/* SPDX-License-Identifier: MIT */ /* * konui.h * * Copyright (c) 2026 KonAki * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef KONUI_H #define KONUI_H #include #include #include "konwinlib.h" #include "konsofren.h" #include "konfont.h" #ifdef __cplusplus extern "C" { #endif /*** definition ***/ typedef struct kon_ui kon_ui_t; typedef struct kon_uiTheme { uint32_t panel, title, text, textDim, widget, hover, active, accent, border; int padding, spacing; } kon_uiTheme_t; /* you own this, the ui moves it when the title bar is dragged. w is required, h = 0 sizes to the content */ typedef struct kon_uiPanel { int x, y, w, h; int collapsed; int contentH; } kon_uiPanel_t; kon_ui_t *kon_uiCreate(kon_font_t *font); void kon_uiDestroy(kon_ui_t *ui); kon_uiTheme_t *kon_uiTheme(kon_ui_t *ui); /* mouse coordinates have to be in the space of the framebuffer you draw to. use kon_windowToGame for the game one */ void kon_uiFeedEvent(kon_ui_t *ui, const kon_event_t *event); void kon_uiBegin(kon_ui_t *ui, kon_framebuffer_t *fb); void kon_uiEnd(kon_ui_t *ui); /* true when the ui is using the mouse or keyboard, so the game should leave them alone */ int kon_uiWantsMouse(const kon_ui_t *ui); int kon_uiWantsKeyboard(const kon_ui_t *ui); /* always call kon_uiEndPanel, even when this returned 0 (collapsed) */ int kon_uiBeginPanel(kon_ui_t *ui, const char *title, kon_uiPanel_t *panel); void kon_uiEndPanel(kon_ui_t *ui); /*** areas ***/ /* a fixed part of the window with no title and no dragging, for a layout that stays put: a side bar, a list, a preview. what is inside is clipped to it and scrolls with the wheel when it is taller than the area. you own this and fill in x, y, w and h, the ui keeps scroll and contentH. contentH is what the last frame needed, so the scroll bar shows up one frame late */ typedef struct kon_uiArea { int x, y, w, h; int scroll; int contentH; } kon_uiArea_t; /* returns 0 when it is not drawn (nothing of it is on screen, or it is inside a panel, an area or a menu). always call kon_uiEndArea */ int kon_uiBeginArea(kon_ui_t *ui, const char *id, kon_uiArea_t *area); void kon_uiEndArea(kon_ui_t *ui); /*** menus ***/ /* a bar along the top of the window, kon_uiMenuBarHeight is how tall it is so you can lay the rest out under it. kon_uiBeginMenu gives 1 while that menu is open, and then its items are kon_uiMenuItem, which gives 1 when one is clicked. always call kon_uiEndMenu and kon_uiEndMenuBar. what is open is drawn over everything at the end of the frame. a menu is as long as its items, up to 600 pixels, the rest is cut off if (kon_uiBeginMenuBar(ui)) { if (kon_uiBeginMenu(ui, "File")) { if (kon_uiMenuItem(ui, "Open", "Ctrl+O")) open(); kon_uiMenuSeparator(ui); if (kon_uiMenuItem(ui, "Quit", NULL)) quit(); } kon_uiEndMenu(ui); } kon_uiEndMenuBar(ui); */ int kon_uiBeginMenuBar(kon_ui_t *ui); void kon_uiEndMenuBar(kon_ui_t *ui); int kon_uiMenuBarHeight(const kon_ui_t *ui); int kon_uiBeginMenu(kon_ui_t *ui, const char *label); int kon_uiMenuItem(kon_ui_t *ui, const char *label, const char *shortcut); void kon_uiMenuSeparator(kon_ui_t *ui); void kon_uiEndMenu(kon_ui_t *ui); /* anything after ## in a label is part of the id but not drawn, so "ok##a" and "ok##b" are different buttons */ void kon_uiLabel(kon_ui_t *ui, const char *text); void kon_uiLabelf(kon_ui_t *ui, const char *format, ...); int kon_uiButton(kon_ui_t *ui, const char *label); int kon_uiCheckbox(kon_ui_t *ui, const char *label, int *value); int kon_uiSliderFloat(kon_ui_t *ui, const char *label, float *value, float min, float max); int kon_uiSliderInt(kon_ui_t *ui, const char *label, int *value, int min, int max); int kon_uiSelectable(kon_ui_t *ui, const char *label, int selected); /* returns 1 when enter is pressed. label is shown while the field is empty */ int kon_uiTextInput(kon_ui_t *ui, const char *label, char *buffer, size_t size); /* a row of tabs, current is the one shown. returns 1 when another one was clicked */ int kon_uiTabs(kon_ui_t *ui, const char *const *labels, int count, int *current); /* a line with a + or - in front that opens and closes. returns the new open state, show what is inside when it is 1 and use kon_uiIndent to push it in */ int kon_uiTreeNode(kon_ui_t *ui, const char *label, int *open); void kon_uiIndent(kon_ui_t *ui, int amount); void kon_uiSeparator(kon_ui_t *ui); void kon_uiSameLine(kon_ui_t *ui); void kon_uiPushId(kon_ui_t *ui, int id); void kon_uiPopId(kon_ui_t *ui); kon_rect_t kon_uiLastRect(const kon_ui_t *ui); #ifdef __cplusplus } #endif #endif