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use crate::render::{sprite::SpriteDraw, Renderer};
use hurrycurry_protocol::glam::{IVec2, Vec2};
use sdl2::{
keyboard::{KeyboardState, Keycode, Scancode},
mouse::MouseState,
};
#[derive(Debug, Default)]
pub struct FocusDevice {
focus: usize,
pressing: Option<usize>,
interact_just_pressed: bool,
interact_just_released: bool,
interact_down: bool,
}
#[derive(Default, Debug)]
pub struct UiState {
mouse_position: Vec2,
ui_scale: Vec2,
keyboard_focus: FocusDevice,
mouse_focus: FocusDevice,
}
pub struct Ui<'a, 'b> {
cursor: Vec2,
cross_height: f32,
index: usize,
direction_horizontal: bool,
renderer: &'a mut Renderer<'b>,
state: &'a mut UiState,
}
impl UiState {
pub fn update(&mut self, keyboard: &KeyboardState, mouse: &MouseState, _dt: f32) {
self.mouse_position = IVec2::new(mouse.x(), mouse.y()).as_vec2() / self.ui_scale;
self.mouse_focus.update(mouse.left());
self.keyboard_focus
.update(keyboard.is_scancode_pressed(Scancode::Space));
}
pub fn keyboard_event(&mut self, keycode: Keycode, down: bool) {
if down {
match keycode {
Keycode::DOWN => self.keyboard_focus.focus += 1,
Keycode::UP if self.keyboard_focus.focus > 0 => self.keyboard_focus.focus -= 1,
_ => (),
}
}
}
pub fn draw(&mut self, renderer: &mut Renderer, ui: impl FnOnce(&mut Ui)) {
self.ui_scale = renderer.ui_scale;
self.mouse_focus.focus = usize::MAX;
let mut u = Ui {
cursor: Vec2::ZERO,
direction_horizontal: false,
renderer,
state: self,
cross_height: 0.,
index: 0,
};
ui(&mut u);
if self.mouse_focus.interact_just_released {
self.mouse_focus.pressing = None;
}
if self.keyboard_focus.interact_just_released {
self.keyboard_focus.pressing = None;
}
}
}
impl FocusDevice {
pub fn update(&mut self, interact: bool) {
self.interact_just_pressed = interact && !self.interact_down;
self.interact_just_released = !interact && self.interact_down;
self.interact_down = interact;
}
pub fn element(&mut self, index: usize) -> (bool, bool, bool) {
let focus = self.focus == index;
if focus && self.interact_just_pressed {
self.pressing = Some(index)
};
let pressing = self.pressing == Some(index);
let released = self.interact_just_released && pressing && focus;
(focus, pressing, released)
}
}
impl<'a, 'b> Ui<'a, 'b> {
pub fn text(&mut self, text: &str) {
let size = self.renderer.draw_text(self.cursor, text);
self.advance(size);
}
pub fn button(&mut self, label: &str) -> bool {
let c = self.cursor;
let margin = Vec2::splat(2.);
let size = self.renderer.draw_text(self.cursor + margin, label) + margin + margin;
self.index += 1;
let mouse_rel = self.state.mouse_position - c;
if mouse_rel.x >= 0. && mouse_rel.y >= 0. && mouse_rel.x < size.x && mouse_rel.y < size.y {
self.state.mouse_focus.focus = self.index;
}
let (focus, pressing, released) = {
let (mfocus, mpressing, mreleased) = self.state.mouse_focus.element(self.index);
let (kfocus, kpressing, kreleased) = self.state.keyboard_focus.element(self.index);
(
mfocus || kfocus,
mpressing || kpressing,
mreleased || kreleased,
)
};
let l = if pressing {
100
} else if focus {
50
} else {
30
};
self.renderer.draw_ui(SpriteDraw::screen(
self.renderer.misc_textures.solid,
i32::MAX - 1,
c,
size,
Some([l, l, l, 200]),
));
self.advance(size);
released
}
pub fn advance(&mut self, size: Vec2) {
if self.direction_horizontal {
self.cursor.x += size.x;
self.cross_height = self.cross_height.max(size.y);
} else {
self.cursor.y += size.y;
self.cross_height = self.cross_height.max(size.x);
}
}
}
|