2024-02-18 10:32:33 +00:00
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/*
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* mii_mui.c
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*
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* Copyright (C) 2024 Michel Pollet <buserror@gmail.com>
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*
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* SPDX-License-Identifier: MIT
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*/
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/*
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* This contains the integration between the MII video and the MUI interface
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* without any specific windowing system, it should be possible to use this
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* with a native windowing system, or a portable one like SDL2 or GLFW
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* This doesn't do anything to draw on screen, it just moves the video
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* rectangle around, and handles the mouse mapping to the video frame.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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2024-11-23 16:53:42 +00:00
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#include <math.h>
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2024-02-18 10:32:33 +00:00
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#include "mii_mui.h"
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#include "minipt.h"
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#define MII_MUI_GL_POW2 0
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c2_rect_t
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c2_rect_interpolate(
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c2_rect_t *a,
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c2_rect_t *b,
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float t)
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{
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c2_rect_t r = {};
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r.l = 0.5 + a->l + (b->l - a->l) * t;
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r.r = 0.5 + a->r + (b->r - a->r) * t;
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r.t = 0.5 + a->t + (b->t - a->t) * t;
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r.b = 0.5 + a->b + (b->b - a->b) * t;
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return r;
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}
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2024-11-23 16:53:42 +00:00
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/*
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* This returns the position where the II video should be drawn, depending on
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* the window size and the visibility of the MUI interface.
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*/
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2024-02-18 10:32:33 +00:00
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c2_rect_t
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mii_mui_get_video_position(
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mii_mui_t * ui)
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{
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c2_rect_t r = C2_RECT(0, 0, MII_VIDEO_WIDTH, MII_VIDEO_HEIGHT);
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if (ui->mui_visible) {
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float fac = (ui->window_size.y - 38) / (float)MII_VIDEO_HEIGHT;
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c2_rect_scale(&r, fac);
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c2_rect_offset(&r,
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(ui->window_size.x / 2) - (c2_rect_width(&r) / 2), 36);
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} else {
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float fac = (ui->window_size.y) / (float)MII_VIDEO_HEIGHT;
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c2_rect_scale(&r, fac);
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c2_rect_offset(&r,
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(ui->window_size.x / 2) - (c2_rect_width(&r) / 2),
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(ui->window_size.y / 2) - (c2_rect_height(&r) / 2));
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c2_rect_inset(&r, 10, 10);
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}
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return r;
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}
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2024-11-23 16:53:42 +00:00
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/*
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* If the mesh is empty, create one. Then on future calls, just update the
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* texture coordinates as it's width can change depending on which floppy is
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* being drawn.
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*/
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void
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mii_generate_floppy_mesh(
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mii_mui_v_array_t * vtx,
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float tex_width )
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{
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if (vtx->count == 0) {
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const double astep = 2 * M_PI / MII_GL_FLOPPY_SEGMENT_COUNT; // Angle step for each blade
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const double radius_out = MII_GL_FLOPPY_FLUX_RADIUS_OUT;
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const double radius_in = MII_GL_FLOPPY_FLUX_RADIUS_IN;
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for (int i = 0; i < MII_GL_FLOPPY_SEGMENT_COUNT; ++i) {
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double a = i * astep, b = (i + 1) * astep;
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// Outer vertex
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double x_out = radius_out * cos(a);
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double y_out = radius_out * sin(a);
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double x_out2 = radius_out * cos(b);
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double y_out2 = radius_out * sin(b);
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// Inner vertex
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double x_in = radius_in * cos(a);
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double y_in = radius_in * sin(a);
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double x_in2 = radius_in * cos(b);
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double y_in2 = radius_in * sin(b);
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// add two triangles winded in the right direction
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mii_mui_v_array_push(vtx, (mii_mui_v_t){
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.x = x_out, .y = y_out,
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});
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mii_mui_v_array_push(vtx, (mii_mui_v_t){
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.x = x_in, .y = y_in,
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});
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mii_mui_v_array_push(vtx, (mii_mui_v_t){
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.x = x_out2, .y = y_out2,
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});
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mii_mui_v_array_push(vtx, (mii_mui_v_t){
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.x = x_in2, .y = y_in2,
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});
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mii_mui_v_array_push(vtx, (mii_mui_v_t){
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.x = x_out2, .y = y_out2,
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});
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mii_mui_v_array_push(vtx, (mii_mui_v_t){
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.x = x_in, .y = y_in,
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});
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}
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}
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const double tex_y_in = 1;
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const double tex_y_out = 0;
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mii_mui_v_t * tex = vtx->e;
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for (int i = 0; i < MII_GL_FLOPPY_SEGMENT_COUNT; ++i) {
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tex->u = (i * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT;
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tex->v = tex_y_out;
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tex++;
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tex->u = (i * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT;
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tex->v = tex_y_in;
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tex++;
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tex->u = ((i + 1) * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT;
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tex->v = tex_y_out;
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tex++;
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tex->u = ((i + 1) * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT;
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tex->v = tex_y_in;
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tex++;
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tex->u = ((i + 1) * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT;
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tex->v = tex_y_out;
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tex++;
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tex->u = (i * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT;
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tex->v = tex_y_in;
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tex++;
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}
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}
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/*
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* This function takes the video frame size and calculate a vertice list and
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* texture coordinates that will be used to draw the video frame.
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*
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* The base rectangle is made from video_frame, split into a grid , that are
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* then distorted to simulate the barell effect of the CRT screen.
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*/
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void
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mii_generate_screen_mesh(
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mii_mui_t * ui )
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{
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mii_mui_v_array_t * vtx = &ui->video_mesh;
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mii_mui_v_array_clear(vtx);
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c2_rect_t r = C2_RECT(0, 0, MII_VIDEO_WIDTH, MII_VIDEO_HEIGHT);
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const int x_steps = 32;
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const int y_steps = 32;
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const float width = c2_rect_width(&r), height = c2_rect_height(&r);
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const float barell = 0.00000025;
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// printf("Frame is %s w:%d h:%d\n", c2_rect_as_str(&r), (int)width, (int)height);
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for (int j = 0; j <= y_steps; j++) {
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float y1 = -(height / 2) + ((height / y_steps) * j);
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float v = (float)j / y_steps;
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for (int i = 0; i <= x_steps; i++) {
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float x1 = -(width / 2) + ((width / x_steps) * i);
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float u = (float)i / x_steps;
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float r1 = sqrt(x1 * x1 + y1 * y1);
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float r2 = 1.0 - barell * (r1 * r1);
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float x2 = x1 * r2;
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float y2 = y1 * r2;
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float x3 = r.l + x2 + (width / 2);
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float y3 = r.t + y2 + (height / 2);
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#if 0
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printf("%2dx%2d : x:%4.2f y:%4.2f x1:%4.2f y1:%4.2f\n"
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"\tr1:%.2f r2:%.2f\n"
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"\tx2:%4.2f y2:%4.2f\n"
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"\tx3:%4.2f y3:%4.2f\n",
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i, j, x, y, x1, y1, r1, r2, x2, y2, x3, y3);
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#endif
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mii_mui_v_array_push(vtx, (mii_mui_v_t){
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.x = x3, .y = y3,
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.u = u, .v = v
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});
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}
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}
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int_array_t * idx = &ui->video_indices;
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int_array_clear(idx);
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/* generate triangles vertice indexes */
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for (int j = 0; j < y_steps; j++) {
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for (int i = 0; i < x_steps ; i++) {
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int tl = i + j * (x_steps + 1);
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int tr = i + 1 + j * (x_steps + 1);
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int bl = i + (j + 1) * (x_steps + 1);
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int br = i + 1 + (j + 1) * (x_steps + 1);
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int_array_push(idx, tl);
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int_array_push(idx, bl);
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int_array_push(idx, tr);
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int_array_push(idx, tr);
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int_array_push(idx, bl);
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int_array_push(idx, br);
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}
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}
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}
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2024-02-18 10:32:33 +00:00
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void
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mii_mui_showhide_ui_machine(
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mii_mui_t * ui )
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{
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pt_start(ui->transision_state);
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while (ui->transition.state == MII_MUI_TRANSITION_NONE)
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pt_yield(ui->transision_state);
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ui->transition.start = mui_get_time();
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ui->transition.end = ui->transition.start + (MUI_TIME_SECOND / 2);
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ui->transition.from = ui->video_frame;
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switch (ui->transition.state) {
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case MII_MUI_TRANSITION_HIDE_UI:
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ui->mui_visible = false;
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ui->transition.to = mii_mui_get_video_position(ui);
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ui->mui_visible = true;
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break;
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case MII_MUI_TRANSITION_SHOW_UI:
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ui->mui_visible = true;
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ui->transition.to = mii_mui_get_video_position(ui);
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break;
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}
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while (1) {
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mui_time_t now = mui_get_time();
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float t = (now - ui->transition.start) /
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(float)(ui->transition.end - ui->transition.start);
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if (t >= 1.0f)
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break;
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switch (ui->transition.state) {
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case MII_MUI_TRANSITION_HIDE_UI:
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ui->mui_alpha = 1.0f - t;
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break;
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case MII_MUI_TRANSITION_SHOW_UI:
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ui->mui_alpha = t;
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break;
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}
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ui->video_frame = c2_rect_interpolate(
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&ui->transition.from, &ui->transition.to, t);
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pt_yield(ui->transision_state);
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}
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switch (ui->transition.state) {
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case MII_MUI_TRANSITION_HIDE_UI:
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ui->mui_visible = false;
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ui->mui_alpha = 0.0f;
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break;
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case MII_MUI_TRANSITION_SHOW_UI:
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ui->mui_alpha = 1.0f;
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break;
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}
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ui->transition.state = MII_MUI_TRANSITION_NONE;
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pt_end(ui->transision_state);
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}
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void
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mii_mui_update_mouse_card(
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mii_mui_t * ui)
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{
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mii_t * mii = &ui->mii;
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mui_t * mui = &ui->mui;
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/*
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* We can grab the mouse if it is enabled by the driver, it is in the
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* video frame, and there is no active MUI windows (or menus).
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*/
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if (mii->mouse.enabled &&
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c2_rect_contains_pt(&ui->video_frame, &ui->mouse.pos) &&
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!(ui->mui_visible && mui_has_active_windows(mui))) {
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if (!ui->mouse.grabbed) {
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ui->mouse.grab = 1;
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ui->mouse.grabbed = 1;
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// printf("Grab mouse\n");
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}
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} else {
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if (ui->mouse.grabbed) {
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ui->mouse.ungrab = 1;
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ui->mouse.grabbed = 0;
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// printf("Ungrab mouse\n");
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}
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}
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if (!ui->mouse.grabbed)
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return;
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double x = ui->mouse.pos.x - ui->video_frame.l;
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double y = ui->mouse.pos.y - ui->video_frame.t;
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// get mouse button state
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int button = ui->mouse.down;
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// clamp coordinates inside bounds
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double vw = c2_rect_width(&ui->video_frame);
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double vh = c2_rect_height(&ui->video_frame);
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double mw = mii->mouse.max_x - mii->mouse.min_x;
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double mh = mii->mouse.max_y - mii->mouse.min_y;
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// normalize mouse coordinates
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mii->mouse.x = mii->mouse.min_x + (x * mw / vw) + 0.5;
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mii->mouse.y = mii->mouse.min_y + (y * mh / vh) + 0.5;
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mii->mouse.button = button;
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}
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void
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mii_mui_init(
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mii_mui_t * ui,
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c2_pt_t window_size)
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{
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mui_drawable_t * dr = &ui->pixels.mui;
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// annoyingly I have to make it a LOT bigger to handle that the
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2024-11-23 16:53:42 +00:00
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// non-power-of-2 texture extension is not available everywhere
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2024-02-18 10:32:33 +00:00
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// textures, which is a bit of a waste of memory, but oh well.
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#if MII_MUI_GL_POW2
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int padded_x = 1;
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int padded_y = 1;
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while (padded_x < window_size.x)
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padded_x <<= 1;
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while (padded_y < window_size.y)
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padded_y <<= 1;
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#else
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int padded_x = window_size.x;
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int padded_y = window_size.y;
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#endif
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mui_drawable_init(dr, C2_PT(padded_x, padded_y), 32, NULL, 0);
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dr->texture.size = C2_PT(padded_x, padded_y);
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ui->mui.screen_size = dr->pix.size;
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ui->window_size = window_size;
|
|
|
|
ui->mui_alpha = 1.0f;
|
|
|
|
ui->mui_visible = true;
|
|
|
|
ui->video_frame = mii_mui_get_video_position(ui);
|
2024-11-23 16:53:42 +00:00
|
|
|
mii_generate_screen_mesh(ui);
|
2024-02-18 10:32:33 +00:00
|
|
|
|
|
|
|
mui_t * mui = &ui->mui;
|
|
|
|
mui_init(mui);
|
|
|
|
mii_mui_menus_init(ui);
|
|
|
|
mii_mui_menu_slot_menu_update(ui);
|
|
|
|
// Tell libmui to clear the background with transparency.
|
|
|
|
mui->color.clear.value = 0;
|
|
|
|
}
|
2024-11-23 16:53:42 +00:00
|
|
|
|