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#ifndef ui_hpp
#define ui_hpp
#include "maths.hpp"
#include "video.hpp"
struct Arena;
struct UI {
struct Vertex {
float x, y, u, v, r, g, b, a;
};
struct Colour {
uint8_t r, g, b, a;
Colour(unsigned rgb, uint8_t a = 0xff);
float r_f() { return (float)r / 255.0f; };
float g_f() { return (float)g / 255.0f; };
float b_f() { return (float)b / 255.0f; };
float a_f() { return (float)a / 255.0f; };
};
struct Vertex_Buffer {
Staged_Buffer buf;
Buffer_Id indices;
int usage;
void init(Device* dev);
void init_indices(Device* dev);
void destroy(UI* ui);
void update_buffer(Context& ctx);
void add_quad(
UI* ui,
int x,
int y,
int w,
int h,
float u0,
float v0,
float u1,
float v1,
Colour col
);
void add_rect(
UI* ui,
int x,
int y,
int w,
int h,
Colour col
);
void add_char(UI* ui, int x, int y, char ch, Colour col);
void add_text(
UI* ui,
int x,
int y,
const char* txt,
Colour col
);
void draw(
UI* ui,
Context& ctx,
Pipeline& pip,
Render_Pass& rp
);
Vertex_Buffer* next;
};
struct Rect {
int x, y, w, h;
};
Heap* heap;
Device* device;
Texture_Id atlas;
Shader_Id shader;
Vertex_Format_Id vertex_format;
Sampler_Id sampler;
Staged_Buffer cbuffer;
Vertex_Buffer mesh;
struct UI_CBuffer {
m4f projection;
};
struct {
int vert_binding;
int atlas_binding;
int config_binding;
} shader_info;
static int text_width(const char* t);
static int text_height(const char* t);
static UI* create(Device* dev, Arena* a, Shader_Id sh);
void init(
Device* dev,
Heap* h,
Texture_Id atlas,
Shader_Id sh
);
void destroy();
void update(Arena* s);
void render(Arena* s, Texture_Id target);
};
#endif
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