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266
ugui.h
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266
ugui.h
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#ifndef _UGUI_H
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#define _UGUI_H
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/* Point Coordinate */
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// coordinate type, or how it is measured
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enum {
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UG_CTYPE_PX = 0x0,
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UG_CTYPE_MM = 0x1,
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UG_CTYPE_REL = 0x2,
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};
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// coordinate anchor, or where it refers
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enum {
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UG_CANCHOR_TOP = 0x0, // x coordinates
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UG_CANCHOR_LEFT = 0x0,
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UG_CANCHOR_BOTTOM = 0x1, // y coordinates
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UG_CANCHOR_RIGHT = 0x1,
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UG_CANCHOR_VCENTER = 0x2, // for positions it should be centered
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UG_CANCHOR_HCENTER = 0x2,
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};
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struct _ug_pt_flags {
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unsigned long int _:56;
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unsigned long int t:4;
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unsigned long int a:4;
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};
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typedef struct {
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// first coordinate
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union {
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union {
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int x;
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struct _ug_pt_flags fx;
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};
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union {
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int w;
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struct _ug_pt_flags fw;
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};
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union {
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int m;
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struct _ug_pt_flags fm;
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};
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};
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// second coordinate
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union {
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union {
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int y;
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struct _ug_pt_flags fy;
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};
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union {
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int h;
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struct _ug_pt_flags fh;
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};
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union {
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int a;
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struct _ug_pt_flags fa;
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};
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};
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} ug_coord_t;
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// TODO: define stroke style (f.s)
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typedef struct {
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int size;
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struct {
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// type of size
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unsigned char t:4;
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// stroke style
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unsigned char s:4;
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} f;
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} ug_stroke_t;
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//---//
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/* RGBA Color type */
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typedef struct {
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unsigned char a;
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unsigned char b;
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unsigned char g;
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unsigned char r;
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} ug_color_t;
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//---//
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/* simple position structure */
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struct ug_vec2 {
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int x, y;
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};
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//---//
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/* Mouse button mask */
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enum ug_mouse_btn {
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UG_MOUSEBTN_LEFT = 1,
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UG_MOUSEBTN_MIDDLE = 2,
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UG_MOUSEBTN_RIGHT = 4,
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UG_MOUSEBTN_4 = 8,
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UG_MOUSEBTN_5 = 16,
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};
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//---//
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/* event structure */
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typedef enum {
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UG_EV_WINDOWMOVE,
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UG_EV_WINDOWRESIZE,
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UG_EV_WINDOWSHOW,
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UG_EV_MOUSEMOVE,
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UG_EV_MOUSEDOWN,
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UG_EV_MOUSEUP,
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UG_EV_KEYDOWN,
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UG_EV_KEYUP,
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} ug_event_type_t;
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typedef struct {
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ug_event_type_t type;
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union {
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int x;
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int w;
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unsigned int code;
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};
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union {
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int y;
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int h;
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unsigned int mask;
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};
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} ug_event_t;
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//---//
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/* Primitive element type */
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typedef enum {
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UG_E_RECT = 0,
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UG_E_TRIANGLE,
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UG_E_DOT,
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UG_E_LINE,
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UG_E_ARC,
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UG_E_TEXT,
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UG_E_SPRITE,
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} ug_element_type_t;
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typedef struct {
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ug_coord_t size;
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ug_coord_t pos;
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ug_color_t color;
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} ug_rect_t;
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typedef struct {
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ug_coord_t size;
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ug_coord_t pos;
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ug_color_t color;
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} ug_triangle_t;
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typedef struct {
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ug_stroke_t stroke;
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ug_coord_t pos;
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ug_color_t color;
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} ug_dot_t;
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typedef struct {
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ug_stroke_t stroke;
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ug_coord_t vert[2];
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ug_color_t color;
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} ug_line_t;
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typedef struct {
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ug_stroke_t stroke;
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ug_coord_t vert[3];
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ug_color_t color;
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} ug_arc_t;
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// draw text from view[start] to view[end]
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typedef struct {
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ug_stroke_t stroke;
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ug_coord_t pos;
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ug_color_t color;
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const char *view;
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int start;
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int end;
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} ug_text_t;
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// all sprites have to be mapped into memory, map is an array of width x height
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// bytes, the type is specified by the user
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typedef struct {
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ug_coord_t pos;
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void *map;
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int width;
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int height;
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} ug_sprite_t;
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// data is the actual element data, it has to be cast to the right element specified
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// by type and is variable size so that no memory is wasted, size is the size in
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// bytes of data + id + size + type
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typedef struct {
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ug_element_type_t type;
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unsigned int size;
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unsigned int id;
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unsigned char data[];
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} ug_element_t;
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//---//
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/* Global context */
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// one context per phisical window
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// a phisical window can be anything, but here it basically represents the true
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// surface where things are drawn into, a window has a scale, dpi and ppm
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// (pixel per mm), only the latter is truly needed, the user sets these variables
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// and has to take care of updating them when needed
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typedef struct {
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unsigned int window_id;
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float scale, dpi, ppm;
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// the user pushes the things that he wants to draw onto the element stack,
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// which contains all the primitives needed to draw the wanted element
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unsigned char *e_stack;
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unsigned int e_size;
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unsigned int e_idx;
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// the element which has focus
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unsigned int focus_id;
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// the element that we are hovering
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unsigned int hover_id;
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// count the frames for fun
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unsigned long int frame;
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// mouse data
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struct {
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struct ug_vec2 pos;
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struct ug_vec2 last_pos;
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struct ug_vec2 delta;
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struct ug_vec2 scroll_delta;
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// down/pressed masks get updated on mousedown, whereas down_mask
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// only on mouseup, so the masks differ by the buttons that were
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// released
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// FIXME: is this the best way to approach this?
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unsigned char down_mask;
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unsigned char press_mask;
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} mouse;
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// keyboard key pressed
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struct {
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unsigned char down_mask;
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unsigned char press_mask;
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} key;
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// input text buffer
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char input_text[32];
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} ug_ctx_t;
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//---//
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// creates a new context, fills with default values, ctx is ready for ug_start()
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ug_ctx_t *ug_new_ctx(void);
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void ug_free_ctx(ug_ctx_t *ctx);
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// updates the context with user information
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int ug_update_ctx(ug_ctx_t *ctx,
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unsigned int window_id,
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float scale,
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float dpi,
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float ppm
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);
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// register inputs
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void ug_input_mousedown(ug_ctx_t *ctx, int x, int y, unsigned char btn);
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void ug_input_mouseup(ug_ctx_t *ctx, int x, int y, unsigned char btn);
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void ug_input_mousemove(ug_ctx_t *ctx, int x, int y);
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void ug_input_scroll(ug_ctx_t *ctx, int x, int y);
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void ug_input_keydown(ug_ctx_t *ctx, int key);
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void ug_input_keyup(ug_ctx_t *ctx, int key);
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void ug_input_text(ug_ctx_t *ctx, const char *text);
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// between begin and end the user draws
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int ug_begin(ug_ctx_t *ctx);
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int ug_end(ug_ctx_t *ctx);
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#endif
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