/* * mii_mui.c * * Copyright (C) 2024 Michel Pollet * * SPDX-License-Identifier: MIT */ /* * This contains the integration between the MII video and the MUI interface * without any specific windowing system, it should be possible to use this * with a native windowing system, or a portable one like SDL2 or GLFW * This doesn't do anything to draw on screen, it just moves the video * rectangle around, and handles the mouse mapping to the video frame. */ #include #include #include "mii_mui.h" #include "minipt.h" #define MII_MUI_GL_POW2 0 c2_rect_t c2_rect_interpolate( c2_rect_t *a, c2_rect_t *b, float t) { c2_rect_t r = {}; r.l = 0.5 + a->l + (b->l - a->l) * t; r.r = 0.5 + a->r + (b->r - a->r) * t; r.t = 0.5 + a->t + (b->t - a->t) * t; r.b = 0.5 + a->b + (b->b - a->b) * t; return r; } c2_rect_t mii_mui_get_video_position( mii_mui_t * ui) { c2_rect_t r = C2_RECT(0, 0, MII_VIDEO_WIDTH, MII_VIDEO_HEIGHT); if (ui->mui_visible) { float fac = (ui->window_size.y - 38) / (float)MII_VIDEO_HEIGHT; c2_rect_scale(&r, fac); c2_rect_offset(&r, (ui->window_size.x / 2) - (c2_rect_width(&r) / 2), 36); } else { float fac = (ui->window_size.y) / (float)MII_VIDEO_HEIGHT; c2_rect_scale(&r, fac); c2_rect_offset(&r, (ui->window_size.x / 2) - (c2_rect_width(&r) / 2), (ui->window_size.y / 2) - (c2_rect_height(&r) / 2)); c2_rect_inset(&r, 10, 10); } return r; } void mii_mui_showhide_ui_machine( mii_mui_t * ui ) { pt_start(ui->transision_state); while (ui->transition.state == MII_MUI_TRANSITION_NONE) pt_yield(ui->transision_state); ui->transition.start = mui_get_time(); ui->transition.end = ui->transition.start + (MUI_TIME_SECOND / 2); ui->transition.from = ui->video_frame; switch (ui->transition.state) { case MII_MUI_TRANSITION_HIDE_UI: ui->mui_visible = false; ui->transition.to = mii_mui_get_video_position(ui); ui->mui_visible = true; break; case MII_MUI_TRANSITION_SHOW_UI: ui->mui_visible = true; ui->transition.to = mii_mui_get_video_position(ui); break; } while (1) { mui_time_t now = mui_get_time(); float t = (now - ui->transition.start) / (float)(ui->transition.end - ui->transition.start); if (t >= 1.0f) break; switch (ui->transition.state) { case MII_MUI_TRANSITION_HIDE_UI: ui->mui_alpha = 1.0f - t; break; case MII_MUI_TRANSITION_SHOW_UI: ui->mui_alpha = t; break; } ui->video_frame = c2_rect_interpolate( &ui->transition.from, &ui->transition.to, t); pt_yield(ui->transision_state); } switch (ui->transition.state) { case MII_MUI_TRANSITION_HIDE_UI: ui->mui_visible = false; ui->mui_alpha = 0.0f; break; case MII_MUI_TRANSITION_SHOW_UI: ui->mui_alpha = 1.0f; break; } ui->transition.state = MII_MUI_TRANSITION_NONE; pt_end(ui->transision_state); } void mii_mui_update_mouse_card( mii_mui_t * ui) { mii_t * mii = &ui->mii; mui_t * mui = &ui->mui; /* * We can grab the mouse if it is enabled by the driver, it is in the * video frame, and there is no active MUI windows (or menus). */ if (mii->mouse.enabled && c2_rect_contains_pt(&ui->video_frame, &ui->mouse.pos) && !(ui->mui_visible && mui_has_active_windows(mui))) { if (!ui->mouse.grabbed) { ui->mouse.grab = 1; ui->mouse.grabbed = 1; // printf("Grab mouse\n"); } } else { if (ui->mouse.grabbed) { ui->mouse.ungrab = 1; ui->mouse.grabbed = 0; // printf("Ungrab mouse\n"); } } if (!ui->mouse.grabbed) return; double x = ui->mouse.pos.x - ui->video_frame.l; double y = ui->mouse.pos.y - ui->video_frame.t; // get mouse button state int button = ui->mouse.down; // clamp coordinates inside bounds double vw = c2_rect_width(&ui->video_frame); double vh = c2_rect_height(&ui->video_frame); double mw = mii->mouse.max_x - mii->mouse.min_x; double mh = mii->mouse.max_y - mii->mouse.min_y; // normalize mouse coordinates mii->mouse.x = mii->mouse.min_x + (x * mw / vw) + 0.5; mii->mouse.y = mii->mouse.min_y + (y * mh / vh) + 0.5; mii->mouse.button = button; } void mii_mui_init( mii_mui_t * ui, c2_pt_t window_size) { mui_drawable_t * dr = &ui->pixels.mui; // annoyingly I have to make it a LOT bigger to handle that the // non-power-of-2 texture extension is not avialable everywhere // textures, which is a bit of a waste of memory, but oh well. #if MII_MUI_GL_POW2 int padded_x = 1; int padded_y = 1; while (padded_x < window_size.x) padded_x <<= 1; while (padded_y < window_size.y) padded_y <<= 1; #else int padded_x = window_size.x; int padded_y = window_size.y; #endif mui_drawable_init(dr, C2_PT(padded_x, padded_y), 32, NULL, 0); dr->texture.size = C2_PT(padded_x, padded_y); printf("MUI Padded UI size is %dx%d\n", padded_x, padded_y); ui->mui.screen_size = dr->pix.size; ui->window_size = window_size; ui->mui_alpha = 1.0f; ui->mui_visible = true; ui->video_frame = mii_mui_get_video_position(ui); 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; }