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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <UI/UIManager.h>
#include <UI/UIAnimationSlide.h>
#include <Jolt/Core/Profiler.h>
#include <Renderer/Renderer.h>
#include <Renderer/Font.h>
struct QuadVertex
{
Float3 mPosition;
Float2 mTexCoord;
Color mColor;
};
UIManager::UIManager(Renderer *inRenderer) :
mRenderer(inRenderer),
mListener(nullptr),
mState(STATE_INVALID)
{
mManager = this;
// Set dimensions of the screen
ApplicationWindow *window = mRenderer->GetWindow();
SetWidth(window->GetWindowWidth());
SetHeight(window->GetWindowHeight());
// Create input layout
const PipelineState::EInputDescription vertex_desc[] =
{
PipelineState::EInputDescription::Position,
PipelineState::EInputDescription::TexCoord,
PipelineState::EInputDescription::Color
};
// Load vertex shader
Ref<VertexShader> vtx = mRenderer->CreateVertexShader("UIVertexShader");
// Load pixel shader
Ref<PixelShader> pix_textured = mRenderer->CreatePixelShader("UIPixelShader");
Ref<PixelShader> pix_untextured = mRenderer->CreatePixelShader("UIPixelShaderUntextured");
mTextured = mRenderer->CreatePipelineState(vtx, vertex_desc, std::size(vertex_desc), pix_textured, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
mUntextured = mRenderer->CreatePipelineState(vtx, vertex_desc, std::size(vertex_desc), pix_untextured, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
}
UIManager::~UIManager()
{
while (!mInactiveElements.empty())
PopLayer();
}
// Update elements
void UIManager::Update(float inDeltaTime)
{
JPH_PROFILE_FUNCTION();
// Update inactive elements (array can resize at any time, so no iterators and extra checking here)
for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
for (int j = 0; i < (int)mInactiveElements.size() && j < (int)mInactiveElements[i].size(); ++j)
mInactiveElements[i][j]->Update(inDeltaTime);
// Update elements
UIElement::Update(inDeltaTime);
// Update state
mStateTime += inDeltaTime;
switch (mState)
{
case STATE_ACTIVATING:
if (mStateTime > cActivateScreenTime)
SwitchToState(STATE_ACTIVE);
break;
case STATE_DEACTIVATING:
if (mStateTime > cActivateScreenTime)
SwitchToState(STATE_DEACTIVE);
break;
case STATE_ACTIVE:
case STATE_DEACTIVE:
case STATE_INVALID:
default:
break;
}
}
void UIManager::Draw() const
{
JPH_PROFILE_FUNCTION();
// Switch tho ortho mode
mRenderer->SetOrthoMode();
// Draw inactive elements first
if (mDrawInactiveElements)
for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
for (const UIElement *j : mInactiveElements[i])
if (j->IsVisible())
j->Draw();
// Then draw active elements
UIElement::Draw();
// Restore state
mRenderer->SetProjectionMode();
}
void UIManager::PushLayer()
{
mInactiveElements.push_back(mChildren);
mChildren.clear();
}
void UIManager::PopLayer()
{
Clear();
mChildren = mInactiveElements.back();
mInactiveElements.pop_back();
}
UIElement *UIManager::FindByID(int inID)
{
UIElement *element = UIElement::FindByID(inID);
if (element != nullptr)
return element;
for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
for (int j = 0; j < (int)mInactiveElements[i].size(); ++j)
{
element = mInactiveElements[i][j]->FindByID(inID);
if (element != nullptr)
return element;
}
return nullptr;
}
bool UIManager::HandleUIEvent(EUIEvent inEvent, UIElement *inSender)
{
if (UIElement::HandleUIEvent(inEvent, inSender))
return true;
return mListener != nullptr && mListener->HandleUIEvent(inEvent, inSender);
}
void UIManager::GetMaxElementDistanceToScreenEdge(int &outMaxH, int &outMaxV)
{
outMaxH = 0;
outMaxV = 0;
ApplicationWindow *window = mRenderer->GetWindow();
for (const UIElement *e : mChildren)
if (e->HasDeactivateAnimation())
{
int dl = e->GetX() + e->GetWidth();
int dr = window->GetWindowWidth() - e->GetX();
outMaxH = max(outMaxH, min(dl, dr));
int dt = e->GetY() + e->GetHeight();
int db = window->GetWindowHeight() - e->GetY();
outMaxV = max(outMaxV, min(dt, db));
}
}
void UIManager::SwitchToState(EState inState)
{
// Clean up old state
switch (mState)
{
case STATE_ACTIVATING:
case STATE_DEACTIVATING:
for (UIElement *e : mChildren)
e->StopAnimation(JPH_RTTI(UIAnimationSlide));
break;
case STATE_ACTIVE:
case STATE_DEACTIVE:
case STATE_INVALID:
default:
break;
}
// Store new state
mState = inState;
mStateTime = 0.0f;
// Calculate max horizontal and vertical distance of elements to edge of screen
int max_h, max_v;
GetMaxElementDistanceToScreenEdge(max_h, max_v);
switch (inState)
{
case STATE_ACTIVATING:
for (UIElement *e : mChildren)
if (e->HasActivateAnimation())
e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_ON_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
break;
case STATE_DEACTIVATING:
for (UIElement *e : mChildren)
if (e->HasDeactivateAnimation())
e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_OFF_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
break;
case STATE_DEACTIVE:
HandleUIEvent(EVENT_MENU_DEACTIVATED, this);
if (mDeactivatedAction)
mDeactivatedAction();
break;
case STATE_ACTIVE:
case STATE_INVALID:
default:
break;
}
}
inline static void sDrawQuad(QuadVertex *&v ,float x1, float y1, float x2, float y2, float tx1, float ty1, float tx2, float ty2, ColorArg inColor)
{
v->mPosition = Float3(x1, y1, 0);
v->mTexCoord = Float2(tx1, ty1);
v->mColor = inColor;
++v;
v->mPosition = Float3(x1, y2, 0);
v->mTexCoord = Float2(tx1, ty2);
v->mColor = inColor;
++v;
v->mPosition = Float3(x2, y2, 0);
v->mTexCoord = Float2(tx2, ty2);
v->mColor = inColor;
++v;
v->mPosition = Float3(x1, y1, 0);
v->mTexCoord = Float2(tx1, ty1);
v->mColor = inColor;
++v;
v->mPosition = Float3(x2, y2, 0);
v->mTexCoord = Float2(tx2, ty2);
v->mColor = inColor;
++v;
v->mPosition = Float3(x2, y1, 0);
v->mTexCoord = Float2(tx2, ty1);
v->mColor = inColor;
++v;
}
void UIManager::DrawQuad(int inX, int inY, int inWidth, int inHeight, const UITexturedQuad &inQuad, ColorArg inColor)
{
// Outer area - screen coordinates
float x1 = float(inX);
float y1 = float(inY);
float x2 = float(inX + inWidth);
float y2 = float(inY + inHeight);
if (inQuad.mTexture != nullptr)
{
bool has_inner = inQuad.HasInnerPart();
Ref<RenderPrimitive> primitive = mRenderer->CreateRenderPrimitive(PipelineState::ETopology::Triangle);
primitive->CreateVertexBuffer(has_inner? 9 * 6 : 6, sizeof(QuadVertex));
float w = float(inQuad.mTexture->GetWidth()), h = float(inQuad.mTexture->GetHeight());
// Outer area - texture coordinates
float tx1 = float(inQuad.mX);
float ty1 = float(inQuad.mY);
float tx2 = float(inQuad.mX + inQuad.mWidth);
float ty2 = float(inQuad.mY + inQuad.mHeight);
tx1 /= w; ty1 /= h;
tx2 /= w; ty2 /= h;
QuadVertex *v = (QuadVertex *)primitive->LockVertexBuffer();
if (has_inner)
{
// Inner area - screen coordinates
float ix1 = float(inX + inQuad.mInnerX - inQuad.mX);
float iy1 = float(inY + inQuad.mInnerY - inQuad.mY);
float ix2 = float(inX + inWidth - (inQuad.mWidth - inQuad.mInnerWidth - (inQuad.mInnerX - inQuad.mX)));
float iy2 = float(inY + inHeight - (inQuad.mHeight - inQuad.mInnerHeight - (inQuad.mInnerY - inQuad.mY)));
// Inner area - texture coordinates
float itx1 = float(inQuad.mInnerX);
float ity1 = float(inQuad.mInnerY);
float itx2 = float(inQuad.mInnerX + inQuad.mInnerWidth);
float ity2 = float(inQuad.mInnerY + inQuad.mInnerHeight);
itx1 /= w; ity1 /= h;
itx2 /= w; ity2 /= h;
sDrawQuad(v, x1, y1, ix1, iy1, tx1, ty1, itx1, ity1, inColor);
sDrawQuad(v, ix1, y1, ix2, iy1, itx1, ty1, itx2, ity1, inColor);
sDrawQuad(v, ix2, y1, x2, iy1, itx2, ty1, tx2, ity1, inColor);
sDrawQuad(v, x1, iy1, ix1, iy2, tx1, ity1, itx1, ity2, inColor);
sDrawQuad(v, ix1, iy1, ix2, iy2, itx1, ity1, itx2, ity2, inColor);
sDrawQuad(v, ix2, iy1, x2, iy2, itx2, ity1, tx2, ity2, inColor);
sDrawQuad(v, x1, iy2, ix1, y2, tx1, ity2, itx1, ty2, inColor);
sDrawQuad(v, ix1, iy2, ix2, y2, itx1, ity2, itx2, ty2, inColor);
sDrawQuad(v, ix2, iy2, x2, y2, itx2, ity2, tx2, ty2, inColor);
}
else
{
sDrawQuad(v, x1, y1, x2, y2, tx1, ty1, tx2, ty2, inColor);
}
primitive->UnlockVertexBuffer();
inQuad.mTexture->Bind();
mTextured->Activate();
primitive->Draw();
}
else
{
Ref<RenderPrimitive> primitive = mRenderer->CreateRenderPrimitive(PipelineState::ETopology::Triangle);
primitive->CreateVertexBuffer(6, sizeof(QuadVertex));
QuadVertex *v = (QuadVertex *)primitive->LockVertexBuffer();
sDrawQuad(v, x1, y1, x2, y2, 0, 0, 0, 0, inColor);
primitive->UnlockVertexBuffer();
mUntextured->Activate();
primitive->Draw();
}
}
void UIManager::DrawText(int inX, int inY, const string_view &inText, const Font *inFont, ColorArg inColor)
{
Vec4 pos(float(inX), float(inY), 0.0f, 1.0f);
Vec4 right(float(inFont->GetCharHeight()), 0.0f, 0.0f, 0.0f);
Vec4 up(0.0f, float(-inFont->GetCharHeight()), 0.0f, 0.0f);
Vec4 forward(0.0f, 0.0f, 1.0f, 0.0f);
Mat44 transform(right, up, forward, pos);
inFont->DrawText3D(transform, inText, inColor);
}