world_of_cow/ui.c

95 lines
3.5 KiB
C

#include "ui.h"
#include "vec.h"
#include <GL/freeglut_std.h>
#include <GL/freeglut_ext.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <stdio.h>
#define BACK_COLOR 0.3, 0.35, 0.35
void ui_button_draw(ui_button* b) {
int wWidth = glutGet(GLUT_WINDOW_WIDTH);
int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
vec3 pos = vec3_add(b->position.absolute, vec3_new(b->position.relative.x * wWidth, b->position.relative.y * wHeight, 0.0));
vec3 ext = b->size;
glColor3f(BACK_COLOR);
glBegin(GL_QUADS);
glVertexVec(pos);
glVertex3f(pos.x + ext.x, pos.y, pos.z);
glVertexVec(vec3_add(pos, ext));
glVertex3f(pos.x, pos.y + ext.y, pos.z);
glEnd();
glColor3f(0.7, 0.7, 0.8);
glLineWidth(2.0);
glBegin(GL_LINE_LOOP);
glVertexVec(pos);
glVertex3f(pos.x + ext.x, pos.y, pos.z);
glVertexVec(vec3_add(pos, ext));
glVertex3f(pos.x, pos.y + ext.y, pos.z);
glEnd();
// Draw text if needed
if(b->text != NULL) {
glColor3f(1.0, 1.0, 1.0);
// Get text size
int textWidth = glutBitmapLength(GLUT_BITMAP_TIMES_ROMAN_24, (unsigned char*)b->text);
int textHeight = glutBitmapHeight(GLUT_BITMAP_TIMES_ROMAN_24);
// set raster position - not gonna take into account multiple line text buttons
vec3 rPos = vec3_add(pos, vec3_mult(ext, 0.5));
rPos.x -= textWidth * 0.5;
rPos.y -= textHeight * 0.25;
glRasterPos3f(rPos.x, rPos.y, rPos.z);
glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, (unsigned char*)b->text);
}
}
char ui_button_mouse_over(ui_button* b, int mouseX, int mouseY) {
int wWidth = glutGet(GLUT_WINDOW_WIDTH);
int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
vec3 pos = vec3_add(b->position.absolute, vec3_new(b->position.relative.x * wWidth, b->position.relative.y * wHeight, 0.0));
vec3 ext = b->size;
vec3 m = vec3_sub(vec3_new(mouseX, wHeight - mouseY, 0.0), pos);
return m.x > 0.0 && m.x < ext.x && m.y > 0.0 && m.y < ext.y;
}
void ui_slider_draw(ui_slider* s) {
int wWidth = glutGet(GLUT_WINDOW_WIDTH);
int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
vec3 pos = vec3_add(s->position.absolute, vec3_new(s->position.relative.x * wWidth, s->position.relative.y * wHeight, 0.0));
vec3 ext = s->size;
vec3 slider = vec3_add(pos, vec3_new(ext.x * s->value, ext.y * 0.5, 0.0));
glBegin(GL_QUADS);
// draw background line
glColor3f(BACK_COLOR);
glVertexVec(pos);
glVertex3f(pos.x + ext.x, pos.y, pos.z);
glVertex3f(pos.x + ext.x, pos.y + ext.y, pos.z);
glVertex3f(pos.x, pos.y + ext.y, pos.z);
// Draw slider button thing
glColor3f(1.0, 1.0, 1.0);
glVertex3f(slider.x - ext.z, slider.y - ext.y, 0.0);
glVertex3f(slider.x + ext.z, slider.y - ext.y, 0.0);
glVertex3f(slider.x + ext.z, slider.y + ext.y, 0.0);
glVertex3f(slider.x - ext.z, slider.y + ext.y, 0.0);
glEnd();
}
char ui_slider_mouse_over(ui_slider* s, int mouseX, int mouseY) {
int wWidth = glutGet(GLUT_WINDOW_WIDTH);
int wHeight = glutGet(GLUT_WINDOW_HEIGHT);
vec3 pos = vec3_add(s->position.absolute, vec3_new(s->position.relative.x * wWidth, s->position.relative.y * wHeight, 0.0));
vec3 ext = s->size;
vec3 m = vec3_sub(vec3_new(mouseX, wHeight - mouseY, 0.0), pos);
return m.x > 0.0 && m.x < ext.x && m.y > 0.0 && m.y < ext.y;
}
void ui_slider_onclick(ui_slider* s, int mouseX, int mouseY, int button, int state) {
}