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authorxolatile2025-07-16 23:07:43 +0200
committerxolatile2025-07-16 23:07:43 +0200
commit7256502afa0babe60fcafbd2888cd3e33c3f9b6b (patch)
tree8a8495662a69bdadc4b5d9152656b9f02a44d668 /src/engine/3dgui.cpp
parentbc596ac9d4cdd00abf537b88d3c544be161330cc (diff)
downloadxolatile-badassbug-7256502afa0babe60fcafbd2888cd3e33c3f9b6b.tar.xz
xolatile-badassbug-7256502afa0babe60fcafbd2888cd3e33c3f9b6b.tar.zst
Source code, broken...
Diffstat (limited to 'src/engine/3dgui.cpp')
-rw-r--r--src/engine/3dgui.cpp1398
1 files changed, 1398 insertions, 0 deletions
diff --git a/src/engine/3dgui.cpp b/src/engine/3dgui.cpp
new file mode 100644
index 0000000..f1f6ef2
--- /dev/null
+++ b/src/engine/3dgui.cpp
@@ -0,0 +1,1398 @@
+// creates multiple gui windows that float inside the 3d world
+
+// special feature is that its mostly *modeless*: you can use this menu while playing, without turning menus on or off
+// implementationwise, it is *stateless*: it keeps no internal gui structure, hit tests are instant, usage & implementation is greatly simplified
+
+#include "engine.h"
+
+#include "textedit.h"
+
+static bool layoutpass, actionon = false;
+static int mousebuttons = 0;
+static struct gui *windowhit = NULL;
+
+static float firstx, firsty;
+
+enum {FIELDCOMMIT, FIELDABORT, FIELDEDIT, FIELDSHOW, FIELDKEY};
+
+static int fieldmode = FIELDSHOW;
+static bool fieldsactive = false;
+
+static bool hascursor;
+static float cursorx = 0.5f, cursory = 0.5f;
+
+#define SHADOW 4
+#define ICON_SIZE (FONTH-SHADOW)
+#define SKIN_W 256
+#define SKIN_H 128
+#define SKIN_SCALE 4
+#define INSERT (3*SKIN_SCALE)
+#define MAXCOLUMNS 16
+
+VARP(guiautotab, 6, 16, 40);
+VARP(guiclicktab, 0, 0, 1);
+VARP(guifadein, 0, 1, 1);
+VARP(guipreviewtime, 0, 15, 1000);
+
+static int lastpreview = 0;
+
+static inline bool throttlepreview(bool loaded)
+{
+ if(loaded) return true;
+ if(totalmillis - lastpreview < guipreviewtime) return false;
+ lastpreview = totalmillis;
+ return true;
+}
+
+struct gui : g3d_gui
+{
+ struct list
+ {
+ int parent, w, h, springs, curspring, column;
+ };
+
+ int firstlist, nextlist;
+ int columns[MAXCOLUMNS];
+
+ static vector<list> lists;
+ static float hitx, hity;
+ static int curdepth, curlist, xsize, ysize, curx, cury;
+ static bool shouldmergehits, shouldautotab;
+
+ static void reset()
+ {
+ lists.setsize(0);
+ }
+
+ static int ty, tx, tpos, *tcurrent, tcolor; //tracking tab size and position since uses different layout method...
+
+ bool allowautotab(bool on)
+ {
+ bool oldval = shouldautotab;
+ shouldautotab = on;
+ return oldval;
+ }
+
+ void autotab()
+ {
+ if(tcurrent)
+ {
+ if(layoutpass && !tpos) tcurrent = NULL; //disable tabs because you didn't start with one
+ if(shouldautotab && !curdepth && (layoutpass ? 0 : cury) + ysize > guiautotab*FONTH) tab(NULL, tcolor);
+ }
+ }
+
+ bool shouldtab()
+ {
+ if(tcurrent && shouldautotab)
+ {
+ if(layoutpass)
+ {
+ int space = guiautotab*FONTH - ysize;
+ if(space < 0) return true;
+ int l = lists[curlist].parent;
+ while(l >= 0)
+ {
+ space -= lists[l].h;
+ if(space < 0) return true;
+ l = lists[l].parent;
+ }
+ }
+ else
+ {
+ int space = guiautotab*FONTH - cury;
+ if(ysize > space) return true;
+ int l = lists[curlist].parent;
+ while(l >= 0)
+ {
+ if(lists[l].h > space) return true;
+ l = lists[l].parent;
+ }
+ }
+ }
+ return false;
+ }
+
+ bool visible() { return (!tcurrent || tpos==*tcurrent) && !layoutpass; }
+
+ //tab is always at top of page
+ void tab(const char *name, int color)
+ {
+ if(curdepth != 0) return;
+ if(color) tcolor = color;
+ tpos++;
+ if(!name) name = intstr(tpos);
+ int w = max(text_width(name) - 2*INSERT, 0);
+ if(layoutpass)
+ {
+ ty = max(ty, ysize);
+ ysize = 0;
+ }
+ else
+ {
+ cury = -ysize;
+ int h = FONTH-2*INSERT,
+ x1 = curx + tx,
+ x2 = x1 + w + ((skinx[3]-skinx[2]) + (skinx[5]-skinx[4]))*SKIN_SCALE,
+ y1 = cury - ((skiny[6]-skiny[1])-(skiny[3]-skiny[2]))*SKIN_SCALE-h,
+ y2 = cury;
+ bool hit = tcurrent && windowhit==this && hitx>=x1 && hity>=y1 && hitx<x2 && hity<y2;
+ if(hit && (!guiclicktab || mousebuttons&G3D_DOWN))
+ *tcurrent = tpos; //roll-over to switch tab
+
+ drawskin(x1-skinx[visible()?2:6]*SKIN_SCALE, y1-skiny[1]*SKIN_SCALE, w, h, visible()?10:19, 9, gui2d ? 1 : 2, light, alpha);
+ text_(name, x1 + (skinx[3]-skinx[2])*SKIN_SCALE - (w ? INSERT : INSERT/2), y1 + (skiny[2]-skiny[1])*SKIN_SCALE - INSERT, tcolor, visible());
+ }
+ tx += w + ((skinx[5]-skinx[4]) + (skinx[3]-skinx[2]))*SKIN_SCALE;
+ }
+
+ bool ishorizontal() const { return curdepth&1; }
+ bool isvertical() const { return !ishorizontal(); }
+
+ void pushlist()
+ {
+ if(layoutpass)
+ {
+ if(curlist>=0)
+ {
+ lists[curlist].w = xsize;
+ lists[curlist].h = ysize;
+ }
+ list &l = lists.add();
+ l.parent = curlist;
+ l.springs = 0;
+ l.column = -1;
+ curlist = lists.length()-1;
+ xsize = ysize = 0;
+ }
+ else
+ {
+ curlist = nextlist++;
+ if(curlist >= lists.length()) // should never get here unless script code doesn't use same amount of lists in layout and render passes
+ {
+ list &l = lists.add();
+ l.parent = curlist;
+ l.springs = 0;
+ l.column = -1;
+ l.w = l.h = 0;
+ }
+ list &l = lists[curlist];
+ l.curspring = 0;
+ if(l.springs > 0)
+ {
+ if(ishorizontal()) xsize = l.w; else ysize = l.h;
+ }
+ else
+ {
+ xsize = l.w;
+ ysize = l.h;
+ }
+ }
+ curdepth++;
+ }
+
+ void poplist()
+ {
+ if(!lists.inrange(curlist)) return;
+ list &l = lists[curlist];
+ if(layoutpass)
+ {
+ l.w = xsize;
+ l.h = ysize;
+ if(l.column >= 0) columns[l.column] = max(columns[l.column], ishorizontal() ? ysize : xsize);
+ }
+ curlist = l.parent;
+ curdepth--;
+ if(lists.inrange(curlist))
+ {
+ int w = xsize, h = ysize;
+ if(ishorizontal()) cury -= h; else curx -= w;
+ list &p = lists[curlist];
+ xsize = p.w;
+ ysize = p.h;
+ if(!layoutpass && p.springs > 0)
+ {
+ list &s = lists[p.parent];
+ if(ishorizontal()) xsize = s.w; else ysize = s.h;
+ }
+ layout(w, h);
+ }
+ }
+
+ int text (const char *text, int color, const char *icon) { autotab(); return button_(text, color, icon, false, false); }
+ int button(const char *text, int color, const char *icon) { autotab(); return button_(text, color, icon, true, false); }
+ int title (const char *text, int color, const char *icon) { autotab(); return button_(text, color, icon, false, true); }
+
+ void separator() { autotab(); line_(FONTH/3); }
+ void progress(float percent) { autotab(); line_((FONTH*4)/5, percent); }
+
+ //use to set min size (useful when you have progress bars)
+ void strut(float size) { layout(isvertical() ? int(size*FONTW) : 0, isvertical() ? 0 : int(size*FONTH)); }
+ //add space between list items
+ void space(float size) { layout(isvertical() ? 0 : int(size*FONTW), isvertical() ? int(size*FONTH) : 0); }
+
+ void spring(int weight)
+ {
+ if(curlist < 0) return;
+ list &l = lists[curlist];
+ if(layoutpass) { if(l.parent >= 0) l.springs += weight; return; }
+ int nextspring = min(l.curspring + weight, l.springs);
+ if(nextspring <= l.curspring) return;
+ if(ishorizontal())
+ {
+ int w = xsize - l.w;
+ layout((w*nextspring)/l.springs - (w*l.curspring)/l.springs, 0);
+ }
+ else
+ {
+ int h = ysize - l.h;
+ layout(0, (h*nextspring)/l.springs - (h*l.curspring)/l.springs);
+ }
+ l.curspring = nextspring;
+ }
+
+ void column(int col)
+ {
+ if(curlist < 0 || !layoutpass || col < 0 || col >= MAXCOLUMNS) return;
+ list &l = lists[curlist];
+ l.column = col;
+ }
+
+ int layout(int w, int h)
+ {
+ if(layoutpass)
+ {
+ if(ishorizontal())
+ {
+ xsize += w;
+ ysize = max(ysize, h);
+ }
+ else
+ {
+ xsize = max(xsize, w);
+ ysize += h;
+ }
+ return 0;
+ }
+ else
+ {
+ bool hit = ishit(w, h);
+ if(ishorizontal()) curx += w;
+ else cury += h;
+ return (hit && visible()) ? mousebuttons|G3D_ROLLOVER : 0;
+ }
+ }
+
+ bool mergehits(bool on)
+ {
+ bool oldval = shouldmergehits;
+ shouldmergehits = on;
+ return oldval;
+ }
+
+ bool ishit(int w, int h, int x = curx, int y = cury)
+ {
+ if(shouldmergehits) return windowhit==this && (ishorizontal() ? hitx>=x && hitx<x+w : hity>=y && hity<y+h);
+ if(ishorizontal()) h = ysize;
+ else w = xsize;
+ return windowhit==this && hitx>=x && hity>=y && hitx<x+w && hity<y+h;
+ }
+
+ int image(Texture *t, float scale, const char *overlaid)
+ {
+ autotab();
+ if(scale==0) scale = 1;
+ int size = (int)(scale*2*FONTH)-SHADOW;
+ if(visible()) icon_(t, overlaid!=NULL, curx, cury, size, ishit(size+SHADOW, size+SHADOW), overlaid);
+ return layout(size+SHADOW, size+SHADOW);
+ }
+
+ int texture(VSlot &vslot, float scale, bool overlaid)
+ {
+ autotab();
+ if(scale==0) scale = 1;
+ int size = (int)(scale*2*FONTH)-SHADOW;
+ if(visible()) previewslot(vslot, overlaid, curx, cury, size, ishit(size+SHADOW, size+SHADOW));
+ return layout(size+SHADOW, size+SHADOW);
+ }
+
+ int playerpreview(int model, int team, int weap, float sizescale, const char *overlaid)
+ {
+ autotab();
+ if(sizescale==0) sizescale = 1;
+ int size = (int)(sizescale*2*FONTH)-SHADOW;
+ if(model>=0 && visible())
+ {
+ bool hit = ishit(size+SHADOW, size+SHADOW);
+ float xs = size, ys = size, xi = curx, yi = cury;
+ if(overlaid && hit && actionon)
+ {
+ hudnotextureshader->set();
+ gle::colorf(0, 0, 0, 0.75f);
+ rect_(xi+SHADOW, yi+SHADOW, xs, ys);
+ hudshader->set();
+ }
+ int x1 = int(floor(screenw*(xi*scale.x+origin.x))), y1 = int(floor(screenh*(1 - ((yi+ys)*scale.y+origin.y)))),
+ x2 = int(ceil(screenw*((xi+xs)*scale.x+origin.x))), y2 = int(ceil(screenh*(1 - (yi*scale.y+origin.y))));
+ glDisable(GL_BLEND);
+ modelpreview::start(x1, y1, x2-x1, y2-y1, overlaid!=NULL);
+ game::renderplayerpreview(model, team, weap);
+ modelpreview::end();
+ hudshader->set();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ if(overlaid)
+ {
+ if(hit)
+ {
+ hudnotextureshader->set();
+ glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ gle::colorf(1, 0.5f, 0.5f);
+ rect_(xi, yi, xs, ys);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ hudshader->set();
+ }
+ if(overlaid[0]) text_(overlaid, xi + xs/12, yi + ys - ys/12 - FONTH, hit ? 0xFF0000 : 0xFFFFFF, hit, hit);
+ if(!overlaytex) overlaytex = textureload("data/guioverlay.png", 3);
+ gle::color(light);
+ glBindTexture(GL_TEXTURE_2D, overlaytex->id);
+ rect_(xi, yi, xs, ys, 0);
+ }
+ }
+ return layout(size+SHADOW, size+SHADOW);
+ }
+
+ int modelpreview(const char *name, int anim, float sizescale, const char *overlaid, bool throttle)
+ {
+ autotab();
+ if(sizescale==0) sizescale = 1;
+ int size = (int)(sizescale*2*FONTH)-SHADOW;
+ if(name[0] && visible() && (!throttle || throttlepreview(modelloaded(name))))
+ {
+ bool hit = ishit(size+SHADOW, size+SHADOW);
+ float xs = size, ys = size, xi = curx, yi = cury;
+ if(overlaid && hit && actionon)
+ {
+ hudnotextureshader->set();
+ gle::colorf(0, 0, 0, 0.75f);
+ rect_(xi+SHADOW, yi+SHADOW, xs, ys);
+ hudshader->set();
+ }
+ int x1 = int(floor(screenw*(xi*scale.x+origin.x))), y1 = int(floor(screenh*(1 - ((yi+ys)*scale.y+origin.y)))),
+ x2 = int(ceil(screenw*((xi+xs)*scale.x+origin.x))), y2 = int(ceil(screenh*(1 - (yi*scale.y+origin.y))));
+ glDisable(GL_BLEND);
+ modelpreview::start(x1, y1, x2-x1, y2-y1, overlaid!=NULL);
+ model *m = loadmodel(name);
+ if(m)
+ {
+ entitylight light;
+ light.color = vec(1, 1, 1);
+ light.dir = vec(0, -1, 2).normalize();
+ vec center, radius;
+ m->boundbox(center, radius);
+ float yaw;
+ vec o = calcmodelpreviewpos(radius, yaw).sub(center);
+ rendermodel(&light, name, anim, o, yaw, 0, 0, NULL, NULL, 0);
+ }
+ modelpreview::end();
+ hudshader->set();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ if(overlaid)
+ {
+ if(hit)
+ {
+ hudnotextureshader->set();
+ glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ gle::colorf(1, 0.5f, 0.5f);
+ rect_(xi, yi, xs, ys);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ hudshader->set();
+ }
+ if(overlaid[0]) text_(overlaid, xi + xs/12, yi + ys - ys/12 - FONTH, hit ? 0xFF0000 : 0xFFFFFF, hit, hit);
+ if(!overlaytex) overlaytex = textureload("data/guioverlay.png", 3);
+ gle::color(light);
+ glBindTexture(GL_TEXTURE_2D, overlaytex->id);
+ rect_(xi, yi, xs, ys, 0);
+ }
+ }
+ return layout(size+SHADOW, size+SHADOW);
+ }
+
+ int prefabpreview(const char *prefab, const vec &color, float sizescale, const char *overlaid, bool throttle)
+ {
+ autotab();
+ if(sizescale==0) sizescale = 1;
+ int size = (int)(sizescale*2*FONTH)-SHADOW;
+ if(prefab[0] && visible() && (!throttle || throttlepreview(prefabloaded(prefab))))
+ {
+ bool hit = ishit(size+SHADOW, size+SHADOW);
+ float xs = size, ys = size, xi = curx, yi = cury;
+ if(overlaid && hit && actionon)
+ {
+ hudnotextureshader->set();
+ gle::colorf(0, 0, 0, 0.75f);
+ rect_(xi+SHADOW, yi+SHADOW, xs, ys);
+ hudshader->set();
+ }
+ int x1 = int(floor(screenw*(xi*scale.x+origin.x))), y1 = int(floor(screenh*(1 - ((yi+ys)*scale.y+origin.y)))),
+ x2 = int(ceil(screenw*((xi+xs)*scale.x+origin.x))), y2 = int(ceil(screenh*(1 - (yi*scale.y+origin.y))));
+ glDisable(GL_BLEND);
+ modelpreview::start(x1, y1, x2-x1, y2-y1, overlaid!=NULL);
+ previewprefab(prefab, color);
+ modelpreview::end();
+ hudshader->set();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ if(overlaid)
+ {
+ if(hit)
+ {
+ hudnotextureshader->set();
+ glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ gle::colorf(1, 0.5f, 0.5f);
+ rect_(xi, yi, xs, ys);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ hudshader->set();
+ }
+ if(overlaid[0]) text_(overlaid, xi + FONTH/2, yi + FONTH/2, hit ? 0xFF0000 : 0xFFFFFF, hit, hit);
+ if(!overlaytex) overlaytex = textureload("data/guioverlay.png", 3);
+ gle::color(light);
+ glBindTexture(GL_TEXTURE_2D, overlaytex->id);
+ rect_(xi, yi, xs, ys, 0);
+ }
+ }
+ return layout(size+SHADOW, size+SHADOW);
+ }
+
+ void slider(int &val, int vmin, int vmax, int color, const char *label)
+ {
+ autotab();
+ int x = curx;
+ int y = cury;
+ line_((FONTH*2)/3);
+ if(visible())
+ {
+ if(!label) label = intstr(val);
+ int w = text_width(label);
+
+ bool hit;
+ int px, py, offset = vmin < vmax ? clamp(val, vmin, vmax) : clamp(val, vmax, vmin);
+ if(ishorizontal())
+ {
+ hit = ishit(FONTH, ysize, x, y);
+ px = x + (FONTH-w)/2;
+ py = y + (ysize-FONTH) - ((ysize-FONTH)*(offset-vmin))/((vmax==vmin) ? 1 : (vmax-vmin)); //vmin at bottom
+ }
+ else
+ {
+ hit = ishit(xsize, FONTH, x, y);
+ px = x + FONTH/2 - w/2 + ((xsize-w)*(offset-vmin))/((vmax==vmin) ? 1 : (vmax-vmin)); //vmin at left
+ py = y;
+ }
+
+ if(hit) color = 0xFF0000;
+ text_(label, px, py, color, hit && actionon, hit);
+ if(hit && actionon)
+ {
+ int vnew = (vmin < vmax ? 1 : -1)+vmax-vmin;
+ if(ishorizontal()) vnew = int((vnew*(y+ysize-FONTH/2-hity))/(ysize-FONTH));
+ else vnew = int((vnew*(hitx-x-FONTH/2))/(xsize-w));
+ vnew += vmin;
+ vnew = vmin < vmax ? clamp(vnew, vmin, vmax) : clamp(vnew, vmax, vmin);
+ if(vnew != val) val = vnew;
+ }
+ }
+ }
+
+ char *field(const char *name, int color, int length, int height, const char *initval, int initmode)
+ {
+ return field_(name, color, length, height, initval, initmode, FIELDEDIT);
+ }
+
+ char *keyfield(const char *name, int color, int length, int height, const char *initval, int initmode)
+ {
+ return field_(name, color, length, height, initval, initmode, FIELDKEY);
+ }
+
+ char *field_(const char *name, int color, int length, int height, const char *initval, int initmode, int fieldtype = FIELDEDIT)
+ {
+ editor *e = useeditor(name, initmode, false, initval); // generate a new editor if necessary
+ if(layoutpass)
+ {
+ if(initval && e->mode==EDITORFOCUSED && (e!=currentfocus() || fieldmode == FIELDSHOW))
+ {
+ if(strcmp(e->lines[0].text, initval)) e->clear(initval);
+ }
+ e->linewrap = (length<0);
+ e->maxx = (e->linewrap) ? -1 : length;
+ e->maxy = (height<=0)?1:-1;
+ e->pixelwidth = abs(length)*FONTW;
+ if(e->linewrap && e->maxy==1)
+ {
+ int temp;
+ text_bounds(e->lines[0].text, temp, e->pixelheight, e->pixelwidth); //only single line editors can have variable height
+ }
+ else
+ e->pixelheight = FONTH*max(height, 1);
+ }
+ int h = e->pixelheight;
+ int w = e->pixelwidth + FONTW;
+
+ bool wasvertical = isvertical();
+ if(wasvertical && e->maxy != 1) pushlist();
+
+ char *result = NULL;
+ if(visible() && !layoutpass)
+ {
+ e->rendered = true;
+
+ bool hit = ishit(w, h);
+ if(hit)
+ {
+ if(mousebuttons&G3D_DOWN) //mouse request focus
+ {
+ if(fieldtype==FIELDKEY) e->clear();
+ useeditor(name, initmode, true);
+ e->mark(false);
+ fieldmode = fieldtype;
+ }
+ }
+ bool editing = (fieldmode != FIELDSHOW) && (e==currentfocus());
+ if(hit && editing && (mousebuttons&G3D_PRESSED)!=0 && fieldtype==FIELDEDIT) e->hit(int(floor(hitx-(curx+FONTW/2))), int(floor(hity-cury)), (mousebuttons&G3D_DRAGGED)!=0); //mouse request position
+ if(editing && ((fieldmode==FIELDCOMMIT) || (fieldmode==FIELDABORT) || !hit)) // commit field if user pressed enter or wandered out of focus
+ {
+ if(fieldmode==FIELDCOMMIT || (fieldmode!=FIELDABORT && !hit)) result = e->currentline().text;
+ e->active = (e->mode!=EDITORFOCUSED);
+ fieldmode = FIELDSHOW;
+ }
+ else fieldsactive = true;
+
+ e->draw(curx+FONTW/2, cury, color, hit && editing);
+
+ hudnotextureshader->set();
+ glDisable(GL_BLEND);
+ if(editing) gle::colorf(1, 0, 0);
+ else gle::colorub(color>>16, (color>>8)&0xFF, color&0xFF);
+ rect_(curx, cury, w, h, true);
+ glEnable(GL_BLEND);
+ hudshader->set();
+ }
+ layout(w, h);
+
+ if(e->maxy != 1)
+ {
+ int slines = e->limitscrolly();
+ if(slines > 0)
+ {
+ int pos = e->scrolly;
+ slider(e->scrolly, slines, 0, color, NULL);
+ if(pos != e->scrolly) e->cy = e->scrolly;
+ }
+ if(wasvertical) poplist();
+ }
+
+ return result;
+ }
+
+ void rect_(float x, float y, float w, float h, bool lines = false)
+ {
+ gle::defvertex(2);
+ gle::begin(lines ? GL_LINE_LOOP : GL_TRIANGLE_STRIP);
+ gle::attribf(x, y);
+ gle::attribf(x + w, y);
+ if(lines) gle::attribf(x + w, y + h);
+ gle::attribf(x, y + h);
+ if(!lines) gle::attribf(x + w, y + h);
+ xtraverts += gle::end();
+ }
+
+ void rect_(float x, float y, float w, float h, int usetc)
+ {
+ gle::defvertex(2);
+ gle::deftexcoord0();
+ gle::begin(GL_TRIANGLE_STRIP);
+ static const vec2 tc[5] = { vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1), vec2(0, 0) };
+ gle::attribf(x, y); gle::attrib(tc[usetc]);
+ gle::attribf(x + w, y); gle::attrib(tc[usetc+1]);
+ gle::attribf(x, y + h); gle::attrib(tc[usetc+3]);
+ gle::attribf(x + w, y + h); gle::attrib(tc[usetc+2]);
+ xtraverts += gle::end();
+ }
+
+ void text_(const char *text, int x, int y, int color, bool shadow, bool force = false)
+ {
+ if(shadow) draw_text(text, x+SHADOW, y+SHADOW, 0x00, 0x00, 0x00, -0xC0);
+ draw_text(text, x, y, color>>16, (color>>8)&0xFF, color&0xFF, force ? -0xFF : 0xFF);
+ }
+
+ void background(int color, int inheritw, int inherith)
+ {
+ if(layoutpass) return;
+ hudnotextureshader->set();
+ gle::colorub(color>>16, (color>>8)&0xFF, color&0xFF, 0x80);
+ int w = xsize, h = ysize;
+ if(inheritw>0)
+ {
+ int parentw = curlist, parentdepth = 0;
+ for(;parentdepth < inheritw && lists[parentw].parent>=0; parentdepth++)
+ parentw = lists[parentw].parent;
+ list &p = lists[parentw];
+ w = p.springs > 0 && (curdepth-parentdepth)&1 ? lists[p.parent].w : p.w;
+ }
+ if(inherith>0)
+ {
+ int parenth = curlist, parentdepth = 0;
+ for(;parentdepth < inherith && lists[parenth].parent>=0; parentdepth++)
+ parenth = lists[parenth].parent;
+ list &p = lists[parenth];
+ h = p.springs > 0 && !((curdepth-parentdepth)&1) ? lists[p.parent].h : p.h;
+ }
+ rect_(curx, cury, w, h);
+ hudshader->set();
+ }
+
+ void icon_(Texture *t, bool overlaid, int x, int y, int size, bool hit, const char *title = NULL)
+ {
+ float scale = float(size)/max(t->xs, t->ys); //scale and preserve aspect ratio
+ float xs = t->xs*scale, ys = t->ys*scale;
+ x += int((size-xs)/2);
+ y += int((size-ys)/2);
+ const vec &color = hit ? vec(1, 0.5f, 0.5f) : (overlaid ? vec(1, 1, 1) : light);
+ glBindTexture(GL_TEXTURE_2D, t->id);
+ if(hit && actionon)
+ {
+ gle::colorf(0, 0, 0, 0.75f);
+ rect_(x+SHADOW, y+SHADOW, xs, ys, 0);
+ }
+ gle::color(color);
+ rect_(x, y, xs, ys, 0);
+
+ if(overlaid)
+ {
+ if(!overlaytex) overlaytex = textureload("data/guioverlay.png", 3);
+ glBindTexture(GL_TEXTURE_2D, overlaytex->id);
+ gle::color(light);
+ rect_(x, y, xs, ys, 0);
+ if(title) text_(title, x + xs/12, y + ys - ys/12 - FONTH, hit ? 0xFF0000 : 0xFFFFFF, hit && actionon, hit);
+ }
+ }
+
+ void previewslot(VSlot &vslot, bool overlaid, int x, int y, int size, bool hit)
+ {
+ Slot &slot = *vslot.slot;
+ if(slot.sts.empty()) return;
+ VSlot *layer = NULL;
+ Texture *t = NULL, *glowtex = NULL, *layertex = NULL;
+ if(slot.loaded)
+ {
+ t = slot.sts[0].t;
+ if(t == notexture) return;
+ Slot &slot = *vslot.slot;
+ if(slot.texmask&(1<<TEX_GLOW)) { loopvj(slot.sts) if(slot.sts[j].type==TEX_GLOW) { glowtex = slot.sts[j].t; break; } }
+ if(vslot.layer)
+ {
+ layer = &lookupvslot(vslot.layer);
+ if(!layer->slot->sts.empty()) layertex = layer->slot->sts[0].t;
+ }
+ }
+ else if(slot.thumbnail && slot.thumbnail != notexture) t = slot.thumbnail;
+ else return;
+ float xt = min(1.0f, t->xs/(float)t->ys), yt = min(1.0f, t->ys/(float)t->xs), xs = size, ys = size;
+ if(hit && actionon)
+ {
+ hudnotextureshader->set();
+ gle::colorf(0, 0, 0, 0.75f);
+ rect_(x+SHADOW, y+SHADOW, xs, ys);
+ hudshader->set();
+ }
+ SETSHADER(hudrgb);
+ gle::defvertex(2);
+ gle::deftexcoord0();
+ const vec &color = hit ? vec(1, 0.5f, 0.5f) : (overlaid ? vec(1, 1, 1) : light);
+ vec2 tc[4] = { vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1) };
+ float xoff = vslot.offset.x, yoff = vslot.offset.y;
+ if(vslot.rotation)
+ {
+ const texrotation &r = texrotations[vslot.rotation];
+ if(r.swapxy) { swap(xoff, yoff); loopk(4) swap(tc[k].x, tc[k].y); }
+ if(r.flipx) { xoff *= -1; loopk(4) tc[k].x *= -1; }
+ if(r.flipy) { yoff *= -1; loopk(4) tc[k].y *= -1; }
+ }
+ loopk(4) { tc[k].x = tc[k].x/xt - xoff/t->xs; tc[k].y = tc[k].y/yt - yoff/t->ys; }
+ if(slot.loaded) gle::color(vec(color).mul(vslot.colorscale));
+ else gle::color(color);
+ glBindTexture(GL_TEXTURE_2D, t->id);
+ gle::begin(GL_TRIANGLE_STRIP);
+ gle::attribf(x, y); gle::attrib(tc[0]);
+ gle::attribf(x+xs, y); gle::attrib(tc[1]);
+ gle::attribf(x, y+ys); gle::attrib(tc[3]);
+ gle::attribf(x+xs, y+ys); gle::attrib(tc[2]);
+ gle::end();
+ if(glowtex)
+ {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glBindTexture(GL_TEXTURE_2D, glowtex->id);
+ if(hit || overlaid) gle::color(vec(vslot.glowcolor).mul(color));
+ else gle::color(vslot.glowcolor);
+ gle::begin(GL_TRIANGLE_STRIP);
+ gle::attribf(x, y); gle::attrib(tc[0]);
+ gle::attribf(x+xs, y); gle::attrib(tc[1]);
+ gle::attribf(x, y+ys); gle::attrib(tc[3]);
+ gle::attribf(x+xs, y+ys); gle::attrib(tc[2]);
+ gle::end();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ if(layertex)
+ {
+ glBindTexture(GL_TEXTURE_2D, layertex->id);
+ gle::color(vec(color).mul(layer->colorscale));
+ gle::begin(GL_TRIANGLE_STRIP);
+ gle::attribf(x+xs/2, y+ys/2); gle::attrib(tc[0]);
+ gle::attribf(x+xs, y+ys/2); gle::attrib(tc[1]);
+ gle::attribf(x+xs/2, y+ys); gle::attrib(tc[3]);
+ gle::attribf(x+xs, y+ys); gle::attrib(tc[2]);
+ gle::end();
+ }
+
+ hudshader->set();
+ if(overlaid)
+ {
+ if(!overlaytex) overlaytex = textureload("data/guioverlay.png", 3);
+ glBindTexture(GL_TEXTURE_2D, overlaytex->id);
+ gle::color(light);
+ rect_(x, y, xs, ys, 0);
+ }
+ }
+
+ void line_(int size, float percent = 1.0f)
+ {
+ if(visible())
+ {
+ if(!slidertex) slidertex = textureload("data/guislider.png", 3);
+ glBindTexture(GL_TEXTURE_2D, slidertex->id);
+ if(percent < 0.99f)
+ {
+ gle::colorf(light.x, light.y, light.z, 0.375f);
+ if(ishorizontal())
+ rect_(curx + FONTH/2 - size/2, cury, size, ysize, 0);
+ else
+ rect_(curx, cury + FONTH/2 - size/2, xsize, size, 1);
+ }
+ gle::color(light);
+ if(ishorizontal())
+ rect_(curx + FONTH/2 - size/2, cury + ysize*(1-percent), size, ysize*percent, 0);
+ else
+ rect_(curx, cury + FONTH/2 - size/2, xsize*percent, size, 1);
+ }
+ layout(ishorizontal() ? FONTH : 0, ishorizontal() ? 0 : FONTH);
+ }
+
+ void textbox(const char *text, int width, int height, int color)
+ {
+ width *= FONTW;
+ height *= FONTH;
+ int w, h;
+ text_bounds(text, w, h, width);
+ if(h > height) height = h;
+ if(visible()) draw_text(text, curx, cury, color>>16, (color>>8)&0xFF, color&0xFF, 0xFF, -1, width);
+ layout(width, height);
+ }
+
+ int button_(const char *text, int color, const char *icon, bool clickable, bool center)
+ {
+ const int padding = 10;
+ int w = 0;
+ if(icon) w += ICON_SIZE;
+ if(icon && text) w += padding;
+ if(text) w += text_width(text);
+
+ if(visible())
+ {
+ bool hit = ishit(w, FONTH);
+ if(hit && clickable) color = 0xFF0000;
+ int x = curx;
+ if(isvertical() && center) x += (xsize-w)/2;
+
+ if(icon)
+ {
+ if(icon[0] != ' ')
+ {
+ const char *ext = strrchr(icon, '.');
+ defformatstring(tname, "packages/icons/%s%s", icon, ext ? "" : ".jpg");
+ icon_(textureload(tname, 3), false, x, cury, ICON_SIZE, clickable && hit);
+ }
+ x += ICON_SIZE;
+ }
+ if(icon && text) x += padding;
+ if(text) text_(text, x, cury, color, center || (hit && clickable && actionon), hit && clickable);
+ }
+ return layout(w, FONTH);
+ }
+
+ static Texture *skintex, *overlaytex, *slidertex;
+ static const int skinx[], skiny[];
+ static const struct patch { ushort left, right, top, bottom; uchar flags; } patches[];
+
+ static void drawskin(int x, int y, int gapw, int gaph, int start, int n, int passes = 1, const vec &light = vec(1, 1, 1), float alpha = 0.80f)//int vleft, int vright, int vtop, int vbottom, int start, int n)
+ {
+ if(!skintex) skintex = textureload("data/guiskin.png", 3);
+ glBindTexture(GL_TEXTURE_2D, skintex->id);
+ int gapx1 = INT_MAX, gapy1 = INT_MAX, gapx2 = INT_MAX, gapy2 = INT_MAX;
+ float wscale = 1.0f/(SKIN_W*SKIN_SCALE), hscale = 1.0f/(SKIN_H*SKIN_SCALE);
+
+ loopj(passes)
+ {
+ bool quads = false;
+ if(passes>1) glDepthFunc(j ? GL_LEQUAL : GL_GREATER);
+ gle::color(j ? light : vec(1, 1, 1), passes<=1 || j ? alpha : alpha/2); //ghost when its behind something in depth
+ loopi(n)
+ {
+ const patch &p = patches[start+i];
+ int left = skinx[p.left]*SKIN_SCALE, right = skinx[p.right]*SKIN_SCALE,
+ top = skiny[p.top]*SKIN_SCALE, bottom = skiny[p.bottom]*SKIN_SCALE;
+ float tleft = left*wscale, tright = right*wscale,
+ ttop = top*hscale, tbottom = bottom*hscale;
+ if(p.flags&0x1)
+ {
+ gapx1 = left;
+ gapx2 = right;
+ }
+ else if(left >= gapx2)
+ {
+ left += gapw - (gapx2-gapx1);
+ right += gapw - (gapx2-gapx1);
+ }
+ if(p.flags&0x10)
+ {
+ gapy1 = top;
+ gapy2 = bottom;
+ }
+ else if(top >= gapy2)
+ {
+ top += gaph - (gapy2-gapy1);
+ bottom += gaph - (gapy2-gapy1);
+ }
+
+ //multiple tiled quads if necessary rather than a single stretched one
+ int ystep = bottom-top;
+ int yo = y+top;
+ while(ystep > 0)
+ {
+ if(p.flags&0x10 && yo+ystep-(y+top) > gaph)
+ {
+ ystep = gaph+y+top-yo;
+ tbottom = ttop+ystep*hscale;
+ }
+ int xstep = right-left;
+ int xo = x+left;
+ float tright2 = tright;
+ while(xstep > 0)
+ {
+ if(p.flags&0x01 && xo+xstep-(x+left) > gapw)
+ {
+ xstep = gapw+x+left-xo;
+ tright = tleft+xstep*wscale;
+ }
+ if(!quads)
+ {
+ quads = true;
+ gle::defvertex(2);
+ gle::deftexcoord0();
+ gle::begin(GL_QUADS);
+ }
+ gle::attribf(xo, yo); gle::attribf(tleft, ttop);
+ gle::attribf(xo+xstep, yo); gle::attribf(tright, ttop);
+ gle::attribf(xo+xstep, yo+ystep); gle::attribf(tright, tbottom);
+ gle::attribf(xo, yo+ystep); gle::attribf(tleft, tbottom);
+ if(!(p.flags&0x01)) break;
+ xo += xstep;
+ }
+ tright = tright2;
+ if(!(p.flags&0x10)) break;
+ yo += ystep;
+ }
+ }
+ if(quads) xtraverts += gle::end();
+ else break; //if it didn't happen on the first pass, it won't happen on the second..
+ }
+ if(passes>1) glDepthFunc(GL_ALWAYS);
+ }
+
+ vec origin, scale, *savedorigin;
+ float dist;
+ g3d_callback *cb;
+ bool gui2d;
+
+ static float basescale, maxscale;
+ static bool passthrough;
+ static float alpha;
+ static vec light;
+
+ void adjustscale()
+ {
+ int w = xsize + (skinx[2]-skinx[1])*SKIN_SCALE + (skinx[10]-skinx[9])*SKIN_SCALE, h = ysize + (skiny[9]-skiny[7])*SKIN_SCALE;
+ if(tcurrent) h += ((skiny[5]-skiny[1])-(skiny[3]-skiny[2]))*SKIN_SCALE + FONTH-2*INSERT;
+ else h += (skiny[6]-skiny[3])*SKIN_SCALE;
+
+ float aspect = forceaspect ? 1.0f/forceaspect : float(screenh)/float(screenw), fit = 1.0f;
+ if(w*aspect*basescale>1.0f) fit = 1.0f/(w*aspect*basescale);
+ if(h*basescale*fit>maxscale) fit *= maxscale/(h*basescale*fit);
+ origin = vec(0.5f-((w-xsize)/2 - (skinx[2]-skinx[1])*SKIN_SCALE)*aspect*scale.x*fit, 0.5f + (0.5f*h-(skiny[9]-skiny[7])*SKIN_SCALE)*scale.y*fit, 0);
+ scale = vec(aspect*scale.x*fit, scale.y*fit, 1);
+ }
+
+ void start(int starttime, float initscale, int *tab, bool allowinput)
+ {
+ if(gui2d)
+ {
+ initscale *= 0.025f;
+ if(allowinput) hascursor = true;
+ }
+ basescale = initscale;
+ if(layoutpass) scale.x = scale.y = scale.z = guifadein ? basescale*min((totalmillis-starttime)/300.0f, 1.0f) : basescale;
+ alpha = allowinput ? 0.80f : 0.60f;
+ passthrough = scale.x<basescale || !allowinput;
+ curdepth = -1;
+ curlist = -1;
+ tpos = 0;
+ tx = 0;
+ ty = 0;
+ tcurrent = tab;
+ tcolor = 0xFFFFFF;
+ pushlist();
+ if(layoutpass)
+ {
+ firstlist = nextlist = curlist;
+ memset(columns, 0, sizeof(columns));
+ }
+ else
+ {
+ if(tcurrent && !*tcurrent) tcurrent = NULL;
+ cury = -ysize;
+ curx = -xsize/2;
+
+ if(gui2d)
+ {
+ hudmatrix.ortho(0, 1, 1, 0, -1, 1);
+ hudmatrix.translate(origin);
+ hudmatrix.scale(scale);
+
+ light = vec(1, 1, 1);
+ }
+ else
+ {
+ float yaw = atan2f(origin.y-camera1->o.y, origin.x-camera1->o.x);
+ hudmatrix = camprojmatrix;
+ hudmatrix.translate(origin);
+ hudmatrix.rotate_around_z(yaw - 90*RAD);
+ hudmatrix.rotate_around_x(-90*RAD);
+ hudmatrix.scale(-scale.x, scale.y, scale.z);
+
+ vec dir;
+ lightreaching(origin, light, dir, false, 0, 0.5f);
+ float intensity = vec(yaw, 0.0f).dot(dir);
+ light.mul(1.0f + max(intensity, 0.0f));
+ }
+
+ resethudmatrix();
+ hudshader->set();
+
+ drawskin(curx-skinx[2]*SKIN_SCALE, cury-skiny[6]*SKIN_SCALE, xsize, ysize, 0, 9, gui2d ? 1 : 2, light, alpha);
+ if(!tcurrent) drawskin(curx-skinx[5]*SKIN_SCALE, cury-skiny[6]*SKIN_SCALE, xsize, 0, 9, 1, gui2d ? 1 : 2, light, alpha);
+ }
+ }
+
+ void adjusthorizontalcolumn(int col, int i)
+ {
+ int h = columns[col], dh = 0;
+ for(int d = 1; i >= 0; d ^= 1)
+ {
+ list &p = lists[i];
+ if(d&1) { dh = h - p.h; if(dh <= 0) break; p.h = h; }
+ else { p.h += dh; h = p.h; }
+ i = p.parent;
+ }
+ ysize += max(dh, 0);
+ }
+
+ void adjustverticalcolumn(int col, int i)
+ {
+ int w = columns[col], dw = 0;
+ for(int d = 0; i >= 0; d ^= 1)
+ {
+ list &p = lists[i];
+ if(d&1) { p.w += dw; w = p.w; }
+ else { dw = w - p.w; if(dw <= 0) break; p.w = w; }
+ i = p.parent;
+ }
+ xsize = max(xsize, w);
+ }
+
+ void adjustcolumns()
+ {
+ if(lists.inrange(curlist))
+ {
+ list &l = lists[curlist];
+ if(l.column >= 0) columns[l.column] = max(columns[l.column], ishorizontal() ? ysize : xsize);
+ }
+ int parent = -1, depth = 0;
+ for(int i = firstlist; i < lists.length(); i++)
+ {
+ list &l = lists[i];
+ if(l.parent > parent) { parent = l.parent; depth++; }
+ else if(l.parent < parent)
+ {
+ while(parent > l.parent && depth > 0)
+ {
+ parent = lists[parent].parent;
+ depth--;
+ }
+ }
+ if(l.column >= 0)
+ {
+ if(depth&1) adjusthorizontalcolumn(l.column, i);
+ else adjustverticalcolumn(l.column, i);
+ }
+ }
+ }
+
+ void end()
+ {
+ if(layoutpass)
+ {
+ adjustcolumns();
+ xsize = max(tx, xsize);
+ ysize = max(ty, ysize);
+ ysize = max(ysize, (skiny[7]-skiny[6])*SKIN_SCALE);
+ if(tcurrent) *tcurrent = max(1, min(*tcurrent, tpos));
+ if(gui2d) adjustscale();
+ if(!windowhit && !passthrough)
+ {
+ float dist = 0;
+ if(gui2d)
+ {
+ hitx = (cursorx - origin.x)/scale.x;
+ hity = (cursory - origin.y)/scale.y;
+ }
+ else
+ {
+ plane p;
+ p.toplane(vec(origin).sub(camera1->o).set(2, 0).normalize(), origin);
+ if(p.rayintersect(camera1->o, camdir, dist) && dist>=0)
+ {
+ vec hitpos(camdir);
+ hitpos.mul(dist).add(camera1->o).sub(origin);
+ hitx = vec(-p.y, p.x, 0).dot(hitpos)/scale.x;
+ hity = -hitpos.z/scale.y;
+ }
+ }
+ if((mousebuttons & G3D_PRESSED) && (fabs(hitx-firstx) > 2 || fabs(hity - firsty) > 2)) mousebuttons |= G3D_DRAGGED;
+ if(dist>=0 && hitx>=-xsize/2 && hitx<=xsize/2 && hity<=0)
+ {
+ if(hity>=-ysize || (tcurrent && hity>=-ysize-(FONTH-2*INSERT)-((skiny[6]-skiny[1])-(skiny[3]-skiny[2]))*SKIN_SCALE && hitx<=tx-xsize/2))
+ windowhit = this;
+ }
+ }
+ }
+ else
+ {
+ if(tcurrent && tx<xsize) drawskin(curx+tx-skinx[5]*SKIN_SCALE, -ysize-skiny[6]*SKIN_SCALE, xsize-tx, FONTH, 9, 1, gui2d ? 1 : 2, light, alpha);
+ }
+ poplist();
+ }
+
+ void draw()
+ {
+ cb->gui(*this, layoutpass);
+ }
+};
+
+Texture *gui::skintex = NULL, *gui::overlaytex = NULL, *gui::slidertex = NULL;
+
+//chop skin into a grid
+const int gui::skiny[] = {0, 7, 21, 34, 43, 48, 56, 104, 111, 117, 128},
+ gui::skinx[] = {0, 11, 23, 37, 105, 119, 137, 151, 215, 229, 246, 256};
+//Note: skinx[3]-skinx[2] = skinx[7]-skinx[6]
+// skinx[5]-skinx[4] = skinx[9]-skinx[8]
+const gui::patch gui::patches[] =
+{ //arguably this data can be compressed - it depends on what else needs to be skinned in the future
+ {1,2,3,6, 0}, // body
+ {2,9,5,6, 0x01},
+ {9,10,3,6, 0},
+
+ {1,2,6,7, 0x10},
+ {2,9,6,7, 0x11},
+ {9,10,6,7, 0x10},
+
+ {1,2,7,9, 0},
+ {2,9,7,9, 0x01},
+ {9,10,7,9, 0},
+
+ {5,6,3,5, 0x01}, // top
+
+ {2,3,1,2, 0}, // selected tab
+ {3,4,1,2, 0x01},
+ {4,5,1,2, 0},
+ {2,3,2,3, 0x10},
+ {3,4,2,3, 0x11},
+ {4,5,2,3, 0x10},
+ {2,3,3,5, 0},
+ {3,4,3,5, 0x01},
+ {4,5,3,5, 0},
+
+ {6,7,1,2, 0}, // deselected tab
+ {7,8,1,2, 0x01},
+ {8,9,1,2, 0},
+ {6,7,2,3, 0x10},
+ {7,8,2,3, 0x11},
+ {8,9,2,3, 0x10},
+ {6,7,3,5, 0},
+ {7,8,3,5, 0x01},
+ {8,9,3,5, 0},
+};
+
+vector<gui::list> gui::lists;
+float gui::basescale, gui::maxscale = 1, gui::hitx, gui::hity, gui::alpha;
+bool gui::passthrough, gui::shouldmergehits = false, gui::shouldautotab = true;
+vec gui::light;
+int gui::curdepth, gui::curlist, gui::xsize, gui::ysize, gui::curx, gui::cury;
+int gui::ty, gui::tx, gui::tpos, *gui::tcurrent, gui::tcolor;
+static vector<gui> guis2d, guis3d;
+
+VARP(guipushdist, 1, 4, 64);
+
+bool g3d_input(const char *str, int len)
+{
+ editor *e = currentfocus();
+ if(fieldmode == FIELDKEY || fieldmode == FIELDSHOW || !e) return false;
+
+ e->input(str, len);
+ return true;
+}
+
+bool g3d_key(int code, bool isdown)
+{
+ editor *e = currentfocus();
+ if(fieldmode == FIELDKEY)
+ {
+ switch(code)
+ {
+ case SDLK_ESCAPE:
+ if(isdown) fieldmode = FIELDCOMMIT;
+ return true;
+ }
+ const char *keyname = getkeyname(code);
+ if(keyname && isdown)
+ {
+ if(e->lines.length()!=1 || !e->lines[0].empty()) e->insert(" ");
+ e->insert(keyname);
+ }
+ return true;
+ }
+
+ if(code==-1 && g3d_windowhit(isdown, true)) return true;
+ else if(code==-3 && g3d_windowhit(isdown, false)) return true;
+
+ if(fieldmode == FIELDSHOW || !e)
+ {
+ if(windowhit) switch(code)
+ {
+ case -4: // window "management"
+ if(isdown)
+ {
+ if(windowhit->gui2d)
+ {
+ vec origin = *guis2d.last().savedorigin;
+ int i = windowhit - &guis2d[0];
+ for(int j = guis2d.length()-1; j > i; j--) *guis2d[j].savedorigin = *guis2d[j-1].savedorigin;
+ *windowhit->savedorigin = origin;
+ if(guis2d.length() > 1)
+ {
+ if(camera1->o.dist(*windowhit->savedorigin) <= camera1->o.dist(*guis2d.last().savedorigin))
+ windowhit->savedorigin->add(camdir);
+ }
+ }
+ else windowhit->savedorigin->add(vec(camdir).mul(guipushdist));
+ }
+ return true;
+ case -5:
+ if(isdown)
+ {
+ if(windowhit->gui2d)
+ {
+ vec origin = *guis2d[0].savedorigin;
+ loopj(guis2d.length()-1) *guis2d[j].savedorigin = *guis2d[j + 1].savedorigin;
+ *guis2d.last().savedorigin = origin;
+ if(guis2d.length() > 1)
+ {
+ if(camera1->o.dist(*guis2d.last().savedorigin) >= camera1->o.dist(*guis2d[0].savedorigin))
+ guis2d.last().savedorigin->sub(camdir);
+ }
+ }
+ else windowhit->savedorigin->sub(vec(camdir).mul(guipushdist));
+ }
+ return true;
+ }
+
+ return false;
+ }
+ switch(code)
+ {
+ case SDLK_ESCAPE: //cancel editing without commit
+ if(isdown) fieldmode = FIELDABORT;
+ return true;
+ case SDLK_RETURN:
+ case SDLK_TAB:
+ if(e->maxy != 1) break;
+ case SDLK_KP_ENTER:
+ if(isdown) fieldmode = FIELDCOMMIT; //signal field commit (handled when drawing field)
+ return true;
+ }
+ if(isdown) e->key(code);
+ return true;
+}
+
+void g3d_cursorpos(float &x, float &y)
+{
+ if(guis2d.length()) { x = cursorx; y = cursory; }
+ else x = y = 0.5f;
+}
+
+void g3d_resetcursor()
+{
+ cursorx = cursory = 0.5f;
+}
+
+FVARP(guisens, 1e-3f, 1, 1e3f);
+
+bool g3d_movecursor(int dx, int dy)
+{
+ if(!guis2d.length() || !hascursor) return false;
+ const float CURSORSCALE = 500.0f;
+ cursorx = max(0.0f, min(1.0f, cursorx+guisens*dx*(screenh/(screenw*CURSORSCALE))));
+ cursory = max(0.0f, min(1.0f, cursory+guisens*dy/CURSORSCALE));
+ return true;
+}
+
+VARNP(guifollow, useguifollow, 0, 1, 1);
+VARNP(gui2d, usegui2d, 0, 1, 1);
+
+void g3d_addgui(g3d_callback *cb, vec &origin, int flags)
+{
+ bool gui2d = flags&GUI_FORCE_2D || (flags&GUI_2D && usegui2d) || mainmenu;
+ if(!gui2d && flags&GUI_FOLLOW && useguifollow) origin.z = player->o.z-(player->eyeheight-1);
+ gui &g = (gui2d ? guis2d : guis3d).add();
+ g.cb = cb;
+ g.origin = origin;
+ g.savedorigin = &origin;
+ g.dist = flags&GUI_BOTTOM && gui2d ? 1e16f : camera1->o.dist(g.origin);
+ g.gui2d = gui2d;
+}
+
+void g3d_limitscale(float scale)
+{
+ gui::maxscale = scale;
+}
+
+static inline bool g3d_sort(const gui &a, const gui &b) { return a.dist < b.dist; }
+
+bool g3d_windowhit(bool on, bool act)
+{
+ extern int cleargui(int n);
+ if(act)
+ {
+ if(actionon || windowhit)
+ {
+ if(on) { firstx = gui::hitx; firsty = gui::hity; }
+ mousebuttons |= (actionon=on) ? G3D_DOWN : G3D_UP;
+ }
+ } else if(!on && windowhit) cleargui(1);
+ return (guis2d.length() && hascursor) || (windowhit && !windowhit->gui2d);
+}
+
+void g3d_render()
+{
+ windowhit = NULL;
+ if(actionon) mousebuttons |= G3D_PRESSED;
+
+ gui::reset();
+ guis2d.shrink(0);
+ guis3d.shrink(0);
+
+ // call all places in the engine that may want to render a gui from here, they call g3d_addgui()
+ extern void g3d_texturemenu();
+
+ if(!mainmenu) g3d_texturemenu();
+ g3d_mainmenu();
+ if(!mainmenu) game::g3d_gamemenus();
+
+ guis2d.sort(g3d_sort);
+ guis3d.sort(g3d_sort);
+
+ readyeditors();
+ fieldsactive = false;
+
+ hascursor = false;
+
+ layoutpass = true;
+ loopv(guis2d) guis2d[i].draw();
+ loopv(guis3d) guis3d[i].draw();
+ layoutpass = false;
+
+ if(guis3d.length())
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ glDepthMask(GL_FALSE);
+
+ loopvrev(guis3d) guis3d[i].draw();
+
+ glDepthFunc(GL_LESS);
+ glDepthMask(GL_TRUE);
+ glDisable(GL_DEPTH_TEST);
+
+ glDisable(GL_BLEND);
+ }
+}
+
+void g3d_render2d()
+{
+ if(guis2d.length())
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ loopvrev(guis2d) guis2d[i].draw();
+
+ glDisable(GL_BLEND);
+ }
+
+ flusheditors();
+ if(!fieldsactive) fieldmode = FIELDSHOW; //didn't draw any fields, so lose focus - mainly for menu closed
+ textinput(fieldmode!=FIELDSHOW, TI_GUI);
+ keyrepeat(fieldmode!=FIELDSHOW, KR_GUI);
+
+ mousebuttons = 0;
+}
+
+void consolebox(int x1, int y1, int x2, int y2)
+{
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ float bw = x2 - x1, bh = y2 - y1, aspect = bw/bh, sh = bh, sw = sh*aspect;
+ bw *= float(4*FONTH)/(SKIN_H*SKIN_SCALE);
+ bh *= float(4*FONTH)/(SKIN_H*SKIN_SCALE);
+ sw /= bw + (gui::skinx[2]-gui::skinx[1] + gui::skinx[10]-gui::skinx[9])*SKIN_SCALE;
+ sh /= bh + (gui::skiny[9]-gui::skiny[7] + gui::skiny[6]-gui::skiny[4])*SKIN_SCALE;
+ pushhudmatrix();
+ hudmatrix.translate(x1, y1, 0);
+ hudmatrix.scale(sw, sh, 1);
+ flushhudmatrix();
+ gui::drawskin(-gui::skinx[1]*SKIN_SCALE, -gui::skiny[4]*SKIN_SCALE, int(bw), int(bh), 0, 9, 1, vec(1, 1, 1), 0.60f);
+ gui::drawskin((-gui::skinx[1] + gui::skinx[2] - gui::skinx[5])*SKIN_SCALE, -gui::skiny[4]*SKIN_SCALE, int(bw), 0, 9, 1, 1, vec(1, 1, 1), 0.60f);
+ pophudmatrix();
+}
+