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UIManager.cpp 9.4 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #include <TestFramework.h>
  4. #include <UI/UIManager.h>
  5. #include <UI/UIAnimationSlide.h>
  6. #include <Jolt/Core/Profiler.h>
  7. #include <Renderer/Renderer.h>
  8. #include <Renderer/Font.h>
  9. struct QuadVertex
  10. {
  11. Float3 mPosition;
  12. Float2 mTexCoord;
  13. Color mColor;
  14. };
  15. UIManager::UIManager(Renderer *inRenderer) :
  16. mRenderer(inRenderer),
  17. mListener(nullptr),
  18. mState(STATE_INVALID)
  19. {
  20. mManager = this;
  21. // Set dimensions of the screen
  22. SetWidth(mRenderer->GetWindowWidth());
  23. SetHeight(mRenderer->GetWindowHeight());
  24. // Create input layout
  25. const D3D12_INPUT_ELEMENT_DESC vertex_desc[] =
  26. {
  27. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  28. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  29. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  30. };
  31. // Load vertex shader
  32. ComPtr<ID3DBlob> vtx = mRenderer->CreateVertexShader("Assets/Shaders/UIVertexShader.hlsl");
  33. // Load pixel shader
  34. ComPtr<ID3DBlob> pix_textured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShader.hlsl");
  35. ComPtr<ID3DBlob> pix_untextured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShaderUntextured.hlsl");
  36. mTextured = mRenderer->CreatePipelineState(vtx.Get(), vertex_desc, ARRAYSIZE(vertex_desc), pix_textured.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
  37. mUntextured = mRenderer->CreatePipelineState(vtx.Get(), vertex_desc, ARRAYSIZE(vertex_desc), pix_untextured.Get(), D3D12_FILL_MODE_SOLID, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
  38. }
  39. UIManager::~UIManager()
  40. {
  41. while (!mInactiveElements.empty())
  42. PopLayer();
  43. }
  44. // Update elements
  45. void UIManager::Update(float inDeltaTime)
  46. {
  47. JPH_PROFILE_FUNCTION();
  48. // Update inactive elements (array can resize at any time, so no iterators and extra checking here)
  49. for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
  50. for (int j = 0; i < (int)mInactiveElements.size() && j < (int)mInactiveElements[i].size(); ++j)
  51. mInactiveElements[i][j]->Update(inDeltaTime);
  52. // Update elements
  53. UIElement::Update(inDeltaTime);
  54. // Update state
  55. mStateTime += inDeltaTime;
  56. switch (mState)
  57. {
  58. case STATE_ACTIVATING:
  59. if (mStateTime > cActivateScreenTime)
  60. SwitchToState(STATE_ACTIVE);
  61. break;
  62. case STATE_DEACTIVATING:
  63. if (mStateTime > cActivateScreenTime)
  64. SwitchToState(STATE_DEACTIVE);
  65. break;
  66. case STATE_ACTIVE:
  67. case STATE_DEACTIVE:
  68. case STATE_INVALID:
  69. default:
  70. break;
  71. }
  72. }
  73. void UIManager::Draw() const
  74. {
  75. JPH_PROFILE_FUNCTION();
  76. // Switch tho ortho mode
  77. mRenderer->SetOrthoMode();
  78. // Draw inactive elements first
  79. if (mDrawInactiveElements)
  80. for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
  81. for (const UIElement *j : mInactiveElements[i])
  82. if (j->IsVisible())
  83. j->Draw();
  84. // Then draw active elements
  85. UIElement::Draw();
  86. // Restore state
  87. mRenderer->SetProjectionMode();
  88. }
  89. void UIManager::PushLayer()
  90. {
  91. mInactiveElements.push_back(mChildren);
  92. mChildren.clear();
  93. }
  94. void UIManager::PopLayer()
  95. {
  96. Clear();
  97. mChildren = mInactiveElements.back();
  98. mInactiveElements.pop_back();
  99. }
  100. UIElement *UIManager::FindByID(int inID)
  101. {
  102. UIElement *element = UIElement::FindByID(inID);
  103. if (element != nullptr)
  104. return element;
  105. for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
  106. for (int j = 0; j < (int)mInactiveElements[i].size(); ++j)
  107. {
  108. element = mInactiveElements[i][j]->FindByID(inID);
  109. if (element != nullptr)
  110. return element;
  111. }
  112. return nullptr;
  113. }
  114. bool UIManager::HandleUIEvent(EUIEvent inEvent, UIElement *inSender)
  115. {
  116. if (UIElement::HandleUIEvent(inEvent, inSender))
  117. return true;
  118. return mListener != nullptr && mListener->HandleUIEvent(inEvent, inSender);
  119. }
  120. void UIManager::GetMaxElementDistanceToScreenEdge(int &outMaxH, int &outMaxV)
  121. {
  122. outMaxH = 0;
  123. outMaxV = 0;
  124. for (const UIElement *e : mChildren)
  125. if (e->HasDeactivateAnimation())
  126. {
  127. int dl = e->GetX() + e->GetWidth();
  128. int dr = mRenderer->GetWindowWidth() - e->GetX();
  129. outMaxH = max(outMaxH, min(dl, dr));
  130. int dt = e->GetY() + e->GetHeight();
  131. int db = mRenderer->GetWindowHeight() - e->GetY();
  132. outMaxV = max(outMaxV, min(dt, db));
  133. }
  134. }
  135. void UIManager::SwitchToState(EState inState)
  136. {
  137. // Clean up old state
  138. switch (mState)
  139. {
  140. case STATE_ACTIVATING:
  141. case STATE_DEACTIVATING:
  142. for (UIElement *e : mChildren)
  143. e->StopAnimation(JPH_RTTI(UIAnimationSlide));
  144. break;
  145. case STATE_ACTIVE:
  146. case STATE_DEACTIVE:
  147. case STATE_INVALID:
  148. default:
  149. break;
  150. }
  151. // Store new state
  152. mState = inState;
  153. mStateTime = 0.0f;
  154. // Calculate max horizontal and vertical distance of elements to edge of screen
  155. int max_h, max_v;
  156. GetMaxElementDistanceToScreenEdge(max_h, max_v);
  157. switch (inState)
  158. {
  159. case STATE_ACTIVATING:
  160. for (UIElement *e : mChildren)
  161. if (e->HasActivateAnimation())
  162. e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_ON_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
  163. break;
  164. case STATE_DEACTIVATING:
  165. for (UIElement *e : mChildren)
  166. if (e->HasDeactivateAnimation())
  167. e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_OFF_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
  168. break;
  169. case STATE_DEACTIVE:
  170. HandleUIEvent(EVENT_MENU_DEACTIVATED, this);
  171. if (mDeactivatedAction)
  172. mDeactivatedAction();
  173. break;
  174. case STATE_ACTIVE:
  175. case STATE_INVALID:
  176. default:
  177. break;
  178. }
  179. }
  180. inline static void sDrawQuad(QuadVertex *&v ,float x1, float y1, float x2, float y2, float tx1, float ty1, float tx2, float ty2, ColorArg inColor)
  181. {
  182. v->mPosition = Float3(x1, y1, 0);
  183. v->mTexCoord = Float2(tx1, ty1);
  184. v->mColor = inColor;
  185. ++v;
  186. v->mPosition = Float3(x1, y2, 0);
  187. v->mTexCoord = Float2(tx1, ty2);
  188. v->mColor = inColor;
  189. ++v;
  190. v->mPosition = Float3(x2, y2, 0);
  191. v->mTexCoord = Float2(tx2, ty2);
  192. v->mColor = inColor;
  193. ++v;
  194. v->mPosition = Float3(x1, y1, 0);
  195. v->mTexCoord = Float2(tx1, ty1);
  196. v->mColor = inColor;
  197. ++v;
  198. v->mPosition = Float3(x2, y2, 0);
  199. v->mTexCoord = Float2(tx2, ty2);
  200. v->mColor = inColor;
  201. ++v;
  202. v->mPosition = Float3(x2, y1, 0);
  203. v->mTexCoord = Float2(tx2, ty1);
  204. v->mColor = inColor;
  205. ++v;
  206. }
  207. void UIManager::DrawQuad(int inX, int inY, int inWidth, int inHeight, const UITexturedQuad &inQuad, ColorArg inColor)
  208. {
  209. // Outer area - screen coordinates
  210. float x1 = float(inX);
  211. float y1 = float(inY);
  212. float x2 = float(inX + inWidth);
  213. float y2 = float(inY + inHeight);
  214. if (inQuad.mTexture != nullptr)
  215. {
  216. bool has_inner = inQuad.HasInnerPart();
  217. RenderPrimitive primitive(mRenderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  218. primitive.CreateVertexBuffer(has_inner? 9 * 6 : 6, sizeof(QuadVertex));
  219. float w = float(inQuad.mTexture->GetWidth()), h = float(inQuad.mTexture->GetHeight());
  220. // Outer area - texture coordinates
  221. float tx1 = float(inQuad.mX);
  222. float ty1 = float(inQuad.mY);
  223. float tx2 = float(inQuad.mX + inQuad.mWidth);
  224. float ty2 = float(inQuad.mY + inQuad.mHeight);
  225. tx1 /= w; ty1 /= h;
  226. tx2 /= w; ty2 /= h;
  227. QuadVertex *v = (QuadVertex *)primitive.LockVertexBuffer();
  228. if (has_inner)
  229. {
  230. // Inner area - screen coordinates
  231. float ix1 = float(inX + inQuad.mInnerX - inQuad.mX);
  232. float iy1 = float(inY + inQuad.mInnerY - inQuad.mY);
  233. float ix2 = float(inX + inWidth - (inQuad.mWidth - inQuad.mInnerWidth - (inQuad.mInnerX - inQuad.mX)));
  234. float iy2 = float(inY + inHeight - (inQuad.mHeight - inQuad.mInnerHeight - (inQuad.mInnerY - inQuad.mY)));
  235. // Inner area - texture coordiantes
  236. float itx1 = float(inQuad.mInnerX);
  237. float ity1 = float(inQuad.mInnerY);
  238. float itx2 = float(inQuad.mInnerX + inQuad.mInnerWidth);
  239. float ity2 = float(inQuad.mInnerY + inQuad.mInnerHeight);
  240. itx1 /= w; ity1 /= h;
  241. itx2 /= w; ity2 /= h;
  242. sDrawQuad(v, x1, y1, ix1, iy1, tx1, ty1, itx1, ity1, inColor);
  243. sDrawQuad(v, ix1, y1, ix2, iy1, itx1, ty1, itx2, ity1, inColor);
  244. sDrawQuad(v, ix2, y1, x2, iy1, itx2, ty1, tx2, ity1, inColor);
  245. sDrawQuad(v, x1, iy1, ix1, iy2, tx1, ity1, itx1, ity2, inColor);
  246. sDrawQuad(v, ix1, iy1, ix2, iy2, itx1, ity1, itx2, ity2, inColor);
  247. sDrawQuad(v, ix2, iy1, x2, iy2, itx2, ity1, tx2, ity2, inColor);
  248. sDrawQuad(v, x1, iy2, ix1, y2, tx1, ity2, itx1, ty2, inColor);
  249. sDrawQuad(v, ix1, iy2, ix2, y2, itx1, ity2, itx2, ty2, inColor);
  250. sDrawQuad(v, ix2, iy2, x2, y2, itx2, ity2, tx2, ty2, inColor);
  251. }
  252. else
  253. {
  254. sDrawQuad(v, x1, y1, x2, y2, tx1, ty1, tx2, ty2, inColor);
  255. }
  256. primitive.UnlockVertexBuffer();
  257. inQuad.mTexture->Bind(2);
  258. mTextured->Activate();
  259. primitive.Draw();
  260. }
  261. else
  262. {
  263. RenderPrimitive primitive(mRenderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  264. primitive.CreateVertexBuffer(6, sizeof(QuadVertex));
  265. QuadVertex *v = (QuadVertex *)primitive.LockVertexBuffer();
  266. sDrawQuad(v, x1, y1, x2, y2, 0, 0, 0, 0, inColor);
  267. primitive.UnlockVertexBuffer();
  268. mUntextured->Activate();
  269. primitive.Draw();
  270. }
  271. }
  272. void UIManager::DrawText(int inX, int inY, const string_view &inText, const Font *inFont, ColorArg inColor)
  273. {
  274. Vec4 pos(float(inX), float(inY), 0.0f, 1.0f);
  275. Vec4 right(float(inFont->GetCharHeight()), 0.0f, 0.0f, 0.0f);
  276. Vec4 up(0.0f, float(-inFont->GetCharHeight()), 0.0f, 0.0f);
  277. Vec4 forward(0.0f, 0.0f, 1.0f, 0.0f);
  278. Mat44 transform(right, up, forward, pos);
  279. inFont->DrawText3D(transform, inText, inColor);
  280. }