Mercurial > repos > blastem
view nuklear_ui/blastem_nuklear.c @ 1474:c5c022c7aa54 nuklear_ui
Initial work on Nuklear-based UI
author | Michael Pavone <pavone@retrodev.com> |
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date | Tue, 21 Nov 2017 19:07:43 -0800 |
parents | |
children | afa3fbb76bff |
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#define NK_IMPLEMENTATION #define NK_SDL_GLES2_IMPLEMENTATION #include <stdlib.h> #include "blastem_nuklear.h" #include "font.h" #include "../render.h" #include "../render_sdl.h" #include "../util.h" #include "../paths.h" #include "../blastem.h" static struct nk_context *context; typedef void (*view_fun)(struct nk_context *); static view_fun current_view; void view_play(struct nk_context *context) { } void view_load(struct nk_context *context) { static char *current_path; static dir_entry *entries; static size_t num_entries; static uint32_t selected_entry; get_initial_browse_path(¤t_path); if (!entries) { entries = get_dir_list(current_path, &num_entries); } uint32_t width = render_width(); uint32_t height = render_height(); if (nk_begin(context, "Load ROM", nk_rect(0, 0, width, height), 0)) { nk_layout_row_static(context, height - 100, width - 60, 1); if (nk_group_begin(context, "Select ROM", NK_WINDOW_BORDER | NK_WINDOW_TITLE)) { nk_layout_row_static(context, 28, width-100, 1); for (uint32_t i = 0; i < num_entries; i++) { int selected = i == selected_entry; nk_selectable_label(context, entries[i].name, NK_TEXT_ALIGN_LEFT, &selected); if (selected) { selected_entry = i; } } nk_group_end(context); } nk_layout_row_static(context, 52, 300, 1); if (nk_button_label(context, "Open")) { if (entries[selected_entry].is_dir) { char *old = current_path; char const *pieces[] = {old, PATH_SEP, entries[selected_entry].name}; current_path = alloc_concat_m(3, pieces); free(old); free_dir_list(entries, num_entries); entries = NULL; } else { //TODO: load ROM current_view = view_play; } } nk_end(context); } } void view_about(struct nk_context *context) { } typedef struct { const char *title; view_fun next_view; } menu_item; static void menu(struct nk_context *context, uint32_t num_entries, const menu_item *items) { const uint32_t button_height = 52; const uint32_t ideal_button_width = 300; const uint32_t button_space = 6; uint32_t width = render_width(); uint32_t height = render_height(); uint32_t top = height/2 - (button_height * num_entries)/2; uint32_t button_width = width > ideal_button_width ? ideal_button_width : width; uint32_t left = width/2 - button_width/2; nk_layout_space_begin(context, NK_STATIC, top + button_height * num_entries, num_entries); for (uint32_t i = 0; i < num_entries; i++) { nk_layout_space_push(context, nk_rect(left, top + i * button_height, button_width, button_height-button_space)); if (nk_button_label(context, items[i].title)) { current_view = items[i].next_view; if (!current_view) { exit(0); } } } nk_layout_space_end(context); } void view_menu(struct nk_context *context) { static menu_item items[] = { {"Load ROM", view_load}, {"About", view_about}, {"Exit", NULL} }; const uint32_t num_buttons = 3; if (nk_begin(context, "Main Menu", nk_rect(0, 0, render_width(), render_height()), 0)) { menu(context, sizeof(items)/sizeof(*items), items); nk_end(context); } } void blastem_nuklear_render(void) { nk_input_end(context); current_view(context); glViewport(0, 0, render_width(), render_height()); /* glClear(GL_COLOR_BUFFER_BIT); glClearColor(0, 0, 0, 0);*/ nk_sdl_render(NK_ANTI_ALIASING_ON, 512 * 1024, 128 * 1024); //SDL_GL_SwapWindow(render_get_window()); nk_input_begin(context); } void idle_loop(void) { while (current_view != view_play) { render_update_display(); } } static void handle_event(SDL_Event *event) { nk_sdl_handle_event(event); } void blastem_nuklear_init(uint8_t file_loaded) { context = nk_sdl_init(render_get_window()); struct nk_font_atlas *atlas; nk_sdl_font_stash_begin(&atlas); char *font = default_font_path(); if (!font) { fatal_error("Failed to find default font path\n"); } struct nk_font *def_font = nk_font_atlas_add_from_file(atlas, font, 30, NULL); nk_sdl_font_stash_end(); nk_style_set_font(context, &def_font->handle); current_view = file_loaded ? view_play : view_menu; render_set_ui_render_fun(blastem_nuklear_render); render_set_event_handler(handle_event); idle_loop(); }