sliders can now draw and slide using mousewheel
This commit is contained in:
parent
5ceed7fd56
commit
a3f4639a90
3 changed files with 110 additions and 12 deletions
50
mmn_17.c
50
mmn_17.c
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@ -14,8 +14,17 @@ ui_button buttons[] = {
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/* text */ "Test :)"
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/* text */ "Test :)"
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}
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}
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};
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};
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ui_slider sliders[] = {
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{
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/* pos */ { { 0.5, 0.7, 0.0 }, {-50.0, -5.0, 0.0 } },
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/* size */ { 100.0, 10.0, 10.0 },
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0.1
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}
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};
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void display(void) {
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void display(void) {
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printf("Drawing!\n");
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// Clear screen
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// Clear screen
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glClearColor(0.0, 0.0, 0.0, 1.0); // Dark theme :)
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glClearColor(0.0, 0.0, 0.0, 1.0); // Dark theme :)
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -23,6 +32,10 @@ void display(void) {
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for(ui_button* b = buttons; b < buttons + sizeof buttons / sizeof(ui_button); b += 1) {
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for(ui_button* b = buttons; b < buttons + sizeof buttons / sizeof(ui_button); b += 1) {
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ui_button_draw(b);
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ui_button_draw(b);
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}
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}
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for(ui_slider* s = sliders; s < sliders + sizeof sliders / sizeof(ui_slider); s += 1) {
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ui_slider_draw(s);
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}
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int err = glGetError();
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int err = glGetError();
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if(err != 0) {
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if(err != 0) {
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printf("opengl error %d: %s\n", err, gluErrorString(err));
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printf("opengl error %d: %s\n", err, gluErrorString(err));
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@ -32,7 +45,42 @@ void display(void) {
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}
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}
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void mouseEvent(int button, int state, int x, int y) {
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void mouseEvent(int button, int state, int x, int y) {
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if(state == 1) {
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for(ui_button* b = buttons; b < buttons + sizeof buttons / sizeof(ui_button); b += 1) {
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if(ui_button_mouse_over(b, x, y) && b->onClick != NULL) {
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b->onClick();
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return;
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}
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}
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}
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for(ui_slider* s = sliders; s < sliders + sizeof sliders / sizeof(ui_slider); s += 1) {
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if(ui_slider_mouse_over(s, x, y)) {
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ui_slider_onclick(s, x, y, button, state);
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}
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}
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}
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void mouseWheelEvent(int wheel, int dir, int x, int y) {
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printf("wheel event\n");
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for(ui_slider* s = sliders; s < sliders + sizeof sliders / sizeof(ui_slider); s += 1) {
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if(ui_slider_mouse_over(s, x, y)) {
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s->value += dir * 0.05;
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if(s->value < 0.0) s->value = 0.0;
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if(s->value > 1.0) s->value = 1.0;
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printf("Updated %p value to %f\n", s, s->value);
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}
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}
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glutPostRedisplay();
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}
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void keyboardEvent(unsigned char c, int x, int y) {
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if(c == '\e') {
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glutLeaveMainLoop();
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exit(0);
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}
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if(c == 'a') {
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glutPostRedisplay();
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}
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}
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}
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int main(int argc, char** argv) {
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int main(int argc, char** argv) {
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@ -45,6 +93,8 @@ int main(int argc, char** argv) {
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glutCreateWindow("World of Cow");
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glutCreateWindow("World of Cow");
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glutDisplayFunc(display);
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glutDisplayFunc(display);
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glutMouseFunc(mouseEvent);
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glutMouseFunc(mouseEvent);
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glutKeyboardFunc(keyboardEvent);
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glutMouseWheelFunc(mouseWheelEvent);
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/* set projection and camera */
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/* set projection and camera */
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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63
ui.c
63
ui.c
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@ -6,23 +6,32 @@
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#include <GL/gl.h>
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#include <GL/gl.h>
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#include <stdio.h>
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#include <stdio.h>
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#define BACK_COLOR 0.3, 0.35, 0.35
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void ui_button_draw(ui_button* b) {
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void ui_button_draw(ui_button* b) {
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printf("drawing button %p\n", b);
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int wWidth = glutGet(GLUT_WINDOW_WIDTH);
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int wWidth = glutGet(GLUT_WINDOW_WIDTH);
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int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
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int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
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vec3 pos = vec3_add(b->position.absolute, vec3_new(b->position.relative.x * wWidth, b->position.relative.y * wHeight, 0.0));
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vec3 pos = vec3_add(b->position.absolute, vec3_new(b->position.relative.x * wWidth, b->position.relative.y * wHeight, 0.0));
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vec3 ext = b->size;
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vec3 ext = b->size;
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glColor3f(1.0, 1.0, 1.0);
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glColor3f(BACK_COLOR);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glVertexVec(pos);
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glVertexVec(pos);
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glVertex3f(pos.x + ext.x, pos.y, pos.z);
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glVertex3f(pos.x + ext.x, pos.y, pos.z);
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glVertexVec(vec3_add(pos, ext));
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glVertexVec(vec3_add(pos, ext));
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glVertex3f(pos.x, pos.y + ext.y, pos.z);
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glVertex3f(pos.x, pos.y + ext.y, pos.z);
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glEnd();
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glEnd();
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glColor3f(0.7, 0.7, 0.8);
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glLineWidth(2.0);
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glBegin(GL_LINE_LOOP);
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glVertexVec(pos);
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glVertex3f(pos.x + ext.x, pos.y, pos.z);
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glVertexVec(vec3_add(pos, ext));
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glVertex3f(pos.x, pos.y + ext.y, pos.z);
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glEnd();
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// Draw text if needed
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// Draw text if needed
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if(b->text != NULL) {
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if(b->text != NULL) {
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glColor3f(0.0, 0.0, 0.0);
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glColor3f(1.0, 1.0, 1.0);
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// Get text size
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// Get text size
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int textWidth = glutBitmapLength(GLUT_BITMAP_TIMES_ROMAN_24, (unsigned char*)b->text);
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int textWidth = glutBitmapLength(GLUT_BITMAP_TIMES_ROMAN_24, (unsigned char*)b->text);
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int textHeight = glutBitmapHeight(GLUT_BITMAP_TIMES_ROMAN_24);
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int textHeight = glutBitmapHeight(GLUT_BITMAP_TIMES_ROMAN_24);
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@ -35,13 +44,51 @@ void ui_button_draw(ui_button* b) {
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}
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}
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}
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}
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char ui_button_mouse_over(ui_button* b) {
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char ui_button_mouse_over(ui_button* b, int mouseX, int mouseY) {
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return 0;
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int wWidth = glutGet(GLUT_WINDOW_WIDTH);
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int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
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vec3 pos = vec3_add(b->position.absolute, vec3_new(b->position.relative.x * wWidth, b->position.relative.y * wHeight, 0.0));
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vec3 ext = b->size;
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vec3 m = vec3_sub(vec3_new(mouseX, wHeight - mouseY, 0.0), pos);
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return m.x > 0.0 && m.x < ext.x && m.y > 0.0 && m.y < ext.y;
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}
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}
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void ui_slider_draw(ui_slider* s) {
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void ui_slider_draw(ui_slider* s) {
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int wWidth = glutGet(GLUT_WINDOW_WIDTH);
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int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
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vec3 pos = vec3_add(s->position.absolute, vec3_new(s->position.relative.x * wWidth, s->position.relative.y * wHeight, 0.0));
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vec3 ext = s->size;
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vec3 slider = vec3_add(pos, vec3_new(ext.x * s->value, ext.y * 0.5, 0.0));
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glBegin(GL_QUADS);
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// draw background line
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glColor3f(BACK_COLOR);
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glVertexVec(pos);
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glVertex3f(pos.x + ext.x, pos.y, pos.z);
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glVertex3f(pos.x + ext.x, pos.y + ext.y, pos.z);
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glVertex3f(pos.x, pos.y + ext.y, pos.z);
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// Draw slider button thing
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glColor3f(1.0, 1.0, 1.0);
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glVertex3f(slider.x - ext.z, slider.y - ext.y, 0.0);
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glVertex3f(slider.x + ext.z, slider.y - ext.y, 0.0);
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glVertex3f(slider.x + ext.z, slider.y + ext.y, 0.0);
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glVertex3f(slider.x - ext.z, slider.y + ext.y, 0.0);
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glEnd();
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}
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char ui_slider_mouse_over(ui_slider* s, int mouseX, int mouseY) {
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int wWidth = glutGet(GLUT_WINDOW_WIDTH);
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int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
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vec3 pos = vec3_add(s->position.absolute, vec3_new(s->position.relative.x * wWidth, s->position.relative.y * wHeight, 0.0));
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vec3 ext = s->size;
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vec3 m = vec3_sub(vec3_new(mouseX, wHeight - mouseY, 0.0), pos);
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return m.x > 0.0 && m.x < ext.x && m.y > 0.0 && m.y < ext.y;
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}
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void ui_slider_onclick(ui_slider* s, int mouseX, int mouseY, int button, int state) {
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}
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}
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char ui_slider_mouse_over(ui_slider* s) {
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return 0;
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}
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7
ui.h
7
ui.h
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@ -11,7 +11,7 @@ typedef struct _ui_button {
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ui_pos position;
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ui_pos position;
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/* x,y - width,height, z - unused */
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/* x,y - width,height, z - unused */
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vec3 size; // size in pixels - if screen is too small i am not sure if it is a smart idea to make everything smaller
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vec3 size; // size in pixels - if screen is too small i am not sure if it is a smart idea to make everything smaller
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void (*onClick); // instead of passing stuff in, im just gonna put every state variable in global scope to ensure everything lives...
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void (*onClick)(); // instead of passing stuff in, im just gonna put every state variable in global scope to ensure everything lives...
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char* text;
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char* text;
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} ui_button;
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} ui_button;
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@ -23,9 +23,10 @@ typedef struct _ui_slider {
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} ui_slider;
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} ui_slider;
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void ui_button_draw(ui_button* b);
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void ui_button_draw(ui_button* b);
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char ui_button_mouse_over(ui_button* b);
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char ui_button_mouse_over(ui_button* b, int mouseX, int mouseY);
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void ui_slider_draw(ui_slider* s);
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void ui_slider_draw(ui_slider* s);
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char ui_slider_mouse_over(ui_slider* s);
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char ui_slider_mouse_over(ui_slider* s, int mouseX, int mouseY);
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void ui_slider_onclick(ui_slider* s, int mouseX, int mouseY, int button, int state);
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#endif
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#endif
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