rx = rt_ui_st.ui_rx[i]
let ry = rt_ui_st.ui_ry[i]
let rw = rt_ui_st.ui_rw[i]
let rh = rt_ui_st.ui_rh[i]
let skin = rt_ui_st.ui_skin[i]
var focused = 0
if i == rt_ui_st.ui_focus { focused = 1 }
if t == WT_PANEL {
if skin >= 0 {
rt_draw_9slice(rt_core_st, rt_image_st, skin, rx, ry, rw, rh, rt_ui_st.ui_inset[i])
} else {
if rt_ui_st.ui_bg[i] >= 0 { rt_fill_rect(rt_core_st, rx, ry, rw, rh, rt_ui_st.ui_bg[i]) }
if rt_ui_st.ui_border[i] >= 0 { rt_frame_rect(rt_core_st, rx, ry, rw, rh, rt_ui_st.ui_border[i]) }
}
}
if t == WT_BUTTON {
var bg = rt_ui_st.ui_bg[i]
if bg < 0 { bg = 0x2a2a3a }
if focused == 1 { bg = ui_lighten(bg) }
if skin >= 0 {
rt_draw_9slice(rt_core_st, rt_image_st, skin, rx, ry, rw, rh, rt_ui_st.ui_inset[i])
} else {
rt_fill_rect(rt_core_st, rx, ry, rw, rh, bg)
}
var bc = rt_ui_st.ui_border[i]
if bc < 0 { bc = 0x555577 }
if focused == 1 { bc = 0xffff00 }
rt_frame_rect(rt_core_st, rx, ry, rw, rh, bc)
let s = ui_str(rt_ui_st, i)
var fg = rt_ui_st.ui_fg[i]
if fg < 0 { fg = 0xffffff }
let font = rt_ui_st.ui_font[i]
let size = rt_ui_st.ui_size[i]
ui_draw_text(rt_core_st, rt_truetype_raster_st, rt_truetype_st, font, rx + (rw - ui_tw(rt_truetype_raster_st, rt_truetype_st, font, s, size)) / 2, ry + (rh - ui_th(rt_truetype_st, font, size)) / 2, s, fg, size)
}
if t == WT_LABEL {
let s = ui_str(rt_ui_st, i)
var fg = rt_ui_st.ui_fg[i]
if fg < 0 { fg = 0xffffff }
let font = rt_ui_st.ui_font[i]
let size = rt_ui_st.ui_size[i]
let pad = rt_ui_st.ui_pad[i]
let tw = ui_tw(rt_truetype_raster_st, rt_truetype_st, font, s, size)
var tx = rx + pad
let al = rt_ui_st.ui_align[i]
if al == 1 { tx = rx + (rw - tw) / 2 }
if al == 2 { tx = rx + rw - pad - tw }
ui_draw_text(rt_core_st, rt_truetype_raster_st, rt_truetype_st, font, tx, ry + pad, s, fg, size)
}
if t == WT_IMAGE {
if rt_ui_st.ui_img[i] >= 0 { rt_draw_image_scaled(rt_core_st, rt_image_st, rt_ui_st.ui_img[i], rx, ry, rw, rh) }
}
for c in 0 .. rt_ui_st.ui_n {
if rt_ui_st.ui_parent[c] == i { ui_draw_node(rt_core_st, rt_image_st, rt_truetype_raster_st, rt_truetype_st, rt_ui_st, c) }
}
}
# ---- focus and activation -------------------------------------------------
export state RtUiDrawState {
ui_fl: words = null
}
function ui_focusables(rt_ui_draw_st: mut RtUiDrawState, rt_ui_st: RtUiState) -> int {
if (rt_ui_draw_st.ui_fl == null) { rt_ui_draw_st.ui_fl = words(UI_MAX) }
var n = 0
for i in 0 .. rt_ui_st.ui_n {
if rt_ui_st.ui_focusable[i] == 1 {
if rt_ui_st.ui_visible[i] == 1 {
if ui_under(rt_ui_st, i, rt_ui_st.ui_active) {
rt_ui_draw_st.ui_fl[n] = i
n += 1
}
}
}
}
return n
}
# a focused control was activated (Enter / Space / pad A): the event-driven form of
# ui_clicked — `@On(UiClicked) handler { if id == UI_Play { ... } }`.
event UiClicked { id: int = 0 }
# Ui.close(): no menu is active (the same as opening root -1)
function rt_ui_close(rt_ui_draw_st: mut RtUiDrawState, rt_ui_st: mut RtUiState) -> void { rt_ui_open(rt_ui_draw_st, rt_ui_st, -1) }
function rt_ui_open(rt_ui_draw_st: mut RtUiDrawState, rt_ui_st: mut RtUiState, root: int) -> void {
rt_ui_st.ui_active = root
let n = ui_focusables(rt_ui_draw_st, rt_ui_st)
rt_ui_st.ui_focus = -1
if n > 0 { rt_ui_st.ui_focus = rt_ui_draw_st.ui_fl[0] }
}
function rt_ui_tick(rt_image_st: RtImageState, rt_truetype_raster_st: mut RtTruetypeRasterState, rt_truetype_st: mut RtTruetypeState, rt_ui_draw_st: mut RtUiDrawState, rt_ui_st: mut RtUiState, k: int) -> void {
for i in 0 .. rt_ui_st.ui_n { rt_ui_st.ui_fired[i] = 0 } # a closed UI clears clicks too, so a stale
if rt_ui_st.ui_active < 0 { return } # activation never leaks to the next frame/scene
ui_layout(rt_image_st, rt_truetype_raster_st, rt_truetype_st, rt_ui_st)
let n = ui_focusables(rt_ui_draw_st, rt_ui_st)
if n == 0 {
rt_ui_st.ui_focus = -1
return
}
var cur = -1
for i in 0 .. n {
if rt_ui_draw_st.ui_fl[i] == rt_ui_st.ui_focus { cur = i }
}
if cur < 0 {
cur = 0
rt_ui_st.ui_focus = rt_ui_draw_st.ui_fl[0]
}
if k == 'w' { # 'w'
cur = (cur - 1 + n) % n
rt_ui_st.ui_focus = rt_ui_draw_st.ui_fl[cur]
}
if k == 's' { # 's'
cur = (cur + 1) % n
rt_ui_st.ui_focus = rt_ui_draw_st.ui_fl[cur]
}
var fire = 0
if k == ' ' { fire = 1 }
if k == '\n' { fire = 1 }
if k == '\r' { fire = 1 }
if fire == 1 { rt_ui_st.ui_fired[rt_ui_st.ui_focus] = 1; emit UiClicked(id: rt_ui_st.ui_focus) }
}
function rt_ui_render(rt_core_st: mut RtCoreState, rt_image_st: RtImageState, rt_truetype_raster_st: mut RtTruetypeRasterState, rt_truetype_st: mut RtTruetypeState, rt_ui_st: mut RtUiState) -> void {
if rt_ui_st.ui_active < 0 { return }
ui_layout(rt_image_st, rt_truetype_raster_st, rt_truetype_st, rt_ui_st)
ui_draw_node(rt_core_st, rt_image_st, rt_truetype_raster_st, rt_truetype_st, rt_ui_st, rt_ui_st.ui_active)
}
# ---- game-facing accessors ------------------------------------------------
function rt_ui_clicked(rt_ui_st: RtUiState, id: int) -> bool {
if id < 0 { return false }
if id >= rt_ui_st.ui_n { return false }
return rt_ui_st.ui_fired[id] == 1
}
function rt_ui_set_text(rt_ui_st: mut RtUiState, id: int, s: string) -> void {
if id < 0 { return }
if id >= rt_ui_st.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 {
rt_ui_st.ui_dyn[base + i] = ch
i += 1
ch = s[i]
}
}
rt_ui_st.ui_dyn[base + i] = 0
rt_ui_st.ui_hasdyn[id] = 1
}
function rt_ui_set_int(rt_ui_st: mut RtUiState, id: int, n: int) -> void {
if id < 0 { return }
if id >= rt_ui_st.ui_n { return }
let base = id * 96
var at = 0
var v = n
if v < 0 {
rt_ui_st.ui_dyn[base] = '-'
at = 1
v = -v
}
if v == 0 {
rt_ui_st.ui_dyn[base + at] = '0'
at += 1
} else {
var digits = 0
var t = v
while t > 0 {
digits += 1
t /= 10
}
var p = digits
while p > 0 {
var div = 1
for k in 1 .. p { div *= 10 }
rt_ui_st.ui_dyn[base + at] = 48 + (v / div) % 10
at += 1
p -= 1
}
}
rt_ui_st.ui_dyn[base + at] = 0
rt_ui_st.ui_hasdyn[id] = 1
}
function rt_ui_focus(rt_ui_st: mut RtUiState, id: int) -> void {
if id < 0 { return }
if id >= rt_ui_st.ui_n { return }
rt_ui_st.ui_focus = id
}
function rt_ui_focused(rt_ui_st: RtUiState) -> int {
return rt_ui_st.ui_focus
}
function rt_ui_visible(rt_ui_st: mut RtUiState, id: int, v: int) -> void {
if id < 0 { return }
if id >= rt_ui_st.ui_n { return }
rt_ui_st.ui_visible[id] = v
}