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UIManager.cpp 9.4 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <TestFramework.h>
  5. #include <UI/UIManager.h>
  6. #include <UI/UIAnimationSlide.h>
  7. #include <Jolt/Core/Profiler.h>
  8. #include <Renderer/Renderer.h>
  9. #include <Renderer/Font.h>
  10. struct QuadVertex
  11. {
  12. Float3 mPosition;
  13. Float2 mTexCoord;
  14. Color mColor;
  15. };
  16. UIManager::UIManager(Renderer *inRenderer) :
  17. mRenderer(inRenderer),
  18. mListener(nullptr),
  19. mState(STATE_INVALID)
  20. {
  21. mManager = this;
  22. // Set dimensions of the screen
  23. SetWidth(mRenderer->GetWindowWidth());
  24. SetHeight(mRenderer->GetWindowHeight());
  25. // Create input layout
  26. const D3D12_INPUT_ELEMENT_DESC vertex_desc[] =
  27. {
  28. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  29. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  30. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  31. };
  32. // Load vertex shader
  33. ComPtr<ID3DBlob> vtx = mRenderer->CreateVertexShader("Assets/Shaders/UIVertexShader.hlsl");
  34. // Load pixel shader
  35. ComPtr<ID3DBlob> pix_textured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShader.hlsl");
  36. ComPtr<ID3DBlob> pix_untextured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShaderUntextured.hlsl");
  37. 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);
  38. 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);
  39. }
  40. UIManager::~UIManager()
  41. {
  42. while (!mInactiveElements.empty())
  43. PopLayer();
  44. }
  45. // Update elements
  46. void UIManager::Update(float inDeltaTime)
  47. {
  48. JPH_PROFILE_FUNCTION();
  49. // Update inactive elements (array can resize at any time, so no iterators and extra checking here)
  50. for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
  51. for (int j = 0; i < (int)mInactiveElements.size() && j < (int)mInactiveElements[i].size(); ++j)
  52. mInactiveElements[i][j]->Update(inDeltaTime);
  53. // Update elements
  54. UIElement::Update(inDeltaTime);
  55. // Update state
  56. mStateTime += inDeltaTime;
  57. switch (mState)
  58. {
  59. case STATE_ACTIVATING:
  60. if (mStateTime > cActivateScreenTime)
  61. SwitchToState(STATE_ACTIVE);
  62. break;
  63. case STATE_DEACTIVATING:
  64. if (mStateTime > cActivateScreenTime)
  65. SwitchToState(STATE_DEACTIVE);
  66. break;
  67. case STATE_ACTIVE:
  68. case STATE_DEACTIVE:
  69. case STATE_INVALID:
  70. default:
  71. break;
  72. }
  73. }
  74. void UIManager::Draw() const
  75. {
  76. JPH_PROFILE_FUNCTION();
  77. // Switch tho ortho mode
  78. mRenderer->SetOrthoMode();
  79. // Draw inactive elements first
  80. if (mDrawInactiveElements)
  81. for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
  82. for (const UIElement *j : mInactiveElements[i])
  83. if (j->IsVisible())
  84. j->Draw();
  85. // Then draw active elements
  86. UIElement::Draw();
  87. // Restore state
  88. mRenderer->SetProjectionMode();
  89. }
  90. void UIManager::PushLayer()
  91. {
  92. mInactiveElements.push_back(mChildren);
  93. mChildren.clear();
  94. }
  95. void UIManager::PopLayer()
  96. {
  97. Clear();
  98. mChildren = mInactiveElements.back();
  99. mInactiveElements.pop_back();
  100. }
  101. UIElement *UIManager::FindByID(int inID)
  102. {
  103. UIElement *element = UIElement::FindByID(inID);
  104. if (element != nullptr)
  105. return element;
  106. for (int i = (int)mInactiveElements.size() - 1; i >= 0; --i)
  107. for (int j = 0; j < (int)mInactiveElements[i].size(); ++j)
  108. {
  109. element = mInactiveElements[i][j]->FindByID(inID);
  110. if (element != nullptr)
  111. return element;
  112. }
  113. return nullptr;
  114. }
  115. bool UIManager::HandleUIEvent(EUIEvent inEvent, UIElement *inSender)
  116. {
  117. if (UIElement::HandleUIEvent(inEvent, inSender))
  118. return true;
  119. return mListener != nullptr && mListener->HandleUIEvent(inEvent, inSender);
  120. }
  121. void UIManager::GetMaxElementDistanceToScreenEdge(int &outMaxH, int &outMaxV)
  122. {
  123. outMaxH = 0;
  124. outMaxV = 0;
  125. for (const UIElement *e : mChildren)
  126. if (e->HasDeactivateAnimation())
  127. {
  128. int dl = e->GetX() + e->GetWidth();
  129. int dr = mRenderer->GetWindowWidth() - e->GetX();
  130. outMaxH = max(outMaxH, min(dl, dr));
  131. int dt = e->GetY() + e->GetHeight();
  132. int db = mRenderer->GetWindowHeight() - e->GetY();
  133. outMaxV = max(outMaxV, min(dt, db));
  134. }
  135. }
  136. void UIManager::SwitchToState(EState inState)
  137. {
  138. // Clean up old state
  139. switch (mState)
  140. {
  141. case STATE_ACTIVATING:
  142. case STATE_DEACTIVATING:
  143. for (UIElement *e : mChildren)
  144. e->StopAnimation(JPH_RTTI(UIAnimationSlide));
  145. break;
  146. case STATE_ACTIVE:
  147. case STATE_DEACTIVE:
  148. case STATE_INVALID:
  149. default:
  150. break;
  151. }
  152. // Store new state
  153. mState = inState;
  154. mStateTime = 0.0f;
  155. // Calculate max horizontal and vertical distance of elements to edge of screen
  156. int max_h, max_v;
  157. GetMaxElementDistanceToScreenEdge(max_h, max_v);
  158. switch (inState)
  159. {
  160. case STATE_ACTIVATING:
  161. for (UIElement *e : mChildren)
  162. if (e->HasActivateAnimation())
  163. e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_ON_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
  164. break;
  165. case STATE_DEACTIVATING:
  166. for (UIElement *e : mChildren)
  167. if (e->HasDeactivateAnimation())
  168. e->StartAnimation(new UIAnimationSlide(UIAnimationSlide::SLIDE_OFF_SCREEN, max_h, max_v, 0.0f, cActivateScreenTime));
  169. break;
  170. case STATE_DEACTIVE:
  171. HandleUIEvent(EVENT_MENU_DEACTIVATED, this);
  172. if (mDeactivatedAction)
  173. mDeactivatedAction();
  174. break;
  175. case STATE_ACTIVE:
  176. case STATE_INVALID:
  177. default:
  178. break;
  179. }
  180. }
  181. inline static void sDrawQuad(QuadVertex *&v ,float x1, float y1, float x2, float y2, float tx1, float ty1, float tx2, float ty2, ColorArg inColor)
  182. {
  183. v->mPosition = Float3(x1, y1, 0);
  184. v->mTexCoord = Float2(tx1, ty1);
  185. v->mColor = inColor;
  186. ++v;
  187. v->mPosition = Float3(x1, y2, 0);
  188. v->mTexCoord = Float2(tx1, ty2);
  189. v->mColor = inColor;
  190. ++v;
  191. v->mPosition = Float3(x2, y2, 0);
  192. v->mTexCoord = Float2(tx2, ty2);
  193. v->mColor = inColor;
  194. ++v;
  195. v->mPosition = Float3(x1, y1, 0);
  196. v->mTexCoord = Float2(tx1, ty1);
  197. v->mColor = inColor;
  198. ++v;
  199. v->mPosition = Float3(x2, y2, 0);
  200. v->mTexCoord = Float2(tx2, ty2);
  201. v->mColor = inColor;
  202. ++v;
  203. v->mPosition = Float3(x2, y1, 0);
  204. v->mTexCoord = Float2(tx2, ty1);
  205. v->mColor = inColor;
  206. ++v;
  207. }
  208. void UIManager::DrawQuad(int inX, int inY, int inWidth, int inHeight, const UITexturedQuad &inQuad, ColorArg inColor)
  209. {
  210. // Outer area - screen coordinates
  211. float x1 = float(inX);
  212. float y1 = float(inY);
  213. float x2 = float(inX + inWidth);
  214. float y2 = float(inY + inHeight);
  215. if (inQuad.mTexture != nullptr)
  216. {
  217. bool has_inner = inQuad.HasInnerPart();
  218. RenderPrimitive primitive(mRenderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  219. primitive.CreateVertexBuffer(has_inner? 9 * 6 : 6, sizeof(QuadVertex));
  220. float w = float(inQuad.mTexture->GetWidth()), h = float(inQuad.mTexture->GetHeight());
  221. // Outer area - texture coordinates
  222. float tx1 = float(inQuad.mX);
  223. float ty1 = float(inQuad.mY);
  224. float tx2 = float(inQuad.mX + inQuad.mWidth);
  225. float ty2 = float(inQuad.mY + inQuad.mHeight);
  226. tx1 /= w; ty1 /= h;
  227. tx2 /= w; ty2 /= h;
  228. QuadVertex *v = (QuadVertex *)primitive.LockVertexBuffer();
  229. if (has_inner)
  230. {
  231. // Inner area - screen coordinates
  232. float ix1 = float(inX + inQuad.mInnerX - inQuad.mX);
  233. float iy1 = float(inY + inQuad.mInnerY - inQuad.mY);
  234. float ix2 = float(inX + inWidth - (inQuad.mWidth - inQuad.mInnerWidth - (inQuad.mInnerX - inQuad.mX)));
  235. float iy2 = float(inY + inHeight - (inQuad.mHeight - inQuad.mInnerHeight - (inQuad.mInnerY - inQuad.mY)));
  236. // Inner area - texture coordiantes
  237. float itx1 = float(inQuad.mInnerX);
  238. float ity1 = float(inQuad.mInnerY);
  239. float itx2 = float(inQuad.mInnerX + inQuad.mInnerWidth);
  240. float ity2 = float(inQuad.mInnerY + inQuad.mInnerHeight);
  241. itx1 /= w; ity1 /= h;
  242. itx2 /= w; ity2 /= h;
  243. sDrawQuad(v, x1, y1, ix1, iy1, tx1, ty1, itx1, ity1, inColor);
  244. sDrawQuad(v, ix1, y1, ix2, iy1, itx1, ty1, itx2, ity1, inColor);
  245. sDrawQuad(v, ix2, y1, x2, iy1, itx2, ty1, tx2, ity1, inColor);
  246. sDrawQuad(v, x1, iy1, ix1, iy2, tx1, ity1, itx1, ity2, inColor);
  247. sDrawQuad(v, ix1, iy1, ix2, iy2, itx1, ity1, itx2, ity2, inColor);
  248. sDrawQuad(v, ix2, iy1, x2, iy2, itx2, ity1, tx2, ity2, inColor);
  249. sDrawQuad(v, x1, iy2, ix1, y2, tx1, ity2, itx1, ty2, inColor);
  250. sDrawQuad(v, ix1, iy2, ix2, y2, itx1, ity2, itx2, ty2, inColor);
  251. sDrawQuad(v, ix2, iy2, x2, y2, itx2, ity2, tx2, ty2, inColor);
  252. }
  253. else
  254. {
  255. sDrawQuad(v, x1, y1, x2, y2, tx1, ty1, tx2, ty2, inColor);
  256. }
  257. primitive.UnlockVertexBuffer();
  258. inQuad.mTexture->Bind(2);
  259. mTextured->Activate();
  260. primitive.Draw();
  261. }
  262. else
  263. {
  264. RenderPrimitive primitive(mRenderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  265. primitive.CreateVertexBuffer(6, sizeof(QuadVertex));
  266. QuadVertex *v = (QuadVertex *)primitive.LockVertexBuffer();
  267. sDrawQuad(v, x1, y1, x2, y2, 0, 0, 0, 0, inColor);
  268. primitive.UnlockVertexBuffer();
  269. mUntextured->Activate();
  270. primitive.Draw();
  271. }
  272. }
  273. void UIManager::DrawText(int inX, int inY, const string_view &inText, const Font *inFont, ColorArg inColor)
  274. {
  275. Vec4 pos(float(inX), float(inY), 0.0f, 1.0f);
  276. Vec4 right(float(inFont->GetCharHeight()), 0.0f, 0.0f, 0.0f);
  277. Vec4 up(0.0f, float(-inFont->GetCharHeight()), 0.0f, 0.0f);
  278. Vec4 forward(0.0f, 0.0f, 1.0f, 0.0f);
  279. Mat44 transform(right, up, forward, pos);
  280. inFont->DrawText3D(transform, inText, inColor);
  281. }