53 lines
2.2 KiB
C
53 lines
2.2 KiB
C
#include "ui.h"
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#include "vec.h"
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#include <GL/freeglut_std.h>
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#include <GL/freeglut_ext.h>
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#include <GL/glut.h>
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#include <GL/gl.h>
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#include <stdio.h>
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// originally i also had a ui button, but the right click menu made it much simpler, but that was to allow easily changing the colors for both buttons and sliders
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#define BACK_COLOR 0.3, 0.35, 0.35
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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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// calculate position based on the different ui_pos items
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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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// center position
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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.z, 0.0);
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glVertex3f(slider.x + ext.z, slider.y - ext.z, 0.0);
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glVertex3f(slider.x + ext.z, slider.y + ext.z, 0.0);
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glVertex3f(slider.x - ext.z, slider.y + ext.z, 0.0);
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glEnd();
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}
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// checks if the mouse is hovering over the slider
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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 - 0.5 * ext.y, 0.0), pos);
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return m.x > 0.0 && m.x < ext.x && m.y > -ext.z && m.y < ext.z;
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}
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void ui_slider_onclick(ui_slider* s, int mouseX, int mouseY) {
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// we assume mouse is already hovering
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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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s->value = ((float)mouseX - pos.x) / s->size.x;
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}
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