working mm units

This commit is contained in:
Alessandro Mauri 2022-12-07 18:35:59 +01:00
parent 83e3b263f8
commit ba54900852
4 changed files with 120 additions and 118 deletions

192
ugui.c
View file

@ -3,6 +3,7 @@
#include <string.h>
#include <errno.h>
#include <err.h>
#include <math.h>
#include "ugui.h"
@ -112,30 +113,6 @@ static void update_style_cache(ug_ctx_t *ctx)
}
ug_rect_t rect_to_px(ug_ctx_t *ctx, ug_rect_t rect)
{
float scale = 1.0;
switch (ctx->unit) {
case UG_UNIT_PX:
return rect;
case UG_UNIT_MM:
scale = ctx->ppm;
break;
case UG_UNIT_PT:
scale = ctx->ppd;
break;
}
rect.x *= scale;
rect.y *= scale;
rect.w *= scale;
rect.h *= scale;
return rect;
}
void push_rect_command(ug_ctx_t *ctx, const ug_rect_t *rect, ug_color_t color)
{
ug_cmd_t *c;
@ -162,14 +139,10 @@ ug_ctx_t *ug_ctx_new(void)
err(errno, "__FUNCTION__:" "Could not allocate context: %s", strerror(errno));
memset(ctx, 0, sizeof(ug_ctx_t));
ctx->scale = DEF_SCALE;
ctx->ppi = DEF_PPI;
ctx->ppm = PPI_PPM(DEF_SCALE, DEF_PPI);
ctx->ppd = PPI_PPD(DEF_SCALE, DEF_PPI);
ctx->unit = UG_UNIT_PX;
ctx->style = &default_style;
ctx->style_px = &style_cache;
ug_ctx_set_displayinfo(ctx, DEF_SCALE, DEF_PPI);
// TODO: allocate stacks
return ctx;
@ -203,7 +176,6 @@ int ug_ctx_set_displayinfo(ug_ctx_t *ctx, float scale, float ppi)
ctx->ppm = PPI_PPM(scale, ppi);
ctx->ppd = PPI_PPM(scale, ppi);
ctx->scale = scale;
ctx->ppi = ppi;
update_style_cache(ctx);
@ -281,20 +253,21 @@ static ug_container_t *get_container(ug_ctx_t *ctx, ug_id_t id)
// also handle resizing, moving, ect. if allowed by the container
static void update_container(ug_ctx_t *ctx, ug_container_t *cnt)
{
// if the container was just initialized the unit might not be pixels, this
// is a problem since all mouse events are in pixels and convering back
// and forth accumulates error and in heavy on the cpu
if (cnt->unit != UG_UNIT_PX) {
// FIXME: this takes the unit from the context but it should be fine
cnt->rect = rect_to_px(ctx, cnt->rect);
cnt->unit = UG_UNIT_PX;
// use millimeters as common screen-relative units
if (cnt->unit == UG_UNIT_PT) {
cnt->rect.fx *= ctx->ppd;
cnt->rect.fy *= ctx->ppd;
cnt->rect.fw *= ctx->ppd;
cnt->rect.fh *= ctx->ppd;
}
// recalculate position
// FIXME: this is the right place to do some optimization, what if the
// context didn't change?
// the absoulute position of the container
cnt->rect_abs = cnt->rect;
if (cnt->unit != UG_UNIT_PX) {
cnt->rect_abs.x = roundf(cnt->rect.fx * ctx->ppm);
cnt->rect_abs.y = roundf(cnt->rect.fy * ctx->ppm);
cnt->rect_abs.w = roundf(cnt->rect.fw * ctx->ppm);
cnt->rect_abs.h = roundf(cnt->rect.fh * ctx->ppm);
}
/*
* Container style:
@ -349,7 +322,6 @@ static void update_container(ug_ctx_t *ctx, ug_container_t *cnt)
// the window may have been resized so cap the position to the window size
printf("window size: w=%d, h=%d\n", ctx->size.x, ctx->size.y);
if (cnt->rect_abs.x > ctx->size.w)
cnt->rect_abs.x = ctx->size.x - cnt->rect_abs.w;
if (cnt->rect_abs.y > ctx->size.h)
@ -364,73 +336,85 @@ static void update_container(ug_ctx_t *ctx, ug_container_t *cnt)
// if we had focus the frame before, then do shit
// FIXME: if this is a brand new container then do we need to handle user
// inputs, since all inputs lag one frame, then it would make no sense
if (ctx->hover.cnt_last == cnt->id) {
// mouse pressed handle resize, for simplicity containers can only
// be resized from the bottom and right border
if (ctx->hover.cnt_last != cnt->id)
goto cnt_draw;
//#define BIN_PATTERN "%c%c%c%c%c%c%c%c"
//#define BYTE_TO_BINARY(byte) \
// (byte & 0x80 ? '1' : '0'), \
// (byte & 0x40 ? '1' : '0'), \
// (byte & 0x20 ? '1' : '0'), \
// (byte & 0x10 ? '1' : '0'), \
// (byte & 0x08 ? '1' : '0'), \
// (byte & 0x04 ? '1' : '0'), \
// (byte & 0x02 ? '1' : '0'), \
// (byte & 0x01 ? '1' : '0')
// mouse pressed handle resize, for simplicity containers can only
// be resized from the bottom and right border
if (!(ctx->mouse.down_mask & UG_BTN_LEFT) ||
!(cnt->flags & (UG_CNT_RESIZABLE | UG_CNT_MOVABLE)))
goto cnt_draw;
ug_vec2_t mpos = ctx->mouse.pos;
int minx, maxx, miny, maxy;
int delta_x = 0, delta_y = 0, delta_w = 0, delta_h = 0;
// handle movable windows
if (cnt->flags & UG_CNT_MOVABLE) {
minx = cnt->rect_abs.x;
maxx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.l.size;
miny = cnt->rect_abs.y;
maxy = cnt->rect_abs.y + s->cnt.titlebar.height.size;
if (BETWEEN(mpos.x, minx, maxx) &&
BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.x += ctx->mouse.delta.x;
cnt->rect_abs.y += ctx->mouse.delta.y;
// printf("mousemask = "BIN_PATTERN"\n", BYTE_TO_BINARY(ctx->mouse.down_mask));
if (ctx->mouse.down_mask & UG_BTN_LEFT) {
// printf("MOUSEDOWN\n");
ug_vec2_t mpos = ctx->mouse.pos;
int minx, maxx, miny, maxy;
// handle movable windows
minx = cnt->rect_abs.x;
maxx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.l.size;
miny = cnt->rect_abs.y;
maxy = cnt->rect_abs.y + s->cnt.titlebar.height.size;
if (cnt->flags & UG_CNT_MOVABLE &&
BETWEEN(mpos.x, minx, maxx) &&
BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.x += ctx->mouse.delta.x;
cnt->rect_abs.y += ctx->mouse.delta.y;
cnt->rect.x += ctx->mouse.delta.x;
cnt->rect.y += ctx->mouse.delta.y;
}
// right border resize
minx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.r.size;
maxx = cnt->rect_abs.x + cnt->rect_abs.w;
miny = cnt->rect_abs.y;
maxy = cnt->rect_abs.y + cnt->rect_abs.h;
if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.w += ctx->mouse.delta.x;
cnt->rect.w += ctx->mouse.delta.x;
CAP(cnt->rect_abs.w, 0);
CAP(cnt->rect.w, 0);
}
// bottom border resize
minx = cnt->rect_abs.x;
maxx = cnt->rect_abs.x + cnt->rect_abs.w;
miny = cnt->rect_abs.y + cnt->rect_abs.h - s->cnt.border.b.size;
maxy = cnt->rect_abs.y + cnt->rect_abs.h;
if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.h += ctx->mouse.delta.y;
cnt->rect.h += ctx->mouse.delta.y;
CAP(cnt->rect_abs.h, s->text.size.size);
CAP(cnt->rect.h, s->text.size.size);
}
delta_x = ctx->mouse.delta.x;
delta_y = ctx->mouse.delta.y;
}
// TODO: what if I want to close a floating container?
// Maybe add a UG_CNT_CLOSABLE flag?
// TODO: what about scrolling? how do we know if we need to draw
// a scroll bar? Maybe add that information inside the
// container structure
}
if (cnt->flags & UG_CNT_RESIZABLE) {
// right border resize
minx = cnt->rect_abs.x + cnt->rect_abs.w - s->cnt.border.r.size;
maxx = cnt->rect_abs.x + cnt->rect_abs.w;
miny = cnt->rect_abs.y;
maxy = cnt->rect_abs.y + cnt->rect_abs.h;
if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.w += ctx->mouse.delta.x;
CAP(cnt->rect_abs.w, 0);
delta_w = ctx->mouse.delta.x;
}
// bottom border resize
minx = cnt->rect_abs.x;
maxx = cnt->rect_abs.x + cnt->rect_abs.w;
miny = cnt->rect_abs.y + cnt->rect_abs.h - s->cnt.border.b.size;
maxy = cnt->rect_abs.y + cnt->rect_abs.h;
if (BETWEEN(mpos.x, minx, maxx) && BETWEEN(mpos.y, miny, maxy)) {
cnt->rect_abs.h += ctx->mouse.delta.y;
CAP(cnt->rect_abs.h, s->text.size.size);
delta_h = ctx->mouse.delta.y;
}
}
if (delta_x || delta_y || delta_w || delta_h) {
if (cnt->unit == UG_UNIT_PX) {
cnt->rect = cnt->rect_abs;
} else {
if (cnt->rect.fx < 0)
cnt->rect.fx = cnt->rect_abs.x / ctx->ppm;
if (cnt->rect.fy < 0)
cnt->rect.fy = cnt->rect_abs.y / ctx->ppm;
cnt->rect.fx += delta_x / ctx->ppm;
cnt->rect.fy += delta_y / ctx->ppm;
cnt->rect.fw += delta_w / ctx->ppm;
cnt->rect.fh += delta_h / ctx->ppm;
}
}
// TODO: what if I want to close a floating container?
// Maybe add a UG_CNT_CLOSABLE flag?
// TODO: what about scrolling? how do we know if we need to draw
// a scroll bar? Maybe add that information inside the
// container structure
cnt_draw:
// push the appropriate rectangles to the drawing stack
// push outline
push_rect_command(ctx, &cnt->rect_abs, s->cnt.border.color);