Fry3DX/engine/ui/ui.h
Nexoniarz f6f5e5f288 Fry3DX 0.5: builds for Windows, Linux and Android, a phone layout, Apache 2.0
- Apache License 2.0
- Windows: cross-built with clang-cl (cmake --preset windows), a window
  program with its icon; Linux: a portable preset (SDL and the C++
  library inside); Android: android/build_apk.py makes the APK
- tools/package.py packs the downloads; a GitHub workflow builds all
  three and makes a release for a v* tag
- A phone layout (fry_touch, on by default on Android): the UI drawn
  bigger, panels when asked for, a bar of big buttons, one finger to
  turn the view, two to move and pinch, a long press for a right-click;
  files through the phone's file picker
- Settings and autosaves now in a Nexoniarz folder (copied over once)
- README rewritten, the website shows the downloads and the phone

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
2026-10-19 22:05:01 +02:00

44 lines
1.5 KiB
C++

#pragma once
// Game UI look: fonts from the game folder and a Source-like theme (dark
// translucent panels, flat buttons, light text, red highlights) on top of Dear ImGui.
#include <cstdint>
#include <functional>
#include <string>
#include <vector>
struct ImFont;
namespace keel::ui {
enum class Font { Regular, Bold, Title };
// After the renderer (ImGui context) and the VFS are up.
void init();
ImFont* font(Font f);
// Sizes in pixels; scaled with the window height so 1080p looks like Source at 1080p.
float scale();
void beginFrame(float windowHeight);
// The UI laid out `k` times smaller than the screen's pixels and drawn scaled up, everything
// alike (a phone: its pixels are tiny). 1: as it is.
void setPixelScale(float k);
float pixelScale();
// The backends call this between the platform's NewFrame and ImGui::NewFrame.
void applyPixelScale();
// The highlight colour: highlights, the logo.
inline constexpr uint8_t kAccent[3] = {227, 34, 45};
uint32_t accent(float alpha = 1.0f, float brightness = 1.0f); // ImU32
// ── Popups: modal messages over everything (disconnects, errors, questions) ──
struct PopupButton {
std::string label;
std::function<void()> action; // may be empty: just closes
};
// Queued; shown one at a time. No buttons = a single "OK".
void popup(std::string title, std::string message, std::vector<PopupButton> buttons = {});
bool popupOpen();
void closePopup(); // Escape: like pressing the last button
// The engine calls this each frame after the game's UI.
void drawPopups();
} // namespace keel::ui