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/* 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 <stdint.h>
#include <stddef.h>

#include "konwinlib.h"
#include "konsofren.h"
#include "konfont.h"

/*** 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);

/* 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);

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);

#endif