mii_emu/libmui/mui/mui_window.c
Michel Pollet 5650323d05
Support Write Protect in Disk2 load dialog, etc
Also fixes a crashing bug in cg.c, and various other bits.
2024-02-14 09:12:29 +00:00

504 lines
12 KiB
C

/*
* mui_window.c
*
* Copyright (C) 2023 Michel Pollet <buserror@gmail.com>
*
* SPDX-License-Identifier: MIT
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <unistd.h>
#include <execinfo.h>
#include "mui_priv.h"
#include "cg.h"
enum mui_window_part_e {
MUI_WINDOW_PART_NONE = 0,
MUI_WINDOW_PART_CONTENT,
MUI_WINDOW_PART_TITLE,
MUI_WINDOW_PART_FRAME,
MUI_WINDOW_PART_COUNT,
};
static void
mui_window_update_rects(
mui_window_t *win,
mui_font_t * main )
{
int title_height = main->size;
c2_rect_t content = win->frame;
c2_rect_inset(&content, 4, 4);
content.t += title_height - 1;
win->content = content;
}
void
mui_titled_window_draw(
struct mui_t *ui,
mui_window_t *win,
mui_drawable_t *dr)
{
mui_font_t * main = mui_font_find(ui, "main");
if (!main)
return;
mui_window_update_rects(win, main);
int title_height = main->size;
struct cg_ctx_t * cg = mui_drawable_get_cg(dr);
mui_color_t frameFill = MUI_COLOR(0xbbbbbbff);
mui_color_t contentFill = MUI_COLOR(0xf0f0f0ff);
mui_color_t frameColor = MUI_COLOR(0x000000ff);
mui_color_t decoColor = MUI_COLOR(0x999999ff);
mui_color_t titleColor = MUI_COLOR(0x000000aa);
mui_color_t dimTitleColor = MUI_COLOR(0x00000055);
cg_set_line_width(cg, 1);
cg_rectangle(cg, win->frame.l + 0.5f, win->frame.t + 0.5f,
c2_rect_width(&win->frame) - 1, c2_rect_height(&win->frame) - 1);
cg_rectangle(cg, win->content.l + 0.5f, win->content.t + 0.5f,
c2_rect_width(&win->content) - 1, c2_rect_height(&win->content) - 1);
cg_set_source_color(cg, &CG_COLOR(frameFill));
cg_fill_preserve(cg);
cg_set_source_color(cg, &CG_COLOR(frameColor));
cg_stroke(cg);
bool isFront = mui_window_front(ui) == win;
if (isFront) {
const int lrMargin = 6;
const int steps = 6;
cg_set_line_width(cg, 2);
for (int i = 1; i < (title_height + 4) / steps; i++) {
cg_move_to(cg, win->frame.l + lrMargin, win->frame.t + i * steps);
cg_line_to(cg, win->frame.r - lrMargin, win->frame.t + i * steps);
}
cg_set_source_color(cg, &CG_COLOR(decoColor));
cg_stroke(cg);
}
if (win->title) {
stb_ttc_measure m = {};
mui_font_text_measure(main, win->title, &m);
int title_width = m.x1 - m.x0;
c2_rect_t title = win->frame;
c2_rect_offset(&title, 0, 1);
title.b = title.t + title_height;
title.l += (c2_rect_width(&win->frame) / 2) - (title_width / 2);
title.r = title.l + title_width;
if (isFront) {
c2_rect_t titleBack = title;
c2_rect_inset(&titleBack, -6, 0);
cg_round_rectangle(cg, titleBack.l, titleBack.t,
c2_rect_width(&titleBack), c2_rect_height(&titleBack), 12, 12);
cg_set_source_color(cg, &CG_COLOR(frameFill));
cg_fill(cg);
}
mui_font_text_draw(main, dr,
C2_PT(-m.x0 + 1 + title.l, title.t + 0),
win->title, strlen(win->title),
isFront ? titleColor : dimTitleColor);
}
cg_set_source_color(cg, &CG_COLOR(contentFill));
cg_rectangle(cg, win->content.l + 0.5f, win->content.t + 0.5f,
c2_rect_width(&win->content) - 1, c2_rect_height(&win->content) - 1);
cg_fill(cg);
}
mui_window_t *
mui_window_create(
struct mui_t *ui,
c2_rect_t frame,
mui_wdef_p wdef,
uint8_t layer,
const char *title,
uint32_t instance_size)
{
mui_window_t * w = calloc(1,
instance_size >= sizeof(*w) ?
instance_size : sizeof(*w));
w->ui = ui;
w->frame = frame;
w->title = title ? strdup(title) : NULL;
w->wdef = wdef;
w->flags.layer = layer;
TAILQ_INIT(&w->controls);
TAILQ_INIT(&w->zombies);
STAILQ_INIT(&w->actions);
pixman_region32_init(&w->inval);
TAILQ_INSERT_HEAD(&ui->windows, w, self);
mui_window_select(w); // place it in it's own layer
mui_font_t * main = mui_font_find(ui, "main");
mui_window_update_rects(w, main);
mui_window_inval(w, NULL); // just to mark the UI dirty
return w;
}
void
_mui_control_free(
mui_control_t * c );
void
_mui_window_free(
mui_window_t *win)
{
if (!win)
return;
pixman_region32_fini(&win->inval);
mui_control_t * c;
while ((c = TAILQ_FIRST(&win->controls))) {
mui_control_dispose(c);
}
while ((c = TAILQ_FIRST(&win->zombies))) {
TAILQ_REMOVE(&win->zombies, c, self);
_mui_control_free(c);
}
if (win->title)
free(win->title);
free(win);
}
void
mui_window_dispose(
mui_window_t *win)
{
if (!win)
return;
if (win->flags.zombie) {
printf("%s: DOUBLE delete %s\n", __func__, win->title);
return;
}
bool was_front = mui_window_isfront(win);
mui_window_action(win, MUI_WINDOW_ACTION_CLOSE, NULL);
mui_window_inval(win, NULL); // just to mark the UI dirty
if (win->wdef)
win->wdef(win, MUI_WDEF_DISPOSE, NULL);
struct mui_t *ui = win->ui;
TAILQ_REMOVE(&ui->windows, win, self);
if (ui->event_capture == win)
ui->event_capture = NULL;
if (ui->action_active) {
// printf("%s %s is now zombie\n", __func__, win->title);
win->flags.zombie = true;
TAILQ_INSERT_TAIL(&ui->zombies, win, self);
} else
_mui_window_free(win);
if (was_front) {
mui_window_t * front = mui_window_front(ui);
if (front)
mui_window_inval(front, NULL);
}
}
void
mui_window_draw(
mui_window_t *win,
mui_drawable_t *dr)
{
mui_drawable_clip_push(dr, &win->frame);
if (win->wdef)
win->wdef(win, MUI_WDEF_DRAW, dr);
else
mui_titled_window_draw(win->ui, win, dr);
struct cg_ctx_t * cg = mui_drawable_get_cg(dr);
cg_save(cg);
// cg_translate(cg, content.l, content.t);
mui_control_t * c, *safe;
TAILQ_FOREACH_SAFE(c, &win->controls, self, safe) {
mui_control_draw(win, c, dr);
}
cg_restore(cg);
mui_drawable_clip_pop(dr);
}
bool
mui_window_handle_keyboard(
mui_window_t *win,
mui_event_t *event)
{
if (!mui_window_isfront(win))
return false;
if (win->wdef && win->wdef(win, MUI_WDEF_EVENT, event)) {
// printf("%s %s handled it\n", __func__, win->title);
return true;
}
// printf("%s %s checkint controls\n", __func__, win->title);
mui_control_t * c, *safe;
TAILQ_FOREACH_SAFE(c, &win->controls, self, safe) {
if (mui_control_event(c, event)) {
// printf("%s control %s handled it\n", __func__, c->title);
return true;
}
}
return false;
}
bool
mui_window_handle_mouse(
mui_window_t *win,
mui_event_t *event)
{
if (win->wdef && win->wdef(win, MUI_WDEF_EVENT, event))
return true;
switch (event->type) {
case MUI_EVENT_WHEEL: {
if (!c2_rect_contains_pt(&win->frame, &event->wheel.where))
return false;
mui_control_t * c = mui_control_locate(win, event->wheel.where);
if (!c)
return false;
if (c->cdef && c->cdef(c, MUI_CDEF_EVENT, event)) {
return true;
}
} break;
case MUI_EVENT_BUTTONDOWN: {
if (!c2_rect_contains_pt(&win->frame, &event->mouse.where))
return false;
mui_control_t * c = mui_control_locate(win, event->mouse.where);
/* if modifiers like control is down, don't select */
if (!(event->modifiers & MUI_MODIFIER_CTRL))
mui_window_select(win);
if (mui_window_front(win->ui) != win)
c = NULL;
if (!c) {
/* find where we clicked in the window */
win->ui->event_capture = win;
win->click_loc = event->mouse.where;
c2_pt_offset(&win->click_loc, -win->frame.l, -win->frame.t);
win->flags.hit_part = MUI_WINDOW_PART_FRAME;
if (event->mouse.where.y < win->content.t)
win->flags.hit_part = MUI_WINDOW_PART_TITLE;
else if (c2_rect_contains_pt(&win->content, &event->mouse.where))
win->flags.hit_part = MUI_WINDOW_PART_CONTENT;
} else
win->flags.hit_part = MUI_WINDOW_PART_CONTENT;
if (c) {
if (c->cdef && c->cdef(c, MUI_CDEF_EVENT, event)) {
// c->state = MUI_CONTROL_STATE_CLICKED;
win->control_clicked = c;
}
}
return true;
} break;
case MUI_EVENT_DRAG:
if (win->flags.hit_part == MUI_WINDOW_PART_TITLE) {
c2_rect_t frame = win->frame;
c2_rect_offset(&frame,
-win->frame.l + event->mouse.where.x - win->click_loc.x,
-win->frame.t + event->mouse.where.y - win->click_loc.y);
// todo, get that visibel rectangle from somewhere else
c2_rect_t screen = { .br = win->ui->screen_size };
screen.t += 35;
c2_rect_t title_bar = frame;
title_bar.b = title_bar.t + 35; // TODO fix that
if (c2_rect_intersect_rect(&title_bar, &screen)) {
c2_rect_t o;
c2_rect_clip_rect(&title_bar, &screen, &o);
if (c2_rect_width(&o) > 10 && c2_rect_height(&o) > 10) {
mui_window_inval(win, NULL); // old frame
win->frame = frame;
mui_window_inval(win, NULL); // new frame
}
}
// mui_window_inval(win, NULL);
return true;
}
if (win->control_clicked) {
mui_control_t * c = win->control_clicked;
if (c->cdef && c->cdef(c, MUI_CDEF_EVENT, event)) {
return true;
} else
win->control_clicked = NULL;
}
return win->flags.hit_part != MUI_WINDOW_PART_NONE;
break;
case MUI_EVENT_BUTTONUP: {
int part = win->flags.hit_part;
win->flags.hit_part = MUI_WINDOW_PART_NONE;
win->ui->event_capture = NULL;
if (win->control_clicked) {
mui_control_t * c = win->control_clicked;
win->control_clicked = NULL;
if (c->cdef && c->cdef(c, MUI_CDEF_EVENT, event))
return true;
}
return part != MUI_WINDOW_PART_NONE;
} break;
case MUI_EVENT_MOUSEENTER:
case MUI_EVENT_MOUSELEAVE:
break;
}
// printf("MOUSE %s button %d\n", __func__, event->mouse.button);
// printf("MOUSE %s %s\n", __func__, c->title);
return false;
}
void
mui_window_inval(
mui_window_t *win,
c2_rect_t * r)
{
if (!win)
return;
c2_rect_t frame = win->frame;
c2_rect_t forward = {};
if (!r) {
// printf("%s %s inval %s (whole)\n", __func__, win->title, c2_rect_as_str(&frame));
pixman_region32_reset(&win->inval, (pixman_box32_t*)&frame);
forward = frame;
mui_window_t * w, *save;
TAILQ_FOREACH_SAFE(w, &win->ui->windows, self, save) {
if (w == win || !c2_rect_intersect_rect(&w->frame, &forward))
continue;
pixman_region32_union_rect(&w->inval, &w->inval,
forward.l, forward.t,
c2_rect_width(&forward), c2_rect_height(&forward));
}
} else {
c2_rect_t local = *r;
c2_rect_offset(&local, win->content.l, win->content.t);
forward = local;
pixman_region32_union_rect(&win->inval, &win->inval,
forward.l, forward.t,
c2_rect_width(&forward), c2_rect_height(&forward));
}
if (c2_rect_isempty(&forward))
return;
pixman_region32_union_rect(&win->ui->inval, &win->ui->inval,
forward.l, forward.t,
c2_rect_width(&forward), c2_rect_height(&forward));
}
mui_window_t *
mui_window_front(
struct mui_t *ui)
{
if (!ui)
return NULL;
mui_window_t * w, *save;
TAILQ_FOREACH_REVERSE_SAFE(w, &ui->windows, windows, self, save) {
if (w->flags.hidden)
continue;
if (w->flags.layer < MUI_WINDOW_MENUBAR_LAYER)
return w;
}
return NULL;
}
bool
mui_window_isfront(
mui_window_t *win)
{
if (!win)
return NULL;
mui_window_t * next = TAILQ_NEXT(win, self);
while (next && next->flags.hidden)
next = TAILQ_NEXT(next, self);
if (!next)
return true;
if (next->flags.layer > win->flags.layer)
return true;
return false;
}
bool
mui_window_select(
mui_window_t *win)
{
bool res = false;
if (!win)
return false;
mui_window_t *last = NULL;
if (mui_window_isfront(win))
goto done;
res = true;
mui_window_inval(win, NULL);
TAILQ_REMOVE(&win->ui->windows, win, self);
mui_window_t *w, *save;
TAILQ_FOREACH_SAFE(w, &win->ui->windows, self, save) {
if (w->flags.layer > win->flags.layer) {
TAILQ_INSERT_BEFORE(w, win, self);
goto done;
}
last = w;
}
TAILQ_INSERT_TAIL(&win->ui->windows, win, self);
done:
if (last) // we are deselecting this one, so redraw it
mui_window_inval(last, NULL);
#if 0
printf("%s %s res:%d stack is now:\n", __func__, win->title, res);
TAILQ_FOREACH(w, &win->ui->windows, self) {
printf(" L:%2d T:%s\n", w->flags.layer, w->title);
}
#endif
return res;
}
void
mui_window_action(
mui_window_t * win,
uint32_t what,
void * param )
{
if (!win)
return;
win->ui->action_active++;
mui_action_t *a;
STAILQ_FOREACH(a, &win->actions, self) {
if (!a->window_cb)
continue;
a->window_cb(win, a->cb_param, what, param);
}
win->ui->action_active--;
}
void
mui_window_set_action(
mui_window_t * win,
mui_window_action_p cb,
void * param )
{
if (!win || !cb)
return;
mui_action_t *a;
STAILQ_FOREACH(a, &win->actions, self) {
if (a->window_cb == cb && a->cb_param == param)
return;
}
a = calloc(1, sizeof(*a));
a->window_cb = cb;
a->cb_param = param;
STAILQ_INSERT_TAIL(&win->actions, a, self);
}
mui_window_t *
mui_window_get_by_id(
struct mui_t *ui,
uint32_t uid )
{
mui_window_t *w;
TAILQ_FOREACH(w, &ui->windows, self) {
if (w->uid == uid)
return w;
}
return NULL;
}
void
mui_window_set_id(
mui_window_t *win,
uint32_t uid)
{
if (!win)
return;
win->uid = uid;
}