324 lines
12 KiB
Odin
324 lines
12 KiB
Odin
package ui
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import "base:runtime"
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import "core:fmt"
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import "core:strings"
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import "core:unicode/utf8"
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import mu "vendor:microui"
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import rl "vendor:raylib"
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@(private)
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Color32 :: [4]u8
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RLMU_State :: struct {
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atlas: rl.Texture2D,
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ctx: mu.Context,
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}
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global_state: ^RLMU_State
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@(init)
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rlmu_init :: proc "contextless" () {
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context = runtime.default_context()
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global_state = new(RLMU_State)
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}
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init :: proc(state := global_state) {
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// Allocate an array of 32 bit pixel colors for the atlas used by mui
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// An atlas is a big image packed with multiple smaller images. Like a sprite sheet!
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pixels := make([]Color32, mu.DEFAULT_ATLAS_WIDTH * mu.DEFAULT_ATLAS_HEIGHT)
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// mui has its default atlas already "baked" into a pixel array like ours
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// However it only stores the alpha of each pixel since there are not colors in the atlas
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// We can just copy the alpha values into the alpha channel of our pixels array, leaving the rgb as white
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for alpha, i in mu.default_atlas_alpha do pixels[i] = {255, 255, 255, alpha}
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// Create a raylib Image whose data is the pixels we just allocated
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image := rl.Image {
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data = raw_data(pixels),
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width = mu.DEFAULT_ATLAS_WIDTH,
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height = mu.DEFAULT_ATLAS_HEIGHT,
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format = .UNCOMPRESSED_R8G8B8A8,
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mipmaps = 1,
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}
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// The image we just created lives on the CPU side of things
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// If we want to actually draw stuff on the GPU we need to create a *Texture*
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// This will actually send the pixel data to the GPU so it can be rendered
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state.atlas = rl.LoadTextureFromImage(image)
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// Now that the pixel data is stored in video memory, we can delete the pixel array in system memory
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delete(pixels)
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image = {}
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// Initialize mui with our mui context
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mu.init(ctx = &state.ctx)
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// and point the text_width/height callback functions of our context to the default ones since we're using the default atlas
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state.ctx.text_width = mu.default_atlas_text_width
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state.ctx.text_height = mu.default_atlas_text_height
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// These variables are actually pointers to `(font: Font, str: string) -> i32` functions,
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// which mui uses to calculate the pixel width/height of a string when rendered with a certain font
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// Let's also assign the clipboard callbacks for copy/paste support. We have our own functions for handling these events.
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state.ctx.textbox_state.set_clipboard = set_clipboard
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state.ctx.textbox_state.get_clipboard = get_clipboard
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}
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destroy :: proc(state := global_state) {
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// Free atlas texture
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rl.UnloadTexture(state.atlas)
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}
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begin :: proc(state: ^RLMU_State = global_state) -> ^mu.Context {
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// Forward all input from raylib to mui
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// We need to tell mui what keys are pressed, where the mouse is etc so the ui can react accordingly
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forward_text_input(state)
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forward_mouse_input(state)
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forward_keyboard_input(state)
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// Now we can tell mui that we're ready to tell it what UI we want to draw
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mu.begin(&state.ctx)
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return &state.ctx
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}
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end :: proc(state := global_state) {
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// Tell mui that we're done drawing ui
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mu.end(&state.ctx)
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// We've "declared" the ui, but it's just a list of commands
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// Now we need to render the UI
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// mui transforms our high-level UI calls into a list of primitive render commands: text, rectangle, icon, clip (masking)
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current_command: ^mu.Command
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for cmd_variant in mu.next_command_iterator(&state.ctx, ¤t_command) {
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#partial switch cmd in cmd_variant {
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// Draw a (single-line) string
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case ^mu.Command_Text:
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// This is the top-left position of the first character in the string we need to draw
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// We will move it to the right as we draw each character
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draw_position := [2]i32{cmd.pos.x, cmd.pos.y}
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// Loop over each character in the text. This "do if" condition ensures that we only process single-byte ASCII characters.
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for char in cmd.str do if !is_utf8_continuation_byte(char) {
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// We need to convert the UTF8 character to an plain ASCII integer so that we can use it to index
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// into the mui default atlas.
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ascii := char_to_ascii(char)
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// "mu.default_atlas" is an array of rects for every character and icon in the default atlas texture
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// "mu.DEFAULT_ATLAS_FONT" stores the index of the atlas rect for the first ASCII character texture
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// By adding our ascii int to the base index we can get the rect for our char's texture
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rect := mu.default_atlas[mu.DEFAULT_ATLAS_FONT + ascii]
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// Now that we have the atlas rect for the current char we can draw it to the screen
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draw_mu_atlas_texture(state.atlas, rect, draw_position, cmd.color)
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// Finally, we need to offset our draw position before drawing the next char
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draw_position.x += rect.w
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}
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// Draw a rectangle
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case ^mu.Command_Rect:
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rl.DrawRectangle(
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cmd.rect.x,
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cmd.rect.y,
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cmd.rect.w,
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cmd.rect.h,
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transmute(rl.Color)cmd.color,
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)
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// Draw an icon
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case ^mu.Command_Icon:
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// cmd.id stores the index into the default_atlas array of rects which we can use to get the icons atlas rect
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rect := mu.default_atlas[cmd.id]
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x := cmd.rect.x + (cmd.rect.w - rect.w) / 2
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y := cmd.rect.y + (cmd.rect.h - rect.h) / 2
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draw_mu_atlas_texture(state.atlas, rect, {x, y}, cmd.color)
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// Start masking what we draw
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case ^mu.Command_Clip:
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// End any previous masking
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rl.EndScissorMode()
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// Begin a mask using the current commands rect
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rl.BeginScissorMode(cmd.rect.x, cmd.rect.y, cmd.rect.w, cmd.rect.h)
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}
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}
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// Make sure we end any lingering scissor mode.
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// Without this precaution it's possible for clipping to persist into the next frame
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// and obstruct stuff until the next clip command from microui is handled!
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rl.EndScissorMode()
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}
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@(deferred_in = destroy)
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init_scope :: proc(state := global_state) -> ^mu.Context {init(state); return &state.ctx}
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@(deferred_in = end)
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begin_scope :: proc(state := global_state) -> ^mu.Context {begin(state); return &state.ctx}
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// Sends the current text (typing) input from raylib to mui
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@(private)
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forward_text_input :: proc(state: ^RLMU_State) {
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// Create a buffer to hold UTF8 text input
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// UTF8 is a "variable width encoding" so some characters may be 1 byte whereas other may be up to 4
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text_input: [512]byte = ---
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// This will track the index into the text_input buffer where characters bytes will be copied to
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text_input_offset := 0
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// This loops reads the characters currently pressed until we've read all the pressed characters or we hit the
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// limit of our text input buffer. We'd only hit the limit if someone was holding a LOT of characters
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for text_input_offset < len(text_input) {
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// Get the pressed UTF8 character rune
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// Called multiple times since multiple keys may be pressed
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pressed_rune := rl.GetCharPressed()
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// If the pressed rune (Unicode character) is 0 there are no more keys pressed
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if pressed_rune == 0 do break
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// UTF8 characters are stored using "variable width encoding"
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// This means a character could be represented by 1-4 bytes
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// Encoding the rune into UTF8 always returns 4 bytes, but the count indicates how many runes the character actually is
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bytes, count := utf8.encode_rune(pressed_rune)
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// We'll copy from the start of the bytes array, up to the number of bytes used to represent the character,
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// into our text input buffer at the current text input offset
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copy(text_input[text_input_offset:], bytes[:count])
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// Finally we can offset the text_input_offset by the number of bytes we copied into the buffer
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text_input_offset += count
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}
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// Now we can send our text_input buffer to mui so it knows the currently pressed characters
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// We'll just send a slice of the full text_input buffer, up to the latest input offset since it probably wasn't filled
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mu.input_text(&state.ctx, string(text_input[:text_input_offset]))
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}
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// Sends the current mouse input from raylib to mui
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@(private)
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forward_mouse_input :: proc(state: ^RLMU_State) {
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// Get the current mouse position/scroll from raylib
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mouse_position := [2]i32{rl.GetMouseX(), rl.GetMouseY()}
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mouse_scroll := rl.GetMouseWheelMove() * -30
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// Send the mouse position/scroll to mui
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mu.input_mouse_move(&state.ctx, mouse_position.x, mouse_position.y)
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mu.input_scroll(&state.ctx, 0, i32(mouse_scroll))
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// This struct stores a mapping from a raylib mouse button enum to the equivalent mui enum
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MouseButtonMapping :: struct {
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rl: rl.MouseButton,
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mu: mu.Mouse,
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}
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// We'll create an array of mappings using the struct above
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@(static) MouseButtonMappings := [?]MouseButtonMapping {
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{.LEFT, .LEFT},
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{.RIGHT, .RIGHT},
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{.MIDDLE, .MIDDLE},
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}
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// Check each if each mouse button is down or released with Raylib and forward the event to mui if so
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for button in MouseButtonMappings {
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if rl.IsMouseButtonPressed(button.rl) {
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mu.input_mouse_down(&state.ctx, mouse_position.x, mouse_position.y, button.mu)
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} else if rl.IsMouseButtonReleased(button.rl) {
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mu.input_mouse_up(&state.ctx, mouse_position.x, mouse_position.y, button.mu)
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}
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}
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}
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// Sends the current keyboard input from raylib to mui
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// Not quite the same as forward_text_input_to_mui() which sends any pressed *characters*
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// whereas this sends specific "modifier" keys like Shift, Enter and Backspace
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@(private)
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forward_keyboard_input :: proc(state: ^RLMU_State) {
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// This struct stores a mapping from a raylib key enum to the equivalent mui enum
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KeyMapping :: struct {
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rl: rl.KeyboardKey,
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mu: mu.Key,
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}
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// We'll create an array of mappings using the struct above
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// We don't need to map every raylib key - just the ones mui needs for ui stuff
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@(static) KeyMappings := [?]KeyMapping {
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{.LEFT_SHIFT, .SHIFT},
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{.RIGHT_SHIFT, .SHIFT},
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{.LEFT_CONTROL, .CTRL},
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{.RIGHT_CONTROL, .CTRL},
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{.LEFT_ALT, .ALT},
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{.RIGHT_ALT, .ALT},
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{.ENTER, .RETURN},
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{.KP_ENTER, .RETURN},
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{.BACKSPACE, .BACKSPACE},
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{.DELETE, .DELETE},
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{.END, .END},
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{.HOME, .HOME},
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{.LEFT, .LEFT},
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{.RIGHT, .RIGHT},
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{.A, .A},
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{.C, .C},
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{.V, .V},
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{.X, .X},
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}
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for key in KeyMappings {
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if rl.IsKeyPressed(key.rl) {
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mu.input_key_down(&state.ctx, key.mu)
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} else if rl.IsKeyReleased(key.rl) {
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mu.input_key_up(&state.ctx, key.mu)
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}
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}
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}
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// Draws a section of the mui atlas to the screen with a tint
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// The target_position it draws to will be the top left of the drawn texture
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@(private)
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draw_mu_atlas_texture :: proc(
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atlas: rl.Texture2D,
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atlas_source: mu.Rect,
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target_position: [2]i32,
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color: mu.Color,
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) {
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// Create a raylib version of the source rect and target position.
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// We don't have to do this for the color since its memory layout is identical
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rl_target_position := rl.Vector2{f32(target_position.x), f32(target_position.y)}
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rl_atlas_source := rl.Rectangle {
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f32(atlas_source.x),
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f32(atlas_source.y),
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f32(atlas_source.w),
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f32(atlas_source.h),
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}
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// Draw the source rect part of the atlas (sprite) to the screen
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// We can transmute the mu.Color to a rl.Color since the memory layout is the same. This is like casting without type-checking
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rl.DrawTextureRec(atlas, rl_atlas_source, rl_target_position, transmute(rl.Color)color)
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}
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@(private)
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set_clipboard :: proc(user_data: rawptr, text: string) -> (ok: bool) {
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// Try and convert the text string handed to us from mui to a cstring, which raylib expects
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ctext, err := strings.clone_to_cstring(text, context.temp_allocator)
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if err == .None {
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rl.SetClipboardText(ctext)
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return true
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}
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return false
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}
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@(private)
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get_clipboard :: proc(user_data: rawptr) -> (text: string, ok: bool) {
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// Try and convert the cstring handed to us from raylib to a string, which mui expects
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ctext := rl.GetClipboardText()
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if ctext == nil || len(ctext) == 0 {
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ok = false
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return
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}
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clipboard_text, err := strings.clone_from_cstring(ctext, context.temp_allocator)
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text = clipboard_text
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ok = err == .None
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return
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}
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// Checks if the character is a continuation byte in UTF-8 encoding.
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// In UTF-8, any byte where the top two bits are 10 (binary 0x80 in hexadecimal) is a continuation byte.
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@(private)
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is_utf8_continuation_byte :: proc(char: rune) -> bool {
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return char & 0xc0 == 0x80
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}
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@(private)
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char_to_ascii :: proc(char: rune) -> int {
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return min(int(char), 127)
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}
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