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path: root/pixel-client/src/ui.rs
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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,
    size: 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,
            size: renderer.ui_size,
            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 margin = Vec2::splat(2.);
        let size = margin + self.renderer.draw_text(self.cursor + margin, text) + margin;
        self.advance(size);
    }
    pub fn button(&mut self, w: f32, label: &str) -> bool {
        let c = self.cursor;
        let margin = Vec2::splat(4.);
        let text_size = self.renderer.draw_text(self.cursor + margin, label);
        let size = margin + Vec2::new(w, text_size.y) + 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 fill(&mut self) {
        self.renderer.draw_ui(SpriteDraw::screen(
            self.renderer.misc_textures.solid,
            i32::MAX - 1,
            self.cursor,
            self.get_remaining(),
            Some([30, 30, 30, 200]),
        ));
    }

    pub fn get_remaining(&self) -> Vec2 {
        if self.direction_horizontal {
            Vec2::new(self.size.x - self.cursor.x, self.cross_height)
        } else {
            Vec2::new(self.cross_height, self.size.y - self.cursor.y)
        }
    }

    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);
        }
    }
}