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#include "ui.h"
FloatingWindow createFloatingWindow(const char* title)
{
FloatingWindow window = (FloatingWindow){
.rect = (Rectangle){0.0, 0.0, 100.0, 100.0},
.minimized = false,
.moving = false,
.resizing = false,
.callback = NULL,
.contentSize = Vector2Zero(),
.scroll = Vector2Zero()
};
memcpy(window.title, title, UI_WINDOW_TITLE_MAX * sizeof(char));
return window;
}
void floatingWindowTransformCollisionCheck(FloatingWindow* window)
{
int closeTitleSizeDeltaHalf = (RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT -
RAYGUI_WINDOW_CLOSEBUTTON_SIZE) / 2;
Vector2 mousePosition = GetMousePosition();
Rectangle titleCollisionRect = (Rectangle){
window->rect.x,
window->rect.y,
window->rect.width - (RAYGUI_WINDOW_CLOSEBUTTON_SIZE
+ closeTitleSizeDeltaHalf),
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT
};
Rectangle resizeCollisionRect = (Rectangle){
window->rect.x + window->rect.width - 20,
window->rect.y + window->rect.height - 20,
20,
20
};
if (CheckCollisionPointRec(mousePosition, titleCollisionRect))
{
window->moving = true;
}
else if (!window->minimized
&& CheckCollisionPointRec(mousePosition, resizeCollisionRect))
{
window->resizing = true;
}
}
void updateFloatingWindowMoving(FloatingWindow* window)
{
Vector2 mouseDelta = GetMouseDelta();
window->rect.x += mouseDelta.x;
window->rect.y += mouseDelta.y;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
window->moving = false;
// Clamp window position keep it inside the application area.
if (window->rect.x < 0)
{
window->rect.x = 0;
}
else if (window->rect.x > GetScreenWidth() - window->rect.width)
{
window->rect.x = GetScreenWidth() - window->rect.width;
}
if (window->rect.y < 0)
{
window->rect.y = 0;
}
else if (window->rect.y > GetScreenHeight())
{
window->rect.y = GetScreenHeight() - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT;
}
}
}
void updateFloatingWindowResizing(FloatingWindow* window)
{
Vector2 mousePosition = GetMousePosition();
if (mousePosition.x > window->rect.x)
{
window->rect.width = mousePosition.x - window->rect.x;
}
if (mousePosition.y > window->rect.y)
{
window->rect.height = mousePosition.y - window->rect.y;
}
// Clamp window size to an arbitrary minimum value and the window size as
// the maximum.
if (window->rect.width < 100)
{
window->rect.width = 100;
}
else if (window->rect.width > GetScreenWidth())
{
window->rect.width = GetScreenWidth();
}
if (window->rect.height < 100)
{
window->rect.height = 100;
}
else if (window->rect.height > GetScreenHeight())
{
window->rect.height = GetScreenHeight();
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
window->resizing = false;
}
}
void updateFloatingWindowMinimized(FloatingWindow* window)
{
int closeTitleSizeDeltaHalf = (RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT -
RAYGUI_WINDOW_CLOSEBUTTON_SIZE) / 2;
GuiStatusBar(
(Rectangle){window->rect.x, window->rect.y,
window->rect.width, RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT},
window->title);
if (GuiButton(
(Rectangle){window->rect.x + window->rect.width
- RAYGUI_WINDOW_CLOSEBUTTON_SIZE
- closeTitleSizeDeltaHalf,
window->rect.y + closeTitleSizeDeltaHalf,
RAYGUI_WINDOW_CLOSEBUTTON_SIZE,
RAYGUI_WINDOW_CLOSEBUTTON_SIZE},
"#120#"))
{
window->minimized = false;
}
}
void updateFloatingWindowNotMinimized(FloatingWindow* window)
{
window->minimized = GuiWindowBox(
(Rectangle){window->rect.x, window->rect.y, window->rect.width,
window->rect.height}, window->title);
// Scissor and draw content within a scroll panel.
if (window->callback != NULL)
{
Rectangle scissor;
GuiScrollPanel(
(Rectangle){
window->rect.x, window->rect.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT,
window->rect.width,
window->rect.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT},
NULL,
(Rectangle){
window->rect.x, window->rect.y,
window->contentSize.x, window->contentSize.y},
&window->scroll,
&scissor);
bool requireScissor = window->rect.width < window->contentSize.x
|| window->rect.height < window->contentSize.x;
if (requireScissor)
{
BeginScissorMode(scissor.x, scissor.y, scissor.width, scissor.height);
}
window->callback((Vector2){window->rect.x, window->rect.y},
window->scroll);
if (requireScissor)
{
EndScissorMode();
}
}
// Draw the resize button/icon.
GuiDrawIcon(71, window->rect.x + window->rect.width - 20,
window->rect.y + window->rect.height - 20, 1, GREEN);
}
void updateFloatingWindow(FloatingWindow* window)
{
// Window movement and resize input and collision check.
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !window->moving
&& !window->resizing)
{
floatingWindowTransformCollisionCheck(window);
}
// Window movement and resize update.
if (window->moving)
{
updateFloatingWindowMoving(window);
}
else if (window->resizing)
{
updateFloatingWindowResizing(window);
}
// window and content drawing with scissor and scroll area
if(window->minimized)
{
updateFloatingWindowMinimized(window);
}
else
{
updateFloatingWindowNotMinimized(window);
}
}
void initWindowManager(WindowManager* windowManager)
{
memset(windowManager, 0, sizeof(WindowManager));
}
void updateWindowManager(WindowManager* windowManager)
{
for (int index = 0; index < windowManager->windowCount; ++index)
{
updateFloatingWindow(&windowManager->windows[index]);
}
}
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