diff options
Diffstat (limited to 'src/mgui/richtext.c')
-rw-r--r-- | src/mgui/richtext.c | 203 |
1 files changed, 197 insertions, 6 deletions
diff --git a/src/mgui/richtext.c b/src/mgui/richtext.c index 77ee3c1..8de067f 100644 --- a/src/mgui/richtext.c +++ b/src/mgui/richtext.c @@ -4,21 +4,46 @@ #include "../../include/alloc.h" #include <mgl/mgl.h> #include <mgl/window/event.h> +#include <mgl/window/window.h> #include <mgl/graphics/vertex.h> #include <mgl/graphics/font.h> #include <mgl/graphics/texture.h> +#include <mgl/graphics/rectangle.h> #include <mgl/system/utf8.h> #include <string.h> #include <assert.h> #define TAB_WIDTH 4 + #define LATIN_INDEX 0 #define CJK_INDEX 1 #define NUM_VERTEX_DATA 2 +typedef enum { + MGUI_RICHTEXT_SIDE_LEFT, + MGUI_RICHTEXT_SIDE_RIGHT +} mgui_richtext_selection_side; + +typedef struct { + size_t start_vertex_data_index; + size_t start_vertex_index; + mgui_richtext_selection_side start_side; + + size_t current_vertex_data_index; + size_t current_vertex_index; + mgui_richtext_selection_side current_side; + + bool selecting_text; + mgui_richtext *selecting_widget; +} mgui_richtext_selection; + +static mgui_richtext_selection selection = {0}; + /* TODO: Scale richtext by scale setting */ /* TODO: Split multiple lines into multiple vertex draw calls and do not render the vertices outside the scissor */ +/* Maybe make the rows global and add the visible text into the rows */ /* TODO: Cleanup vertex when deleting mgui_richtext widget */ +/* TODO: Use global vertex buffers instead of mgl_vertices_draw. The global vertex buffers should only exist for the visible text items */ static int round_float(float value) { return value + 0.5f; @@ -32,6 +57,10 @@ static int min_int(int a, int b) { return a <= b ? a : b; } +static int abs_int(int value) { + return value >= 0 ? value : -value; +} + /* TODO: Is there a more efficient way to do this? maybe japanese characters have a specific bit-pattern? */ static bool is_japanese_codepoint(uint32_t codepoint) { return (codepoint >= 0x2E80 && codepoint <= 0x2FD5) /* Kanji radicals */ @@ -54,13 +83,13 @@ static bool is_korean_codepoint(uint32_t codepoint) { /* TODO: Is there a more efficient way to do this? maybe chinese characters have a specific bit-pattern? */ static bool is_chinese_codepoint(uint32_t codepoint) { - return (codepoint >= 0x4E00 && codepoint <= 0x9FFF) /* CJK Unified Ideographs */ - || (codepoint >= 0x3400 && codepoint <= 0x4DBF) /* CJK Unified Ideographs Extension A */ + return (codepoint >= 0x4E00 && codepoint <= 0x9FFF) /* CJK Unified Ideographs */ + || (codepoint >= 0x3400 && codepoint <= 0x4DBF) /* CJK Unified Ideographs Extension A */ || (codepoint >= 0x20000 && codepoint <= 0x2A6DF) /* CJK Unified Ideographs Extension B */ || (codepoint >= 0x2A700 && codepoint <= 0x2B73F) /* CJK Unified Ideographs Extension C */ || (codepoint >= 0x2B740 && codepoint <= 0x2B81F) /* CJK Unified Ideographs Extension D */ || (codepoint >= 0x2B820 && codepoint <= 0x2CEAF) /* CJK Unified Ideographs Extension E */ - || (codepoint >= 0xF900 && codepoint <= 0xFAFF) /* CJK Compatibility Ideographs */ + || (codepoint >= 0xF900 && codepoint <= 0xFAFF) /* CJK Compatibility Ideographs */ || (codepoint >= 0x2F800 && codepoint <= 0x2FA1F); /* CJK Compatibility Ideographs Supplement */ } @@ -129,6 +158,11 @@ mgui_richtext* mgui_richtext_create(const char *str, size_t size, unsigned char } void mgui_richtext_destroy(mgui_richtext *richtext) { + if(selection.selecting_widget == richtext) { + selection.selecting_text = false; + selection.selecting_widget = NULL; + } + for(size_t i = 0; i < NUM_VERTEX_DATA; ++i) { mgui_free(richtext->vertex_data[i].vertices); } @@ -271,11 +305,159 @@ void mgui_richtext_calculate_size(mgui_richtext *self, mgl_vec2i max_size) { } } +static bool get_first_vertex_index(mgui_richtext *self, size_t *vertex_data_index, size_t *vertex_index) { + for(size_t j = 0; j < NUM_VERTEX_DATA; ++j) { + mgui_richtext_vertex_data *vertex_data = &self->vertex_data[j]; + if(vertex_data->vertex_count > 0) { + *vertex_data_index = j; + *vertex_index = 0; + return true; + } + } + return false; +} + +static bool get_last_vertex_index(mgui_richtext *self, size_t *vertex_data_index, size_t *vertex_index) { + for(size_t j = 0; j < NUM_VERTEX_DATA; ++j) { + mgui_richtext_vertex_data *vertex_data = &self->vertex_data[j]; + if(vertex_data->vertex_count > 0) { + *vertex_data_index = j; + *vertex_index = vertex_data->vertex_count - 6; + return true; + } + } + return false; +} + +/* TODO: For the start record the coordinate. Then for the current take the row closest to the cursor and then the column */ +/* Clamp to text bounding box */ +static bool mgui_richtext_get_closest_vertex_to_point(mgui_richtext *self, mgl_vec2f pos, size_t *vertex_data_index, size_t *vertex_index, mgui_richtext_selection_side *side) { + if(pos.x < self->position.x) { + if(!get_first_vertex_index(self, vertex_data_index, vertex_index)) + return false; + *side = MGUI_RICHTEXT_SIDE_LEFT; + } + + // TODO: BLALBLA SIDES + + if(pos.x > self->position.x + self->render_size.x) { + if(!get_last_vertex_index(self, vertex_data_index, vertex_index)) + return false; + *side = MGUI_RICHTEXT_SIDE_LEFT; + } + + if(pos.x < self->position.x || pos.x > self->position.x + self->render_size.x) + return false; + + if(pos.y < self->position.y || pos.y > self->position.y + self->render_size.y) + return false; + + /* TODO: Binary search, and when moving cursor make binary search relative to the vertex that was closest to the cursor the last time */ + /* TODO: Get closest vertex instead of the vertex which the point is inside (make sure bounds are properly checked, for example the first row might be less than render_size.x in width) */ + for(size_t j = 0; j < NUM_VERTEX_DATA; ++j) { + mgui_richtext_vertex_data *vertex_data = &self->vertex_data[j]; + for(size_t i = 0; i < vertex_data->vertex_count; i += 6) { + mgl_vertex *top_left_vertex = &vertex_data->vertices[i + 1]; + mgl_vertex *bottom_right_vertex = &vertex_data->vertices[i + 4]; + mgl_vec2f vertex_pos = (mgl_vec2f){ self->position.x + top_left_vertex->position.x, self->position.y + top_left_vertex->position.y }; + mgl_vec2f vertex_size = (mgl_vec2f){ bottom_right_vertex->position.x - top_left_vertex->position.x, bottom_right_vertex->position.y - top_left_vertex->position.y }; + if(mgui_rectangle_contains(vertex_pos, vertex_size, pos)) { + *vertex_data_index = j; + *vertex_index = i; + *side = pos.x - vertex_pos.x < vertex_size.x * 0.5f ? MGUI_RICHTEXT_SIDE_LEFT : MGUI_RICHTEXT_SIDE_RIGHT; + return true; + } + } + } + + return false; +} + +// TODO: Text selection in draw + void mgui_richtext_on_event(mgui_richtext *self, mgl_window *window, mgl_event *event) { - /* TODO: Implement */ - (void)self; (void)window; - (void)event; + + /* TODO: Reset text selection if text content is modified or if the text is modified in any other way (text size changed or anything else that affects text position or size) */ + if(event->type == MGL_EVENT_MOUSE_BUTTON_PRESSED && event->mouse_button.button == MGL_BUTTON_LEFT && !selection.selecting_text) { + mgl_vec2f mouse_pos = (mgl_vec2f){ event->mouse_button.x, event->mouse_button.y }; + if(!mgui_richtext_get_closest_vertex_to_point(self, mouse_pos, &selection.start_vertex_data_index, &selection.start_vertex_index, &selection.start_side)) + { + selection.selecting_text = false; + selection.selecting_widget = NULL; + return; + } + + selection.selecting_text = true; + selection.selecting_widget = self; + + selection.current_vertex_data_index = selection.start_vertex_data_index; + selection.current_vertex_index = selection.start_vertex_index; + selection.current_side = selection.start_side; + } else if(event->type == MGL_EVENT_MOUSE_BUTTON_RELEASED && event->mouse_button.button == MGL_BUTTON_LEFT && selection.selecting_widget == self) { + selection.selecting_text = false; + } else if(event->type == MGL_EVENT_MOUSE_MOVED && selection.selecting_text && selection.selecting_widget == self) { + /* TODO: */ + } else if(event->type == MGL_EVENT_KEY_PRESSED && event->key.code == MGL_KEY_C && event->key.control && selection.selecting_widget == self) { + /* TODO: Get selected vertices text and copy to clipboard */ + /*mgl_window_set_clipboard(window, "hello world", 11);*/ + } +} + +/* Returns -1 if invalid index */ +static int mgui_richtext_get_line_from_vertex(mgui_richtext *self, size_t vertex_data_index, size_t vertex_index) { + if(self->character_size == 0) + return -1; + + if(vertex_data_index > NUM_VERTEX_DATA) + return -1; + + if(vertex_index > self->vertex_data[vertex_data_index].vertex_count) + return -1; + + mgui_richtext_vertex_data *vertex_data = &self->vertex_data[vertex_data_index]; + mgl_vertex *top_left_vertex = &vertex_data->vertices[vertex_index + 1]; + return top_left_vertex->position.y / self->character_size; +} + +static mgl_vec2f selection_get_position(mgui_richtext *self, size_t vertex_data_index, size_t vertex_index, mgui_richtext_selection_side side) { + mgl_vertex *vertex = &self->vertex_data[vertex_data_index].vertices[vertex_index + (side == MGUI_RICHTEXT_SIDE_LEFT ? 1 : 0)]; + return vertex->position; +} + +static void mgui_richtext_draw_selection_background(mgui_richtext *self, mgl_window *window) { + (void)window; + const int start_row = mgui_richtext_get_line_from_vertex(self, selection.start_vertex_data_index, selection.start_vertex_index); + const int current_row = mgui_richtext_get_line_from_vertex(self, selection.current_vertex_data_index, selection.current_vertex_index); + if(start_row == -1 || current_row == -1) + return; + + mgl_rectangle rect = { + .position = { 0.0f, 0.0f }, + .size = { 0.0f, self->character_size }, + .color = { 60, 60, 180, 255 } + }; + + if(start_row == current_row) { + const mgl_vec2f start_pos = selection_get_position(self, selection.start_vertex_data_index, selection.start_vertex_index, selection.start_side); + const mgl_vec2f current_pos = selection_get_position(self, selection.current_vertex_data_index, selection.current_vertex_index, selection.current_side); + + rect.position.x = self->position.x + min_int(start_pos.x, current_pos.x); + rect.position.y = self->position.y + (start_row * self->character_size); + rect.size.x = abs_int(current_pos.x - start_pos.x); + mgl_rectangle_draw(mgl_get_context(), &rect); + return; + } + + const int y1 = min_int(start_row, current_row); + const int y2 = max_int(start_row, current_row); + /* TODO: Optimize rendering */ + for(int i = y1; i < y2; ++i) { + rect.position.x = self->position.x; + rect.position.y = self->position.y + (i * self->character_size); + rect.size.x = self->render_size.x; + mgl_rectangle_draw(mgl_get_context(), &rect); + } } void mgui_richtext_draw(mgui_richtext *self, mgl_window *window) { @@ -291,6 +473,15 @@ void mgui_richtext_draw(mgui_richtext *self, mgl_window *window) { MGUI_FONT_CJK }; + if(selection.selecting_widget == self) { + /* TODO: Only if moved */ + mgl_vec2f mouse_pos = (mgl_vec2f){ window->cursor_position.x, window->cursor_position.y }; + if(selection.selecting_text) { + mgui_richtext_get_closest_vertex_to_point(self, mouse_pos, &selection.current_vertex_data_index, &selection.current_vertex_index, &selection.current_side); + } + mgui_richtext_draw_selection_background(self, window); + } + for(size_t i = 0; i < NUM_VERTEX_DATA; ++i) { if(self->vertex_data[i].vertex_count == 0) continue; |