Files
PixelDefense/engine/breeze/ui/ui.c

702 lines
22 KiB
C

#include "ui.h"
#include "../core/logger.h"
#include "../memory/memory.h"
#include "../memory/stack_alloc.h"
#include "../util/object_pool.h"
#include "../util/string.h"
#include "../util/array.h"
#include <raymath.h>
#include <stb_ds.h>
typedef struct BzUINode {
BzUINode *parent;
// Children
BzUINode *first;
BzUINode *last;
// Siblings
BzUINode *prev;
BzUINode *next;
// Key+generation info
BzUIKey key;
u64 lastFrame;
// Per-frame info provided by builders
BzUIFlags flags;
BzUILayout layout;
i32 backgroundStyleIdx;
i32 boxShadowStyleIdx;
i32 textStyleIdx;
i32 textShadowStyleIdx;
i32 borderStyleIdx;
i32 spriteStyleIdx;
BzUISize semanticSize[BZ_UI_AXIS_COUNT];
f32 padding[BZ_UI_AXIS_COUNT * 2];
f32 margin[BZ_UI_AXIS_COUNT * 2];
// recomputed every frame
f32 computedPosition[BZ_UI_AXIS_COUNT];
f32 computedSize[BZ_UI_AXIS_COUNT];
BzUIInteraction interaction;
bool canInteract;
} BzUINode;
typedef struct BzUI {
struct {
BzUIKey key;
BzUINode *value;
} *nodeMap;
BzObjectPool *nodePool;
BzUINode **nodeStack;
BzUINode *root;
BzUIBackgroundStyle *backgroundStyles;
BzUIBoxShadowStyle *boxShadowStyles;
BzUITextStyle *textStyles;
BzUITextShadowStyle *textShadowStyles;
BzUIBorderStyle *borderStyles;
BzUISpriteStyle *spriteStyles;
// TODO: Use arena (when implemented) instead of stack allocator.
BzStackAlloc strArena;
u64 currFrame;
u64 keyIdCount; // Per-frame
} BzUI;
BzUIKey bzUIKeyNull() {
return 0;
}
BzUIKey bzUIKeyFromString(const char *str) {
BZ_ASSERT(str);
return bzStringDefaultHash(str);
}
static void bzUINodeClearLinks(BzUINode *node) {
BZ_ASSERT(node);
node->parent = NULL;
node->first = NULL;
node->last = NULL;
node->prev = NULL;
node->next = NULL;
}
static void bzUINodeClearStyles(BzUINode *node) {
BZ_ASSERT(node);
node->backgroundStyleIdx = -1;
node->boxShadowStyleIdx = -1;
node->textStyleIdx = -1;
node->textShadowStyleIdx = -1;
node->borderStyleIdx = -1;
node->spriteStyleIdx = -1;
}
BzUI *bzUICreate() {
BzUI *ui = bzAlloc(sizeof(*ui));
ui->nodeMap = NULL;
hmdefault(ui->nodeMap, NULL);
ui->nodePool = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectsPerPage=128,
.objectSize=sizeof(BzUINode),
});
ui->nodeStack = bzArrayCreate(BzUINode *, 10);
ui->root = bzObjectPool(ui->nodePool);
bzMemSet(ui->root, 0, sizeof(*ui->root));
ui->root->key = bzUIKeyFromString("##root");
ui->backgroundStyles = bzArrayCreate(BzUIBackgroundStyle, 10);
ui->boxShadowStyles = bzArrayCreate(BzUIBoxShadowStyle, 10);
ui->textStyles = bzArrayCreate(BzUITextStyle, 10);
ui->textShadowStyles = bzArrayCreate(BzUITextShadowStyle, 10);
ui->borderStyles = bzArrayCreate(BzUIBorderStyle, 10);
ui->spriteStyles = bzArrayCreate(BzUISpriteStyle, 10);
// 10kb should be enough
ui->strArena = bzStackAllocCreate(10240);
hmput(ui->nodeMap, ui->root->key, ui->root);
return ui;
}
void bzUIDestroy(BzUI *ui) {
hmfree(ui->nodeMap);
bzObjectPoolDestroy(ui->nodePool);
ui->nodePool = NULL;
bzArrayDestroy(ui->nodeStack);
bzArrayDestroy(ui->backgroundStyles);
bzArrayDestroy(ui->boxShadowStyles);
bzArrayDestroy(ui->textStyles);
bzArrayDestroy(ui->textShadowStyles);
bzArrayDestroy(ui->borderStyles);
bzArrayDestroy(ui->spriteStyles);
bzStackAllocDestroy(&ui->strArena);
bzFree(ui);
}
void bzUIBegin(BzUI *ui, i32 width, i32 height) {
bzArrayClear(ui->nodeStack);
bzArrayPush(ui->nodeStack, ui->root);
bzUINodeClearLinks(ui->root);
bzUINodeClearStyles(ui->root);
ui->root->semanticSize[BZ_UI_AXIS_X] = (BzUISize){
.kind = BZ_UI_SIZE_PIXELS,
.value = width
};
ui->root->semanticSize[BZ_UI_AXIS_Y] = (BzUISize) {
.kind = BZ_UI_SIZE_PIXELS,
.value = height
};
bzArrayClear(ui->backgroundStyles);
bzArrayClear(ui->boxShadowStyles);
bzArrayClear(ui->textStyles);
bzArrayClear(ui->textShadowStyles);
bzArrayClear(ui->borderStyles);
bzArrayClear(ui->spriteStyles);
bzStackAllocReset(&ui->strArena);
ui->currFrame++;
ui->root->lastFrame = ui->currFrame;
ui->keyIdCount = 1;
}
static Rectangle getNodeRect(const BzUINode *node) {
return (Rectangle) {
.x = node->computedPosition[BZ_UI_AXIS_X],
.y = node->computedPosition[BZ_UI_AXIS_Y],
.width = node->computedSize[BZ_UI_AXIS_X],
.height = node->computedSize[BZ_UI_AXIS_Y],
};
}
static void calculateAxisSizePreorder(const BzUI *ui, const BzUIAxis axis, BzUINode *node) {
f32 compSize = 0;
switch (node->semanticSize[axis].kind) {
case BZ_UI_SIZE_PIXELS:
compSize = node->semanticSize[axis].value;
break;
case BZ_UI_SIZE_FIT: {
BzUITextStyle style = bzUIGetTextStyle(ui, node);
BZ_ASSERT(style.text);
Vector2 size = MeasureTextEx(style.font, style.text,
style.fontSize, style.fontSpacing);
compSize = (axis == BZ_UI_AXIS_X) ? size.x : size.y;
break;
}
case BZ_UI_SIZE_REL_PARENT:
BZ_ASSERT(node->parent);
compSize = node->parent->computedSize[axis] * node->semanticSize[axis].value;
break;
case BZ_UI_SIZE_AS_PARENT:
BZ_ASSERT(node->parent);
compSize = node->parent->computedSize[axis];
break;
case BZ_UI_SIZE_NULL:
default:
return;
}
if (node->computedSize[axis] != compSize) {
node->canInteract = false;
}
node->computedSize[axis] = compSize;
}
static void calculateAxisSizePostorder(const BzUI *ui, const BzUIAxis axis, BzUINode *node) {
f32 compSize = 0;
switch (node->semanticSize[axis].kind) {
case BZ_UI_SIZE_CHILD_SUM:
BZ_ASSERT(node->first);
for (BzUINode *child = node->first; child; child = child->next) {
compSize += child->computedSize[axis] + child->margin[axis] + child->margin[axis + 2];
}
break;
case BZ_UI_SIZE_CHILD_MAX:
BZ_ASSERT(node->first);
for (BzUINode *child = node->first; child; child = child->next) {
f32 childSize = child->computedSize[axis] + child->margin[axis] + child->margin[axis + 2];
compSize = BZ_MAX(compSize, childSize);
}
break;
default:
return;
}
if (node->computedSize[axis] != compSize) {
node->canInteract = false;
node->computedSize[axis] = compSize;
}
}
static void calculateSizes(const BzUI *ui, BzUINode *node) {
// Border thickness counts as margin
if (node->flags & BZ_UI_DRAW_BORDER) {
BzUIBorderStyle style = bzUIGetBorderStyle(ui, node);
node->margin[BZ_UI_AXIS_X] += style.thickness * 2;
node->margin[BZ_UI_AXIS_Y] += style.thickness * 2;
}
calculateAxisSizePreorder(ui, BZ_UI_AXIS_X, node);
calculateAxisSizePreorder(ui, BZ_UI_AXIS_Y, node);
node->computedSize[BZ_UI_AXIS_X] += node->padding[BZ_UI_AXIS_X] + node->padding[BZ_UI_AXIS_X + 2];
node->computedSize[BZ_UI_AXIS_Y] += node->padding[BZ_UI_AXIS_Y] + node->padding[BZ_UI_AXIS_Y + 2];
for (BzUINode *child = node->first; child; child = child->next) {
calculateSizes(ui, child);
}
calculateAxisSizePostorder(ui, BZ_UI_AXIS_X, node);
calculateAxisSizePostorder(ui, BZ_UI_AXIS_Y, node);
}
static void calculatePositions(BzUI *ui, BzUINode *node, f32 x, f32 y);
static void calculatePositionsFlexBox(BzUI *ui, BzUINode *node) {
BZ_ASSERT(node->layout.type == BZ_UI_LAYOUT_FLEX_BOX);
BzUIFlags flags = node->layout.flags;
f32 totalMainAxisSize = 0.0f;
const i32 MAIN_AXIS = (flags & BZ_UI_FLEX_DIR_COLUMN) ? BZ_UI_AXIS_Y : BZ_UI_AXIS_X;
const i32 CROSS_AXIS = (flags & BZ_UI_FLEX_DIR_COLUMN) ? BZ_UI_AXIS_X : BZ_UI_AXIS_Y;
i32 numChildren = 0;
for (BzUINode *child = node->first; child; child = child->next) {
totalMainAxisSize += child->computedSize[MAIN_AXIS] +
child->margin[MAIN_AXIS] +
child->margin[MAIN_AXIS + 2];
numChildren++;
}
f32 mainAxisTotalSpacing = node->computedSize[MAIN_AXIS] - totalMainAxisSize;
mainAxisTotalSpacing = BZ_MAX(0, mainAxisTotalSpacing);
// Default: JUSTIFY_START
f32 mainAxisOffset = 0.0f;
f32 mainAxisStep = 0.0f;
if (flags & BZ_UI_FLEX_JUSTIFY_CENTER) {
mainAxisOffset = mainAxisTotalSpacing * 0.5f;
} else if (flags & BZ_UI_FLEX_JUSTIFY_END) {
mainAxisOffset = mainAxisTotalSpacing;
} else if (flags & BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN) {
mainAxisStep = mainAxisTotalSpacing / BZ_MAX(1, numChildren - 1);
} else if (flags & BZ_UI_FLEX_JUSTIFY_SPACE_AROUND) {
mainAxisStep = mainAxisTotalSpacing / BZ_MAX(1, numChildren);
mainAxisOffset = mainAxisStep * 0.5f;
} else if (flags & BZ_UI_FLEX_JUSTIFY_SPACE_EVENLY) {
mainAxisStep = mainAxisTotalSpacing / (numChildren + 1);
mainAxisOffset = mainAxisStep;
}
f32 axisOffset[BZ_UI_AXIS_COUNT];
axisOffset[MAIN_AXIS] = node->computedPosition[MAIN_AXIS] + mainAxisOffset;
for (BzUINode *child = node->first; child; child = child->next) {
// Default: ALIGN_START
axisOffset[CROSS_AXIS] = node->computedPosition[CROSS_AXIS];
if (flags & BZ_UI_FLEX_ALIGN_CENTER) {
axisOffset[CROSS_AXIS] += (node->computedSize[CROSS_AXIS] - child->computedSize[CROSS_AXIS]) * 0.5f;
} else if (flags & BZ_UI_FLEX_ALIGN_END) {
axisOffset[CROSS_AXIS] += node->computedSize[CROSS_AXIS] - child->computedSize[CROSS_AXIS];
}
axisOffset[MAIN_AXIS] += child->margin[MAIN_AXIS];
calculatePositions(ui, child, axisOffset[BZ_UI_AXIS_X], axisOffset[BZ_UI_AXIS_Y]);
axisOffset[MAIN_AXIS] += child->margin[MAIN_AXIS + 2];
axisOffset[MAIN_AXIS] += mainAxisStep;
axisOffset[MAIN_AXIS] += child->computedSize[MAIN_AXIS];
}
}
static void calculatePositions(BzUI *ui, BzUINode *node, f32 x, f32 y) {
node->computedPosition[BZ_UI_AXIS_X] = x;
node->computedPosition[BZ_UI_AXIS_Y] = y;
switch (node->layout.type) {
case BZ_UI_LAYOUT_FLEX_BOX:
calculatePositionsFlexBox(ui, node);
break;
default:
for (BzUINode *child = node->first; child; child = child->next) {
calculatePositions(ui, child, x, y);
}
break;
}
}
static void removeNode(BzUI *ui, BzUINode *node) {
BZ_ASSERT(ui);
BZ_ASSERT(node);
BzUINode *child = node->first;
while (child != NULL) {
removeNode(ui, child);
hmdel(ui->nodeMap, child->key);
child = child->next;
}
}
static void pruneStale(BzUI *ui, BzUINode *node) {
BZ_ASSERT(node);
BzUINode *child = node->first;
BzUINode *first = NULL;
BzUINode *last = NULL;
while (child != NULL) {
if (child->lastFrame != node->lastFrame) {
BzUINode *next = child->next;
if (child->prev)
child->prev->next = next;
removeNode(ui, child);
if (next)
next->prev = child;
child = next;
} else {
if (!first)
first = child;
pruneStale(ui, child);
last = child;
child = child->next;
}
}
node->first = first;
node->last = last;
}
static void updateNodeInteraction(BzUI *ui, BzUINode *node, Vector2 mouse) {
BZ_ASSERT(node);
bool hovered = CheckCollisionPointRec(mouse, getNodeRect(node));
node->interaction = (BzUIInteraction) {
.pressed = hovered && IsMouseButtonPressed(MOUSE_BUTTON_LEFT),
.down = hovered && IsMouseButtonDown(MOUSE_BUTTON_LEFT),
.released = hovered && IsMouseButtonReleased(MOUSE_BUTTON_LEFT),
.clicked = hovered && IsMouseButtonReleased(MOUSE_BUTTON_LEFT),
.hovering = hovered
};
BzUINode *child = node->first;
while (child != NULL) {
updateNodeInteraction(ui, child, mouse);
child = child->next;
}
}
static void renderNode(BzUI *ui, BzUINode *node) {
BZ_ASSERT(ui);
BZ_ASSERT(node);
BzUIInteraction *inter = &node->interaction;
Rectangle rect = getNodeRect(node);
// Adjust for padding
Rectangle drawRect = rect;
drawRect.x += node->padding[BZ_UI_AXIS_X];
drawRect.y += node->padding[BZ_UI_AXIS_Y];
drawRect.width -= (node->padding[BZ_UI_AXIS_X] + node->padding[BZ_UI_AXIS_X + 2]);
drawRect.height -= (node->padding[BZ_UI_AXIS_Y] + node->padding[BZ_UI_AXIS_Y + 2]);
if (node->flags & BZ_UI_DRAW_BOX_SHADOW) {
}
if (node->flags & BZ_UI_DRAW_BACKGROUND) {
BzUIBackgroundStyle style = bzUIGetBackgroundStyle(ui, node);
Color color = style.normal;
if (inter->hovering) color = style.hover;
if (inter->down) color = style.active;
Rectangle bgRect = rect;
if (style.roundness > 0) {
bgRect.x -= 1;
bgRect.y -= 1;
bgRect.width += 2;
bgRect.height += 2;
}
DrawRectangleRounded(bgRect, style.roundness, 0, color);
}
if (node->flags & BZ_UI_DRAW_BORDER) {
BzUIBorderStyle style = bzUIGetBorderStyle(ui, node);
Color color = style.normal;
if (inter->hovering) color = style.hover;
if (inter->down) color = style.active;
DrawRectangleRoundedLines(rect, style.roundness, 0, style.thickness, color);
}
if (node->flags & BZ_UI_DRAW_SPRITE) {
BzUISpriteStyle style = bzUIGetSpriteStyle(ui, node);
Color tint = style.tintNormal;
if (inter->hovering) tint = style.tintActive;
if (inter->down) tint = style.tintActive;
Rectangle src = style.rec;
Rectangle dst = rect;
DrawTexturePro(style.texture, src, dst, Vector2Zero(), 0.0f, tint);
}
if (node->flags & BZ_UI_DRAW_TEXT) {
BzUITextStyle style = bzUIGetTextStyle(ui, node);
BZ_ASSERT(style.text);
if (node->flags & BZ_UI_DRAW_TEXT_SHADOW) {
BzUITextShadowStyle shadowStyle = bzUIGetTextShadowStyle(ui, node);
Color color = shadowStyle.normal;
if (inter->hovering) color = shadowStyle.hover;
if (inter->down) color = shadowStyle.active;
DrawTextEx(style.font, style.text, (Vector2) {
drawRect.x + shadowStyle.offset[BZ_UI_AXIS_X],
drawRect.y + shadowStyle.offset[BZ_UI_AXIS_Y],
}, style.fontSize, style.fontSpacing, color);
}
Color color = style.normal;
if (inter->hovering) color = style.hover;
if (inter->down) color = style.active;
DrawTextEx(style.font, style.text, (Vector2) {
drawRect.x, drawRect.y
}, style.fontSize, style.fontSpacing, color);
}
if (node->flags & BZ_UI_DRAW_DEBUG || true) {
DrawRectangleLines(rect.x, rect.y, rect.width, rect.height, RED);
}
node->canInteract = true;
BzUINode *child = node->first;
while (child != NULL) {
renderNode(ui, child);
child = child->next;
}
}
void bzUIEnd(BzUI *ui) {
pruneStale(ui, ui->root);
calculateSizes(ui, ui->root);
calculatePositions(ui, ui->root, 0, 0);
updateNodeInteraction(ui, ui->root, GetMousePosition());
renderNode(ui, ui->root);
}
BzUIKey bzUIGetUniqueKey(BzUI *ui) {
return ui->keyIdCount++;
}
BzUINode *bzUINodeMake(BzUI *ui, BzUIKey key, const BzUINodeDesc *desc) {
BzUINode *node = NULL;
if (key != bzUIKeyNull())
node = hmget(ui->nodeMap, key);
if (!node) {
node = bzObjectPool(ui->nodePool);
bzMemSet(node, 0, sizeof(*node));
hmput(ui->nodeMap, key, node);
node->canInteract = true;
}
BZ_ASSERT(node);
node->lastFrame = ui->currFrame;
node->key = key;
BzUINode *parent = bzArrayGet(ui->nodeStack, bzArraySize(ui->nodeStack) - 1);
BZ_ASSERT(parent);
bzUINodeClearLinks(node);
bzUINodeClearStyles(node);
if (parent->last) {
parent->last->next = node;
node->prev = parent->last;
parent->last = node;
} else {
parent->first = node;
parent->last = node;
}
node->parent = parent;
node->layout = desc->layout;
node->flags = desc->flags;
bzMemCpy(node->semanticSize, desc->semanticSize, sizeof(node->semanticSize));
bzMemCpy(node->padding, desc->padding, sizeof(node->padding));
bzMemCpy(node->margin, desc->margin, sizeof(node->margin));
return node;
}
BzUINode *bzUIPushDiv(BzUI *ui, BzUISize x, BzUISize y) {
return bzUIPushParent(ui, bzUINodeMake(ui, bzUIGetUniqueKey(ui),
&(BzUINodeDesc) {
.semanticSize[BZ_UI_AXIS_X] = x,
.semanticSize[BZ_UI_AXIS_Y] = y,
}));
}
BzUINode *bzUIPushParent(BzUI *ui, BzUINode *node) {
BZ_ASSERT(node);
bzArrayPush(ui->nodeStack, node);
return node;
}
BzUINode *bzUIPopParent(BzUI *ui) {
BZ_ASSERT(bzArraySize(ui->nodeStack) > 1);
BzUINode *node = bzArrayPop(ui->nodeStack);
return node;
}
BzUIBackgroundStyle bzUIGetBackgroundStyle(const BzUI *ui, BzUINode *node) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->backgroundStyleIdx != -1);
return ui->backgroundStyles[node->backgroundStyleIdx];
}
BzUIBoxShadowStyle bzUIGetBoxShadowStyle(const BzUI *ui, BzUINode *node) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->boxShadowStyleIdx != -1);
return ui->boxShadowStyles[node->boxShadowStyleIdx];
}
BzUITextStyle bzUIGetTextStyle(const BzUI *ui, BzUINode *node) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->textStyleIdx != -1);
return ui->textStyles[node->textStyleIdx];
}
BzUITextShadowStyle bzUIGetTextShadowStyle(const BzUI *ui, BzUINode *node) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->textShadowStyleIdx != -1);
return ui->textShadowStyles[node->textShadowStyleIdx];
}
BzUIBorderStyle bzUIGetBorderStyle(const BzUI *ui, BzUINode *node) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->borderStyleIdx != -1);
return ui->borderStyles[node->borderStyleIdx];
}
BzUISpriteStyle bzUIGetSpriteStyle(const BzUI *ui, BzUINode *node) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->spriteStyleIdx != -1);
return ui->spriteStyles[node->spriteStyleIdx];
}
#define BZ_UI_SET_STYLE(ui, node, mIdx, styles, style) \
do { \
i32 idx = node->mIdx; \
if (idx == -1) { \
idx = bzArraySize(ui->styles); \
bzArrayPush(ui->styles, style); \
node->mIdx = idx; \
} else { \
bzArraySet(ui->styles, idx, style); \
} \
} while (0)
void bzUISetBackgroundStyle(BzUI *ui, BzUINode *node, BzUIBackgroundStyle style) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->flags & BZ_UI_DRAW_BACKGROUND);
BZ_UI_SET_STYLE(ui, node, backgroundStyleIdx, backgroundStyles, style);
}
void bzUISetBoxShadowStyle(BzUI *ui, BzUINode *node, BzUIBoxShadowStyle style) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->flags & BZ_UI_DRAW_BOX_SHADOW);
BZ_UI_SET_STYLE(ui, node, boxShadowStyleIdx, boxShadowStyles, style);
}
void bzUISetTextStyle(BzUI *ui, BzUINode *node, BzUITextStyle style) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->flags & BZ_UI_DRAW_TEXT);
BZ_ASSERT(style.text);
char *str = style.text;
char prev = '\0';
while (*str) {
if (*str == '#' && prev == '#') {
str--;
break;
}
prev = *str;
str++;
}
size_t strLen = str - style.text;
char *text = bzStackAlloc(&ui->strArena, strLen + 1);
bzMemMove(text, style.text, strLen);
text[strLen] = '\0';
style.text = text;
BZ_UI_SET_STYLE(ui, node, textStyleIdx, textStyles, style);
}
void bzUISetTextShadowStyle(BzUI *ui, BzUINode *node, BzUITextShadowStyle style) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->flags & BZ_UI_DRAW_TEXT_SHADOW);
BZ_UI_SET_STYLE(ui, node, textShadowStyleIdx, textShadowStyles, style);
}
void bzUISetBorderStyle(BzUI *ui, BzUINode *node, BzUIBorderStyle style) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->flags & BZ_UI_DRAW_BORDER);
BZ_UI_SET_STYLE(ui, node, borderStyleIdx, borderStyles, style);
}
void bzUISetSpriteStyle(BzUI *ui, BzUINode *node, BzUISpriteStyle style) {
BZ_ASSERT(ui && node);
BZ_ASSERT(node->flags & BZ_UI_DRAW_SPRITE);
BZ_UI_SET_STYLE(ui, node, spriteStyleIdx, spriteStyles, style);
}
#undef BZ_UI_SET_STYLE
BzUILayout bzUIGetLayout(const BzUI *ui, BzUINode *node) {
BZ_UNUSED(ui);
BZ_ASSERT(node);
return node->layout;
}
void bzUISetLayout(BzUI *ui, BzUINode *node, BzUILayout layout) {
BZ_UNUSED(ui);
BZ_ASSERT(node);
node->layout = layout;
}
void bzUISetParentLayout(BzUI *ui, BzUILayout layout) {
BZ_ASSERT(ui);
i32 stackSize = bzArraySize(ui->nodeStack);
BZ_ASSERT(stackSize > 0);
BzUINode *last = bzArrayGet(ui->nodeStack, stackSize - 1);
BZ_ASSERT(last);
bzUISetLayout(ui, last, layout);
}
BzUIInteraction bzUIGetInteraction(BzUI *ui, BzUINode *node) {
BZ_ASSERT(node);
return node->interaction;
}
bool bzUIButton(BzUI *ui, const char *string) {
BzUINode *node = bzUINodeMake(ui, bzUIKeyFromString(string),
&(BzUINodeDesc) {
.flags = BZ_UI_CLICKABLE | BZ_UI_DRAW_TEXT |
BZ_UI_DRAW_BACKGROUND |
BZ_UI_DRAW_BORDER | BZ_UI_ALIGN_CENTER
});
node->semanticSize[BZ_UI_AXIS_X] = (BzUISize) {
.kind = BZ_UI_SIZE_FIT,
};
node->semanticSize[BZ_UI_AXIS_Y] = node->semanticSize[BZ_UI_AXIS_X];
for (i32 i = 0; i < 4; i++) {
node->padding[i] = 2;
node->margin[i] = 4;
}
bzUISetBackgroundStyle(ui, node, (BzUIBackgroundStyle) {
.normal = GRAY,
.hover = GRAY,
.active = GRAY,
});
bzUISetBorderStyle(ui, node, (BzUIBorderStyle) {
.thickness = 4.0f,
.normal = BLACK,
.hover = BLACK,
.active = GRAY
});
bzUISetTextStyle(ui, node, (BzUITextStyle) {
.text = string,
.font = GetFontDefault(),
.fontSize = 24,
.fontSpacing = 2,
.normal = BLACK,
.hover = RED,
.active = ORANGE
});
return bzUIGetInteraction(ui, node).clicked;
}